Book Image

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
4 (2)
Book Image

3D Graphics Rendering Cookbook

4 (2)
By: Sergey Kosarevsky, Viktor Latypov

Overview of this book

OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.
Table of Contents (12 chapters)

Using descriptor indexing in Vulkan to render an ImGui

Another extremely useful application of descriptor indexing is the ability to trivially render multiple textures in ImGui. Up until now, our ImGui renderer was able to use only one single font texture and there was no possibility to render any static images in our UI. To allow backward compatibility with Chapter 4, Adding User Interaction and Productivity Tools, and Chapter 5, Working with Geometry Data, we add a new constructor to the ImGuiRenderer class and modify the addImGuiItem() method in the shared/vkRenderers/VulkanImGui.cpp file. We provide a thorough discussion of the required changes here because, to the best of our knowledge, there is no small down-to-earth tutorial on using multiple textures in the Vulkan ImGui renderer.

Getting ready

Check the previous Using descriptor indexing and texture arrays in Vulkan recipe, to learn how to initialize the descriptor indexing feature.

How to do it...

Let's start...