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)

Loading and saving a scene graph

To quote Frederick Brooks, "Show me your data structures and I do not need to see your code." Hopefully, it is already more or less clear how to implement basic operations on a scene graph, but the remaining recipes in this chapter will explicitly describe all the required routines. Here, we will provide an overview of the loading and saving operations for our scene graph structure.

Getting ready

Make sure you have read the previous recipe, Using data-oriented design for a scene graph, before proceeding any further.

How to do it...

The loading procedure is a sequence of fread() calls, followed by a pair of loadMap() operations. As usual, we will be omitting any error handling code in this book's text; however, the accompanying source code bundle contains many necessary checks to see if the file was actually opened and so on. Let's get started:

  1. After opening the file, we can read the count of stored scene nodes...