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)

Implementing fullscreen quad rendering

All postprocessing recipes in this chapter require you to render a fullscreen quad using a specific fragment shader for each effect. While the fragment shaders should be very specific to each effect, the vertex shader can be the same. Furthermore, while we can trivially render a quad using a classic vertex buffer object approach, this might be cumbersome to manage in situations where we should mix and match tens or hundreds of shader combinations in different parts of the rendering pipeline. In this recipe, we show a very simple way to generate a quad right in the vertex shader in a similar way to how we generated a cube in Chapter 3, Getting Started with OpenGL and Vulkan.

Getting ready

Check out the Implementing programmable vertex pulling in OpenGL recipe from Chapter 3, Getting Started with OpenGL and Vulkan.

How to do it…

Let's go through the code of our fullscreen quad vertex shader. The shader can be found in the...