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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Adding Bullet physics to a graphics application

Before we conclude the business of this chapter, let's touch on one more topic, which is not a 3D rendering matter but links very closely to our 3D scene implementation. This recipe shows how to animate individual visual objects in our scene graph by using a rigid-body physics simulation library, Bullet (https://github.com/bulletphysics/bullet3).

Getting ready

To compile the Bullet library, we use a custom CMakeLists.txt file, so it is useful to recall the general CMake workflow for third-party libraries covered in Chapter 2, Using Essential Libraries.

The demo application for this recipe can be found in the Chapter9/VK01_Physics folder.

How to do it...

  1. To simulate a collection of rigid bodies, we implement the Physics class, which calls the appropriate libBullet methods to create, manage, and update physical objects:
    struct Physics {
      Physics()
      : collisionDispatcher(&collisionConfiguration...
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