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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Toc

Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts FREE CHAPTER
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Updating the Mesh class for Vulkan

In the Mesh.h file, we just have to add a few lines of code to specify InputBindingDescription and InputAttributeDescription. In InputBindingDesciption, we specify the binding location, the stride of the data itself, and the input rate, which specifies whether the data is per vertex or per instance. In the Mesh.h file in the OpenGL project, we will just add functions to the Vertex struct:

 struct Vertex { 
 
   glm::vec3 pos; 
   glm::vec3 normal; 
   glm::vec3 color; 
glm::vec2 texCoords; 
 
}; 

So, in the Vertex struct, add the function to retrieve AttributeDesciption:

   static VkVertexInputBindingDescription getBindingDescription() { 
 
         VkVertexInputBindingDescription bindingDescription = {}; 
 
         bindingDescription.binding = 0;  
         bindingDescription.stride = sizeof(Vertex); 
         bindingDescription.inputRate ...
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