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C++ Game Development By Example

You're reading from  C++ Game Development By Example

Product type Book
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Pages 420 pages
Edition 1st Edition
Languages
Author (1):
Siddharth Shekar Siddharth Shekar
Profile icon Siddharth Shekar
Toc

Table of Contents (18) Chapters close

Preface 1. Section 1: Basic Concepts
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

Creating the SPIR-V shader binary

Unlike OpenGL, which takes in GLSL (OpenGL Shading Language) human-readable files for shaders, Vulkan takes in shaders in binary or byte code format. All shaders, whether vertex, fragment, or compute, have to be in byte code format.

SPIR-V is also good for cross-compilation, making porting shader files a lot easier. If you have a Direct3D HLSL shader code, it can be compiled to SPIR-V format and can be used in a Vulkan application, making it very easy to port Direct3D games to Vulkan. The shader is initially written in GLSL, with some minor changes to how we wrote it for OpenGL. A compiler is provided, which compiles the code from GLSL to SPIR-V format. The compiler is included with the Vulkan SDK installation. The basic vertex-shader GLSL code is as follows:

#version 450 
#extension GL_ARB_separate_shader_objects : enable 
 
layout (binding ...
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