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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

Compiling Vulkan shaders at runtime

In the previous recipes, we only covered OpenGL, while Vulkan was only mentioned a few times now and again. In the rest of this chapter, we will show you how to create a Vulkan rendering application with functionality similar to what we've done with OpenGL so far. The code from this and the subsequent recipes will be reused later to build more complex Vulkan demos.

Before we start using Vulkan, we must learn how to significantly speed up the iterative process of writing shaders. Vulkan consumes shaders in their final compiled binary form, called SPIR-V, and it uses a standalone shader compiler to precompile shaders offline. While being perfect for a released product, this approach slows down early stages of graphics application development and rapid prototyping, where shaders are changed a lot and should be recompiled on each application run. In this recipe, we will show you how to compile Vulkan shaders at runtime using Kronos' reference...

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