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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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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts FREE CHAPTER 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

Preparing the GraphicsPipeline class

The graphics pipeline defines the pipeline an object should follow when it is drawn. As we discovered in Chapter 2, Mathematics and Graphics Concepts, there is a series of steps that we need to follow to draw an object:

In OpenGL, pipeline states can be changed at any time, just like we enabled and disabled blending when drawing text in Chapter 8, Enhancing Your Game with Collision, Loop, and Lighting. However, changing states takes up a lot of system resources, which is why Vulkan discourages you from changing states at will. Therefore, you will have to set the pipeline states in advance for each object. Before you create a pipeline's state, you also need to create a pipeline layout that takes the descriptor set layout we created in the previous chapter. So, we will create the pipeline layout first.

Then, we also need to provide the...

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