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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 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

Drawing Vulkan Objects

In the previous chapter, we created all the resources that were required for an object to be drawn. In this chapter, we will create the ObjectRenderer class, which will draw an object on the viewport. This class is used so that we have an actual geometric object to draw and view alongside our awesome purple viewport.

We will also learn how to synchronize CPU and GPU operations at the end of the chapter, which will remove the validation error that we got in Chapter 11, Creating Object Resources.

Before we set the scene up for rendering, we have to prepare one last thing for the geometry render; that is, the graphics pipeline. We will begin setting this up next.

In this chapter, we will cover the following topics:

  • Preparing the GraphicsPipeline class
  • The ObjectRenderer class
  • Changes to the VulkanContext class
  • The Camera class
  • Drawing an object
  • Synchronizing...
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