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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

The ObjectRenderer class

With all the necessary classes created, we can finally create our ObjectRenderer class, which will render the mesh object to the scene.

Let's create a new class called ObjectRenderer. In ObjectRenderer.h, add the following:

#include "GraphicsPipeline.h" 
#include "ObjectBuffers.h" 
#include "Descriptor.h" 
 
#include "Camera.h" 
 
class ObjectRenderer 
{ 
public: 
  void createObjectRenderer(MeshType modelType, glm::vec3 _position, 
glm::vec3 _scale); void updateUniformBuffer(Camera camera); void draw(); void destroy(); private: GraphicsPipeline gPipeline; ObjectBuffers objBuffers; Descriptor descriptor; glm::vec3 position; glm::vec3 scale; };

We will include the descriptor, pipeline, and object buffer headers because they are required for the class. In...

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