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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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Toc

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

Using render targets and framebuffers

To use a picture, we have to create an ImageView. The picture doesn't have any information, such as mipmap levels, and you can't access a portion of the picture. However, by now using picture views, we specify the type of the texture and whether it has mipmaps. In addition, in renderpass, we specified the attachments per frame buffer. We will create framebuffers here and pass in the picture views as attachments.

Create a new class called RenderTexture. In the RenderTexture.h file, add the following headers and then create the class itself:

 #include <vulkan/vulkan.h> 
#include<array> 
 
class RenderTexture 
{ 
public: 
   RenderTexture(); 
   ~RenderTexture(); 
    
   std::vector<VkImage> _swapChainImages; 
   VkExtent2D _swapChainImageExtent; 
 
   std::vector<VkImageView> swapChainImageViews; 
   std::vector...
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