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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

Initializing Vulkan shader modules

The Vulkan API consumes shaders in the form of compiled SPIR-V binaries. In the Compiling Vulkan shaders at runtime recipe, we learned how to compile shaders from source code to SPIR-V using the open source glslang compiler from Khronos. In this recipe, we will learn how to use these binaries in Vulkan.

Getting ready

We recommend reading the Compiling Vulkan shaders at runtime recipe before proceeding.

How to do it...

  1. Let's declare a structure that will hold a SPIR-V binary and its corresponding shader module object:
    struct ShaderModule {
      std::vector<unsigned int> SPIRV;
      VkShaderModule shaderModule;
    };
  2. The following function will compile a shader that's been loaded from a file using glslang and upload the resulting SPIR-V binary to Vulkan:
    VkResult createShaderModule(  VkDevice device, ShaderModule* sm,  const char* fileName)
    {
      if (!compileShaderFile(fileName...
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