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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 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

Using mesh geometry data in Vulkan

No graphical application can survive without working with at least some geometry data. In this recipe, we will learn how to load meshes into Vulkan buffers using Assimp. We will use shader storage buffer objects (SSBOs) and implement the programmable vertex pulling (PVP) technique, similar to what we did in the Implementing programmable vertex pulling (PVP) in OpenGL recipe.

Getting ready

The implementation of programmable vertex pulling for Vulkan is quite similar to OpenGL's. Please revisit the Implementing programmable vertex pulling (PVP) in OpenGL recipe for more information. The complete source code for all the Vulkan recipes in this chapter can be found in Chapter3/VK02_DemoApp.

How to do it...

Let's load an indexed mesh with vertex and texture coordinates. The data format for the texture mesh is the same as it was in the OpenGL recipes:

  1. The following function loads a mesh via Assimp from a file into a Vulkan shader...
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