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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

Organizing mesh rendering in Vulkan

In Chapter 3, Getting Started with OpenGL and Vulkan, we learned how to render a textured 3D model on the screen using Vulkan in a direct and pretty ad hoc way. Now we will show how to move one step closer to creating a more scalable 3D model renderer with Vulkan. In the subsequent chapters, we will further generalize the rendering approach so that we can build a minimalistic Vulkan rendering engine from scratch, step by step.

Getting ready

Revisit the Organizing Vulkan frame rendering code recipe and recall how the RendererBase interface works. The code we will discuss in this recipe can be found in shared/vkRenderers/VulkanModelRenderer.cpp and the corresponding header file.

How to do it...

Let's declare the ModelRenderer class, which contains a texture and combined vertex and index buffers:

  1. The declaration looks as follows:
    class ModelRenderer: public RendererBase {
    public:
      ModelRenderer(VulkanRenderDevice...
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