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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

Putting it all together into a Vulkan application

In this recipe, we use all the material from previous recipes of this chapter to build a Vulkan demo application.

Getting ready

It might be useful to revisit the first recipe, Organizing Vulkan frame rendering code, to get to grips with the frame composition approach we use in our applications.

The full source code for this recipe can be found in Chapter4/VK01_DemoApp.

How to do it...

Let's skim through the source code to see how we can integrate the functionality from all the recipes together into a single application:

  1. Just like in the previous demo, we declare a Vulkan instance and render device objects:
    VulkanInstance vk;
    VulkanRenderDevice vkDev;
  2. We should declare all our "layer" renderers:
    std::unique_ptr<ImGuiRenderer> imgui;
    std::unique_ptr<ModelRenderer> modelRenderer;
    std::unique_ptr<CubeRenderer> cubeRenderer;
    std::unique_ptr<VulkanCanvas> canvas;
    std::unique_ptr...
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