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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 cube map textures in Vulkan

This recipe shows how to implement a feature with Vulkan that was already done using OpenGL in Chapter 3, Getting Started with OpenGL and Vulkan. The VulkanCubeRenderer class implements a simple cube map renderer used to draw a skybox.

Getting ready

Before proceeding with this recipe, it is recommended to revisit the Vulkan texture and texture sampler creation code from Chapter 3, Getting Started with OpenGL and Vulkan.

How to do it...

As in the previous recipes, we derive our VulkanCubeRenderer class from RendererBase. We need a texture sampler and a cube texture. The actual 3D cube geometry is generated using the programmable vertex pulling technique in the vertex shader, as shown in the previous chapters:

class CubeRenderer: public RendererBase {
public:
  CubeRenderer(VulkanRenderDevice& vkDev,    VulkanImage inDepthTexture, const char* textureFile);
  virtual ~CubeRenderer();
  ...
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