Search icon CANCEL
Subscription
0
Cart icon
Cart
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Generating textures in Vulkan using compute shaders

Now that we can initialize and use compute shaders, it is time to give a few examples of how to use these. Let's start with some basic procedural texture generation. In this recipe, we implement a small program to display animated textures whose pixel values are calculated in real time inside our custom compute shader. To add even more value to this recipe, we will port a GLSL shader from https://www.shadertoy.com to our Vulkan compute shader.

Getting ready

The compute pipeline creation code and Vulkan application initialization are the same as in the Initializing compute shaders in Vulkan recipe. Make sure you read this before proceeding further. To use and display the generated texture, we need a textured quad renderer. Its complete source code can be found in shared/vkRenderers/VulkanSingleQuad.cpp. We will not focus on its internals here because, at this point, it should be easy for you to implement such a renderer...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €14.99/month. Cancel anytime}