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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

Simplifying Vulkan initialization and frame composition

Before jumping into this chapter, let's learn how to generalize Vulkan application initialization for all of our remaining demos and how to extract common parts of the frame composition code.

How to do it...

The Graphics Library Framework (GLFW) window creation and Vulkan rendering surface initialization are performed in the initVulkanApp function. Let's take a closer look:

  1. A Resolution structure can be passed as an optional parameter:
    struct Resolution {
      uint32_t width  = 0;
      uint32_t height = 0;
    };
    GLFWwindow* initVulkanApp(  int width, int height,  Resolution* outResolution = nullptr)
    {
  2. In our examples, we always use the glslang compiler and the Vector-Optimized Library of Kernels (VOLK) library. If anything goes wrong with initialization, we terminate the application:
      glslang_initialize_process();
      volkInitialize();
     ...
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