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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

Managing Vulkan resources

In the previous chapters, we implemented individual manual management for Vulkan resources in all our rendering classes. This recipe describes the system that manages all Vulkan-related objects and provides utility functions to create entities such as offscreen framebuffers, render passes, pipelines, textures, and storage buffers. All the functions described here will be used in the subsequent recipes.

Getting ready

The largest part of our resource management scene, which includes creating the descriptor set and update routines, is not included in this recipe. See the Unifying descriptor set creation routines recipe for additional implementation details.

How to do it...

The VulkanResources class contains a list of all the Vulkan objects. Its private part, along with a reference to VulkanRenderDevice, contains various std::vector members for storing our whole safari park of Vulkan objects. Let's take a look:

  1. First, we must store all...
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