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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

Working with rendering passes

In Chapter 4, Adding User Interaction and Productivity Tools, we introduced our "layered" frame composition, which we will now refine and extend. These modifications will allow us to do offscreen rendering and significantly simplify initialization and Vulkan object management.

This recipe will describe the rendering interface that's used by the VulkanApp class. At the end of this recipe, a few concrete classes will be presented that can render quadrilaterals and the UI. Please revisit the previous two recipes to see how the Renderer interface fits in the new framework.

Getting ready

Check out the Putting it all together into a Vulkan application recipe of Chapter 4, Adding User Interaction and Productivity Tools, to refresh your memory on how our "layered" frame composition works.

How to do it...

Each of the frame rendering passes is represented by an instance of the Renderer class. The list of references to these...

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