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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

Implementing offscreen rendering in OpenGL

Before we can proceed with generic postprocessing effects, let's implement some basic OpenGL machinery for offscreen rendering using framebuffer objects. We will rely on this code throughout the remaining chapters of this book to implement various rendering and postprocessing techniques.

Getting ready

The code for this recipe is located in the shared/glFramework/GLFramebuffer.h. file. It would be helpful to quickly go through the entire code before reading the rest of this recipe.

How to do it…

Let's implement a simple GLFramebuffer class to handle all the underlying OpenGL framebuffer objects' manipulations and attachments:

  1. Our framebuffer implementation holds the width and height dimensions of the framebuffer, its OpenGL handle, and two GLTexture objects, for color and depth buffers respectively. As we do not need to render into multiple render targets, having just one of each buffer is sufficient...
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