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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts FREE CHAPTER 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Creating the window surface

We need an interface for the window we created for the current platform so that we can present the images we will render. We use the VKSurfaceKHR property to get access to the window surface. To store the surface information that the OS supports, we will call the glfw function, glfwCreateWindowSurface, to create the surface that's supported by the OS.

In VulkanContext.h, add a new variable of the VkSurfaceKHR type called surface, as follows:

private: 
 
   //surface 
   VkSurfaceKHR surface; 
 

Since we need access to the window instance we created in source.cpp, change the initVulkan function so that it accepts a GLFWwindow, as follows:

   void initVulkan(GLFWwindow* window); 
 

In VulkanContext.cpp, change the initVulkan implementation as follows and call the glfwCreateWindowSurface function, which takes in the Vulkan instance and the window...

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