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Vulkan Cookbook

Vulkan Cookbook

By : Lapinski
2.9 (19)
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Vulkan Cookbook

Vulkan Cookbook

2.9 (19)
By: Lapinski

Overview of this book

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.
Table of Contents (13 chapters)
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Preparing a perspective projection matrix

3D applications usually try to simulate the effect of how we perceive the world around us--objects in the distance seem smaller than the objects that are closer to us. To achieve this effect, we need to use a perspective projection matrix.

How to do it...

  1. Prepare a variable of type float named aspect_ratio that will hold an aspect ratio of a renderable area (image's width divided by its height).
  2. Create a variable of type float named field_of_view. Initialize it with an angle (in radians) of a vertical field of view of a camera.
  3. Create a variable of type float named near_plane and initialize it with the distance from the camera's position to the near clipping plane.
  4. Create a variable of type float named far_plane...
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