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3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
4.4 (19)
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3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook

4.4 (19)
By: Sergey Kosarevsky, Viktor Latypov

Overview of this book

OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.
Table of Contents (12 chapters)
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Rendering a Dear ImGui user interface with Vulkan

In Chapter 3, Getting Started with OpenGL and Vulkan, we demonstrated how to render the Dear ImGui user interface using OpenGL in 200 lines of C++ code. Here we try to transfer this knowledge to Vulkan and complement our existing frame composition routines. Even though fitting the entire Vulkan ImGui renderer into a few hundred lines of code is definitely not possible, we will do our best to keep the implementation reasonably compact for it to serve as a good teaching example.

Getting ready

It is recommended to revisit the Rendering a basic UI with Dear ImGui recipe from Chapter 2, Using Essential Libraries, and also recall our Vulkan frame composition scheme described in the first two recipes of this chapter.

This recipe covers the source code of shared/vkRenderers/VulkanImGui.cpp.

How to do it...

Let's take a look at the minimalistic ImGui Vulkan renderer implementation, which takes the ImDrawData data structure...

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