3D graphics rendering cookbook : a comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan /
Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key Features Learn to integrate modern rendering techniques into a single performant 3D rendering engine Leverage Vulkan to render 3D content, use AZDO in OpenGL applications, and un...
Clasificación: | Libro Electrónico |
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Autores principales: | , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing,
2021.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Cover
- Copyright
- Contributors
- Table of Contents
- Preface
- Chapter 1: Establishing a Build Environment
- Technical requirements
- OpenGL 4.6 with AZDO and Vulkan
- What is the essence of modern OpenGL?
- Setting up our development environment on Windows
- Getting ready
- How to do it...
- There's more...
- Setting up our development environment on Linux
- Getting ready
- How to do it...
- Installing the Vulkan SDK for Windows and Linux
- Getting ready
- How to do it...
- There's more...
- Managing dependencies
- Getting ready
- How to do it...
- How it works...
- There's more...
- Getting the demo data
- How to do it
- There's more...
- Creating utilities for CMake projects
- Getting ready
- How to do it...
- There's more...
- Chapter 2: Using Essential Libraries
- Technical requirements
- Using the GLFW library
- Getting ready
- How to do it...
- There's more...
- Doing math with GLM
- Getting ready
- How to do it...
- There's more...
- Loading images with STB
- Getting ready
- How to do it...
- There's more...
- Rendering a basic UI with Dear ImGui
- Getting ready
- How to do it...
- There's more...
- Integrating EasyProfiler
- Getting ready
- How to do it...
- How it works...
- There's more...
- Integrating Optick
- Getting ready
- How to do it...
- How it works...
- There's more...
- Using the Assimp library
- Getting ready
- How to do it...
- Getting started with Etc2Comp
- Getting ready
- How to do it...
- There's more...
- Multithreading with Taskflow
- Getting ready
- How to do it...
- There's more...
- Introducing MeshOptimizer
- Getting ready
- How to do it...
- There's more...
- Chapter 3: Getting Started with OpenGL and Vulkan
- Technical requirements
- Intercepting OpenGL API calls
- Getting ready
- How to do it...
- How it works...
- Working with Direct State Access (DSA)
- Getting ready
- How to do it...
- There's more...
- Loading and compiling shaders in OpenGL
- Getting ready
- How to do it...
- There's more...
- Implementing programmable vertex pulling (PVP) in OpenGL
- Getting ready
- How to do it...
- How it works...
- There's more...
- Working with cube map textures
- Getting ready
- How to do it...
- There's more...
- Compiling Vulkan shaders at runtime
- Getting ready
- How to do it...
- How it works...
- There's more...
- Initializing Vulkan instances and graphical devices
- Getting ready
- How to do it...
- Initializing the Vulkan swap chain
- Getting ready
- How to do it...
- Setting up Vulkan's debugging capabilities
- How to do it...
- There's more...
- Tracking and cleaning up Vulkan objects
- Getting ready
- How to do it...
- Using Vulkan command buffers
- How to do it...
- See also
- Dealing with buffers in Vulkan
- Getting ready
- How to do it...
- How it works...
- Using texture data in Vulkan
- Getting ready
- How to do it...
- Using mesh geometry data in Vulkan
- Getting ready