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Vulkan 3D Graphics Rendering Cookbook

You're reading from   Vulkan 3D Graphics Rendering Cookbook Implement expert-level techniques for high-performance graphics with Vulkan

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Product type Paperback
Published in Feb 2025
Publisher Packt
ISBN-13 9781803248110
Length 714 pages
Edition 2nd Edition
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Authors (2):
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Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (14) Chapters Close

Preface 1. Establishing a Build Environment 2. Getting Started with Vulkan FREE CHAPTER 3. Working with Vulkan Objects 4. Adding User Interaction and Productivity Tools 5. Working with Geometry Data 6. Physically Based Rendering Using the glTF 2.0 Shading Model 7. Advanced PBR Extensions 8. Graphics Rendering Pipeline 9. glTF Animations 10. Image-Based Techniques 11. Advanced Rendering Techniques and Optimizations 12. Other Books You May Enjoy
13. Index

Rendering on-screen graphs with ImGui and ImPlot

In the previous recipe, we learned how to create immediate mode drawing facilities in Vulkan with basic drawing functionality. That 3D canvas was rendered on top of a 3D scene sharing a view-projection matrix with it. In this recipe, we will continue adding useful debugging features to our framework and learn how to implement pure 2D line drawing functionality. It is possible to implement such a class in a way similar to LineCanvas3D. However, we already use the ImGui library in our apps as described in the Rendering ImGui user interface recipe. Let’s put it to use to render our 2D lines.

Getting ready

We recommend revisiting the Rendering ImGui user interfaces and Implementing an immediate-mode 3D drawing canvas recipes to get a better grasp of how a simple Vulkan drawing canvas can be implemented.

How to do it...

What we need at this point essentially boils down to decomposing a 2D chart or graph into a set of lines and rendering...

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