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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

Adding camera animations and motion

Besides having a user-controlled first-person camera, it is convenient to be able to position and move the camera programmatically inside a 3D scene – this is helpful for debugging when we need to organize automatic screenshot tests with camera movement, for example. In this recipe, we will show how to do it and extend our minimalistic 3D camera framework from the previous recipe. We will draw a combo box using ImGui to select between two camera modes: a first-person free camera, and a fixed camera moving to a user-specified point settable from the UI.

Getting ready

The full source code for this recipe is a part of the final demo application for this chapter, and you can find it in Chapter04/06_DemoApp. Implementations of all new camera-related functionality are located in the shared/Camera.h file.

How to do it...

Let’s look at how to programmatically control our 3D camera using a simple ImGui-based user interface:

...
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