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C++ Game Development By Example

You're reading from   C++ Game Development By Example Learn to build games and graphics with SFML, OpenGL, and Vulkan using C++ programming

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Length 420 pages
Edition 1st Edition
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Author (1):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Basic Concepts FREE CHAPTER
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Beginning and ending Renderpass

Along with the commands being recorded in each frame, the renderpass is also processed for each frame where the color and the depth information is reset. So, since we only have color attachments in each frame, we have to clear the color information for each frame as well. Go back to the Renderpass.h file and add two new functions, called beginRenderPass and endRenderPass, in the class, as follows:

class Renderpass 
{ 
public: 
   Renderpass(); 
   ~Renderpass(); 
 
 
   VkRenderPass renderPass; 
 
   void createRenderPass(VkFormat swapChainImageFormat); 
 
   void beginRenderPass(std::array<VkClearValue, 1> 
clearValues, VkCommandBuffer commandBuffer, VkFramebuffer
swapChainFrameBuffer, VkExtent2D swapChainImageExtent); void endRenderPass(VkCommandBuffer commandBuffer); void destroy(); };

In RenderPass.cpp, add...

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