}voidinitVulkan(){// 创建实例createInstance(); }voidmainLoop(){while(!glfwWindowShouldClose(window)) {glfwPollEvents(); } }voidcleanup(){// 清除实例vkDestroyInstance(instance,nullptr);glfwDestroyWindow(window);glfwTerminate(); }voidcreateInstance(){// appinfoVkApplicationInfo appInfo = {}; app...
A tutorial that teaches you everything it takes to render 3D graphics with the Vulkan API. It covers everything from Windows/Linux setup to rendering and debugging.
Stages with an orange color on the other hand are programmable, which means that you can upload your own code to the graphics card to apply exactly the operations you want. This allows you to use fragment shaders, for example, to implement anything from texturing and lighting to ray tracers...
完整的代码见https://vulkan-tutorial.com/code/09_shader_base.frag 将两个文件保存在项目根目录的shader目录里,然后利用工具glslc把shader编译成SPIR-V bytecode 以Windows为例,其他平台请参考Shader modules - Vulkan Tutorial C:/VulkanSDK/x.x.x.x/Bin32/glslc.exeshader.vert -o vert.spvC:/VulkanSDK/...
dnf -y builddep vulkan-tools dnf install vulkan-tools dnf install vulkan-loader-devel vulkan-validation-layers-devel spirv-tools spirv-tools-devel dnf -y install glfw-devel dnf -y install glm-devel dnf -y install libXxf86vm libXxf86vm-devel https://vulkan-tutorial.com/en/Development_environment...
https://vulkan-tutorial.com/Development_environment 一、下载SKD 进入官网 https://vulkan.lunarg.com/ 由于是windows下进行开发,所以选择windows的sdk,点击下载,也可以右击选择复制链接,然后使用迅雷下载,这样下载的更快些。 下载然后后双击进行安装 安装完成。
There are many libraries available for loading images, and you can even write your own code to load simple formats like BMP and PPM. In this tutorial we'll be using the stb_image library from thestb collection. The advantage of it is that all of the code is in a single file, so it...
原文:https://vulkan-tutorial.com/Drawing_a_triangle/Setup/Base_code 你站这个文字颜色 bug 太多,不用了 大体结构 在上一章你已经创建了配置好的 Vulkan 工程并用示例代码进行了测试。本章我们将以下面的代码为开始: #include<vulkan/vulkan.h>#include<iostream>#include<stdexcept>#include<cstdlib>classHello...
these functions generally vary for different types of objects, but there is one parameter that they all share:pAllocator. This is an optional parameter that allows you to specify callbacks for a custom memory allocator. We will ignore this parameter in the tutorial and always passnullptras ...
We also use a helper for the creation of the ray tracing acceleration structures, but we will document its contents extensively in this tutorial. The code is further simplified by using theVulkan C++ API, whose type safety and constructors reduce both its verbosity and its potential for errors...