(Prior version of repo has now been moved to the tut0-22 branch)
A video tutorial series introducing computer graphics for Vulkan®, the new generation graphics and compute API from Khronos. The focus of this tutorial is to be approachable to newcomers to computer graphics and graphics APIs, explaining not just the Vulkan API but also computer graphics theory, mathematics and engine architecture.
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Install the dependencies: cmake, glm, vulkan and glfw
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For example
sudo apt install vulkan-tools sudo apt install libvulkan-dev sudo apt install vulkan-validationlayers-dev spirv-tools sudo apt install libglfw3-dev sudo apt install libglm-dev sudo apt install cmake
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To Build
cd LittleVulkanEngine ./unixBuild.sh
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Then in a terminal window
brew install cmake brew install glfw brew install glm
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To Build
cd littleVulkanEngine ./unixBuild.sh
- Download and install Windows Vulkan sdk
- Download and install Windows cmake x64 installer
- Make sure to select "Add cmake to the system Path for all users"
- Download GLFW (64-bit precompiled binary)
- Download GLM
- Download and open the project and rename "envWindowsExample.cmake" to ".env.cmake"
- Update the filepath variables in .env.cmake to your installation locations
- In windows powershell
cd littleVulkanEngine
mkdir build
cmake -S . -B .\build\
- If cmake finished successfully, it will create a LveEngine.sln file in the build directory that can be opened with visual studio. In visual studio right click the Shaders project -> build, to build the shaders. Right click the LveEngine project -> set as startup project. Change from debug to release, and then build and start without debugging.
- Download and install MinGW-w64, you probably want MingW-W64-builds/
- Make sure MinGW has been added to your Path
- Also set MINGW_PATH variable in the project's .env.cmake
- In windows powershell
cd littleVulkanEngine
./mingwBuild.bat
- This will build the project to build/LveEngine.exe, double click in file explorer to open and run
This branch is a legacy branch that holds all the older tutorials in the series, starting from the beginning and going up until tutorial 22.
Find the Preliminary Completed Project Here
In this tutorial we add a point light object to the global UBO and update the vertex shader to make use of this new lighting technique. (Video)
In this tutorial we explore the differences in per-fragment versus per-vertex lighting (Video)
In this tutorial I change the project to use cmake rather than a simple makefile to make building on multiple platforms simpler and more straightforward. (Video)
In this tutorial we implement a second rendering system that uses the billboard technique to render a spherical point light. (Video)
In this tutorial we add support for multiple point light objects in the scene. Lights will still be stored in the GlobalUbo, however for rendering the light objects we will use push constants.
(Video)
In this tutorial we add specular lighting to our simple fragment shader.
(Video)
In this tutorial we add a limited blending capability to our point light system, allowing them to be rendered with a nicer appearance.
(Video)
Khronos made an official Vulkan Samples repository available to the public (press release).
You can find this repository at https://github.com/KhronosGroup/Vulkan-Samples
Thanks to the authors of these libraries :
Thanks to LunarG
Thanks to the wonderful opensource examples by Sascha Willems
Thanks to ThinMatrix and his wonderful OpenGL game tutorial series which was a huge inspiration for this series and how I first started learning computer graphics
Thanks to Sean Plott and the #DK30 challenge, for providing the motivating kick to give this a shot
- Vulkan and the Vulkan logo are trademarks of the Khronos Group Inc.