😀This project is mainly faced to GUI engineering applications and advanced backend computing, such as X11, Qt, ffmpeg, OpenCV, CUDA and so on. Combining Vulkan with engineering applications, not a pure demo.
- Imaging Proceessing of Vulkan😁
- Vulkan on Qt 🤣
- Vulkan on XWindow 😃
- Vulkan with CUDA😅
- Vulkan offscreen rendering with ffmpeg😆
- Vulkan with physical engine😆
This project is partly based on SaschaWillems's Project, add some functions of cross-platform window operation , deleted MFC code of the main function(WinMain), and provides a unified interface api for cross-platform.
For Android, use the jni and android java surface activity instead of native glue. You can use the java widgets of Android Sdk on the Vulkan Surface. The front-end UI uses MVVM framework to better meet the application requirements.
Use sharelib (libvulkanbase.so, libvulkan_basicengine.so) instead of static lib.
- Sharelib : ✅
- Supported System : Linux & Windows & Android
- PNG and JPEG Texture Load : ✅ (Auto turn to RGBA8 format)
- Volume Texture3d Load : ⭕ (Will support nii and raw data)
- Auto Mipmap-Gen : ✅
- Qt-binding(vulkan widget) : ✅
- Relative path and absolute path management for IDE : ✅
- Basic object template(Ball & Square & Cube and so on) : ⭕
- Android Vulkan Surface Activity (Java) : ✅
For examples of cross-platform api:
int main(int argc,char** argv){
bool debug=false;
StaticTriangle* pVulkan=new StaticTriangle(debug);
pVulkan->initVulkan();
pVulkan->initWindow();
pVulkan->prepare();
pVulkan->renderLoop();
delete pVulkan;
return 1;
}
Simple object-oriented package reduces the amount of code and makes it easier to use and understand Vulkan.
m_sky = VkObject::New<VulkanCube>(m_context);
m_sky->prepare();
m_skyShader = VkObject::New<VulkanVertFragShader>(m_context);
m_skyShader->setShaderObjPath("shaders/Skybox/skybox.so.vert",
"shaders/Skybox/skybox.so.frag");
m_skyShader->setCullFlag(VK_CULL_MODE_FRONT_BIT);
m_skyShader->prepare();
std::vector<std::string> skyImages = {
"textures/skybox/back.jpg",
"textures/skybox/front.jpg",
"textures/skybox/top.jpg",
"textures/skybox/bottom.jpg",
"textures/skybox/right.jpg",
"textures/skybox/left.jpg",
};
m_skyTexture = VkObject::New<VulkanTextureCubeMap>(m_context);
m_skyTexture->loadFromFile(skyImages, VK_FORMAT_R8G8B8A8_UNORM);
The libvulkan_basicengine.so also integrates 'stb_image' from https://github.com/JoeyDeVries/LearnOpenGL, supporting jpg and png image loading, and you don't need to generate ktx images for Vulkan Texture now. See 'vulkan_basicengine_texture.h'.
Finally, welcome to clone or fork my project, remember to star if you consider my project is quite good.
Now: Linux(Mainly) Windows(Partly) Android(Partly) Planned supported: Mac(I have successfully installed black Apple) IOS
CMake: 3.14+ is recommended
Vulkan: 1.1.121+
Glm: 0.9.9+
Xcb & Xlib (Linux needs)
GLFW3
OpenCV: 4.0+ (Some projects need)
CUDA: 10.0+ (Some projects need)
Qt: 5.12+ (Some projects need)
GCC 7+ using -std=c++17 MSVC 2017
git clone https://github.com/engineer1109/LearnVulkan.git --depth=1
'--depth=1' will reduce the download size of repo.
Compile
cmake ..
make
make install
The programs will be installed in the {PROJECT_DIR}/bin .
cmake .. -DBUILD_QtExamples=ON
Compile
cmake -G "Visual Studio 15 2017 Win64" -T host=x64 ..
cmake --build . --config Release
cmake --build . --config Release --target INSTALL
The programs will be installed in the {PROJECT_DIR}/Release .
- Simple Examples (80%) (Only need Vulkan)
01_StaticTriangle
02_StaticCube
03_Texture2dCube
04_MultiImageSampler
05_MultiObjects
06_Lighting
07_MipmapGen 08_InstanceDraw 09_VolumeCloud
- Advanced Examples (20%) (Need Assimp)
01_Skybox 02_ReflectSky
- Qt Vulkan (20%) (Need Qt, some need assimp)
01_QtTriangle
02_FramelessVulkan
- Cuda and Vulkan
- X11 and Vulkan
- Vulkan and deep learning
- Vulkan Server Rendering