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Mastering Graphics Programming with Vulkan

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This is the code repository for Mastering Graphics Programming with Vulkan, published by Packt.

Develop a modern rendering engine from first principles to state-of-the-art techniques

What is this book about?

Vulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback. Learning Vulkan is a foundational step to understanding how a modern graphics API works, both on desktop and mobile.

This book covers the following exciting features:

If you feel this book is for you, get your copy today!

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Instructions and Navigations

All of the code is organized into folders. For example, chapter2.

The code has been tested with the following software:

Getting the code

This repository includes a submodule that makes it easier to get glTF models. To make sure the submodule is initialized properly, run the following command when cloning the repository: git clone --recurse-submodules https://github.com/PacktPublishing/Mastering-Graphics-Programming-with-Vulkan

To download the glTF assets using the bootstrap script, run the following command: python ./bootstrap.py

Alternatively, you get manually download the models from https://github.com/KhronosGroup/glTF-Sample-Models. We tested only only a subset of glTF 2.0 models.

Windows

We provide a Visual Studio solution containing the code for all chapters, located at project\RaptorEngine.sln.

Linux

We provide the assimp library as part of this repo, while the SDL library has to be installed manually. On Debian and Ubuntu this can be done as follows: sudo apt install libsdl2-dev

Assuming you unpacked the Vulkan SDK in ~/vulkan/1.2.198.1, you have to add the following lines to your .bashrc file:

export VULKAN_SDK=~/vulkan/1.2.198.1/x86_64
export PATH=$VULKAN_SDK/bin:$PATH
export LD_LIBRARY_PATH=$VULKAN_SDK/lib:$LD_LIBRARY_PATH
export VK_LAYER_PATH=$VULKAN_SDK/etc/vulkan/explicit_layer.d

To generate the Make file, run the following command: cmake -B build -DCMAKE_BUILD_TYPE=Debug

To build a given chapter, run the following command: cmake --build build --target Chapter1 -- -j 4

Following is what you need for this book: This book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required.

With the following software and hardware list you can run all code files present in the book (Chapter 1-15).

Software and Hardware List

ChapterSoftware requiredOS required
1-15Vulkan 1.2Windows or Linux

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. Click here to download it.

Related products

Errata

Get to Know the Authors

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics. He also likes cooking and playing guitar.

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.

Download a free PDF

<i>If you have already purchased a print or Kindle version of this book, you can get a DRM-free PDF version at no cost.<br>Simply click on the link to claim your free PDF.</i>

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