Vulkan2D is a 2D renderer using Vulkan and SDL2 primarily for C games. VK2D aims for an extremely simple API, requiring no Vulkan experience to use. Astro and more recently Sea of Clouds internally use Vulkan2D for rendering. My other projects Bedlam, Spacelink, and Peace & Liberty also used Vulkan2D, although a much older version of it. Check out the quick-start guide.
- Simple and intuitive API built on top of SDL
- Draw shapes/textures/3D models/arbitrary polygons to the screen or other textures
- Fast, built with Vulkan 1.1 and doesn't require any device features (but it can make use of some)
- Simple and fully-featured cameras, allowing for multiple concurrent cameras
- Powerful and very simple shader interface
- Simple access to the Vulkan implementation through
VK2D/VulkanInterface.h
- Hardware-accelerated 2D light and shadows
- Easily load multiple resources in the background while your application gets prepared
Check out the documentation website.
There are two parts to building it with your project: you must build VK2D and also VMA since VK2D needs VMA to function. You'll likely need to do something like this in CMake:
set(VMA_FILES VK2D/VulkanMemoryAllocator/src/vk_mem_alloc.h VK2D/VulkanMemoryAllocator/src/VmaUsage.cpp)
file(GLOB VK2D_FILES VK2D/VK2D/*.c)
...
include_directories(... Vulkan2D/ VulkanMemoryAllocator/src/)
add_executable(... ${VK2D_FILES} ${VMA_FILES})
Vulkan2D also requires the following external dependencies:
SDL2, 2.0.6+
Vulkan 1.1+
C11 + C standard library
C++17 (VMA uses C++17)
By default the program automatically crashes on fatal errors, but you may specify Vulkan2D to not do
that and check for errors on your own. The following example uses default settings meaning that if there
is an error in VK2D, it will print the status to vk2derror.txt
and quit.
SDL_Window *window = SDL_CreateWindow("VK2D", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_VULKAN);
SDL_Event e;
VK2DRendererConfig config = {VK2D_MSAA_32X, VK2D_SCREEN_MODE_TRIPLE_BUFFER, VK2D_FILTER_TYPE_NEAREST};
vk2dRendererInit(window, config, NULL);
vec4 clearColour;
vk2dColourHex(clearColour, "#59d9d7");
bool stopRunning = false;
// Load your resources
while (!stopRunning) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
stopRunning = true;
}
}
vk2dRendererStartFrame(clearColour);
// Draw your things
vk2dRendererEndFrame();
}
vk2dRendererWait();
// Free your resources
vk2dRendererQuit();
SDL_DestroyWindow(window);
If you don't want VK2D to crash on errors you may specify that in the struct VK2DStartupOptions
passed to
vk2dRendererInit
and check for errors yourself with vk2dStatus
, vk2dStatusMessage
, and
vk2dStatusFatal
. Any VK2D function can raise fatal errors but unless you pass bad pointers
to VK2D functions, they will not crash if there is a fatal error and will instead simply do
nothing.
All examples are tested to work on Windows and Ubuntu. The CMakeLists.txt
at the root
directory will generate build systems for each example. Be sure to compile the test
shader before running the examples/main/
example with:
glslc assets/test.frag -o assets/tex.frag.spv
glslc assets/test.vert -o assets/tex.vert.spv
If you don't trust binary blobs you may also compile the binary shader blobs with the command
genblobs.py colour.vert colour.frag instanced.vert instanced.frag model.vert model.frag shadows.vert shadows.frag tex.vert tex.frag
run from the shaders/
folder (requires Python).
- Sprite batching
- Built-in imgui support
- Better multi-threaded loading support
- Soft shadows
- More flexibility with shader uniforms
- 3D shaders