Little Vulkan Engine
(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.
Table of Contents
Building
Unix Build Instructions
-
Install the dependencies: cmake, glm, vulkan and glfw
-
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
-
To Build
cd LittleVulkanEngine ./unixBuild.sh
MacOS Build Instructions
Install Dependencies
-
Then in a terminal window
brew install cmake brew install glfw brew install glm
-
To Build
cd littleVulkanEngine ./unixBuild.sh
Windows build instructions
- 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
Building for Visual Studio 2019
- 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.
Building for minGW
- 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
Tutorials
Vulkan Basics - Tutorials 0 to 22
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.
Point Lights
Find the Preliminary Completed Project Here
21 - Intro to Point Lights
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)
22 - Vertex vs Fragment Lighting
In this tutorial we explore the differences in per-fragment versus per-vertex lighting (Video)
23 - Project Restructure and cmake
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)
24 - Billboards
In this tutorial we implement a second rendering system that uses the billboard technique to render a spherical point light. (Video)
25 - Multiple Point Lights
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)
26 - Specular Lighting
In this tutorial we add specular lighting to our simple fragment shader.
(Video)
Official Khronos Vulkan Samples
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
Credits
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
Attributions / Licenses
- Vulkan and the Vulkan logo are trademarks of the Khronos Group Inc.