Vulkan Cookbook 项目教程

Vulkan Cookbook 项目教程

Vulkan-CookbookCode repository for Vulkan Cookbook by Packt项目地址:https://gitcode.com/gh_mirrors/vu/Vulkan-Cookbook

1. 项目的目录结构及介绍

Vulkan Cookbook 项目的目录结构如下:

Vulkan-Cookbook/
├── External/
│   └── Library/
├── Samples/
│   ├── Chapter_01/
│   ├── Chapter_02/
│   ├── ...
│   └── Chapter_10/
├── .gitignore
├── CMakeLists.txt
├── LICENSE
├── README.md
└── build.bat

目录介绍

  • External/Library/: 包含项目依赖的外部库。
  • Samples/: 包含各个章节的示例代码,每个章节对应一个子目录。
  • .gitignore: Git 忽略文件配置。
  • CMakeLists.txt: CMake 构建配置文件。
  • LICENSE: 项目许可证文件。
  • README.md: 项目说明文档。
  • build.bat: Windows 平台下的构建脚本。

2. 项目的启动文件介绍

项目的启动文件通常位于 Samples/ 目录下的各个章节子目录中。每个章节通常包含一个或多个示例代码文件,这些文件是项目的启动文件。

例如,Samples/Chapter_01/ 目录下可能包含一个名为 Example_01.cpp 的文件,这就是该章节的启动文件。

3. 项目的配置文件介绍

CMakeLists.txt

CMakeLists.txt 是项目的 CMake 构建配置文件,用于配置项目的构建过程。以下是该文件的主要内容:

cmake_minimum_required(VERSION 3.0)
project(VulkanCookbook)

# 设置编译器选项
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)

# 添加外部库路径
include_directories("External/Library")

# 添加示例代码
file(GLOB_RECURSE samples "Samples/*/*.cpp")
add_executable(${PROJECT_NAME} ${samples})

# 链接 Vulkan 库
target_link_libraries(${PROJECT_NAME} Vulkan)

.gitignore

.gitignore 文件用于配置 Git 忽略的文件和目录,避免将不必要的文件提交到版本控制系统中。以下是该文件的部分内容:

# 忽略构建生成的文件
build/
*.o
*.a
*.so
*.exe
*.dll

# 忽略编辑器生成的文件
.vscode/
.idea/

build.bat

build.bat 是 Windows 平台下的构建脚本,用于简化项目的构建过程。以下是该文件的内容:

@echo off
mkdir build
cd build
cmake ..
cmake --build .

通过运行该脚本,可以在 Windows 平台上快速构建项目。

以上是 Vulkan Cookbook 项目的主要配置文件和启动文件的介绍。希望这些信息能帮助你更好地理解和使用该项目。

Vulkan-CookbookCode repository for Vulkan Cookbook by Packt项目地址:https://gitcode.com/gh_mirrors/vu/Vulkan-Cookbook

创作声明:本文部分内容由AI辅助生成(AIGC),仅供参考

Computer graphics have a very long and interesting history. Many APIs or custom approaches to the generation of 2D or 3D images have come and gone. A landmark in this history was the invention of OpenGL, one of the first graphics libraries, which allowed us to create real-time, high-performance 3D graphics, and which was available for everyone on multiple operating systems. It is still developed and widely used even today. And this year we can celebrate its 25th birthday! But many things have changed since OpenGL was created. The graphics hardware industry is evolving very quickly. And recently, to accommodate these changes, a new approach to 3D graphics rendering was presented. It took the form of a low-level access to the graphics hardware. OpenGL was designed as a high-level API, which allows users to easily render images on screen. But this high-level approach, convenient for users, is difficult for graphics drivers to handle. This is one of the main reasons for restricting the hardware to show its full potential. The new approach tries to overcome these struggles–it gives users much more control over the hardware, but also many more responsibilities. This way application developers can release the full potential of the graphics hardware, because the drivers no longer block them. Low-level access allows drivers to be much smaller, much thinner. But these benefits come at the expense of much more work that needs to done by the developers. The first evangelist of the new approach to graphics rendering was a Mantle API designed by AMD. When it proved that low-level access can give considerable performance benefits, other companies started working on their own graphics libraries. One of the most notable representatives of the new trend were Metal API, designed by Apple, and DirectX 12, developed by Microsoft. But all of the above libraries were developed with specific operating systems and/or hardware in mind. There was no open and multiplatform standard such as OpenGL. Until last year. Year 2016 saw the release of the Vulkan API, developed by Khronos consortium, which maintains the OpenGL library. Vulkan also represents the new approach, a low-level access to the graphics hardware, but unlike the other libraries it is available for everyone on multiple operating systems and hardware platforms–from high-performance desktop computers with Windows or Linux operating systems, to mobile devices with Android OS. And as it is still being very new, there are few resources teaching developers how to use it. This book tries to fill this gap.
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