├── .gitignore ├── CMakeLists.txt ├── External ├── stb_image.h ├── tiny_obj_loader.h ├── vk_platform.h └── vulkan.h ├── LICENSE ├── Library ├── Common Files │ ├── AllHeaders.h │ ├── Common.cpp │ ├── Common.h │ ├── ListOfVulkanFunctions.inl │ ├── Tools.cpp │ ├── Tools.h │ ├── VulkanDestroyer.h │ ├── VulkanFunctions.cpp │ └── VulkanFunctions.h └── Source Files │ ├── 01 Instance and Devices │ ├── 03 Connecting with a Vulkan Loader library.cpp │ ├── 03 Connecting with a Vulkan Loader library.h │ ├── 05 Loading function exported from a Vulkan Loader library.cpp │ ├── 05 Loading function exported from a Vulkan Loader library.h │ ├── 06 Loading global-level functions.cpp │ ├── 06 Loading global-level functions.h │ ├── 07 Checking available Instance extensions.cpp │ ├── 07 Checking available Instance extensions.h │ ├── 08 Creating a Vulkan Instance.cpp │ ├── 08 Creating a Vulkan Instance.h │ ├── 09 Loading instance-level functions.cpp │ ├── 09 Loading instance-level functions.h │ ├── 10 Enumerating available physical devices.cpp │ ├── 10 Enumerating available physical devices.h │ ├── 11 Checking available device extensions.cpp │ ├── 11 Checking available device extensions.h │ ├── 12 Getting features and properties of a physical device.cpp │ ├── 12 Getting features and properties of a physical device.h │ ├── 13 Checking available queue families and their properties.cpp │ ├── 13 Checking available queue families and their properties.h │ ├── 14 Selecting index of a queue family with desired capabilities.cpp │ ├── 14 Selecting index of a queue family with desired capabilities.h │ ├── 15 Creating a logical device.cpp │ ├── 15 Creating a logical device.h │ ├── 16 Loading device-level functions.cpp │ ├── 16 Loading device-level functions.h │ ├── 17 Getting a device queue.cpp │ ├── 17 Getting a device queue.h │ ├── 18 Creating a logical device with geometry shaders and graphics queue.cpp │ ├── 18 Creating a logical device with geometry shaders and graphics queue.h │ ├── 19 Destroying a logical device.cpp │ ├── 19 Destroying a logical device.h │ ├── 20 Destroying a Vulkan Instance.cpp │ ├── 20 Destroying a Vulkan Instance.h │ ├── 21 Releasing a Vulkan Loader library.cpp │ └── 21 Releasing a Vulkan Loader library.h │ ├── 02 Image Presentation │ ├── 01 Creating a Vulkan Instance with WSI extensions enabled.cpp │ ├── 01 Creating a Vulkan Instance with WSI extensions enabled.h │ ├── 02 Creating a presentation surface.cpp │ ├── 02 Creating a presentation surface.h │ ├── 03 Selecting a queue family that supports presentation to a given surface.cpp │ ├── 03 Selecting a queue family that supports presentation to a given surface.h │ ├── 04 Creating a logical device with WSI extensions enabled.cpp │ ├── 04 Creating a logical device with WSI extensions enabled.h │ ├── 05 Selecting a desired presentation mode.cpp │ ├── 05 Selecting a desired presentation mode.h │ ├── 06 Getting capabilities of a presentation surface.cpp │ ├── 06 Getting capabilities of a presentation surface.h │ ├── 07 Selecting a number of swapchain images.cpp │ ├── 07 Selecting a number of swapchain images.h │ ├── 08 Choosing a size of swapchain images.cpp │ ├── 08 Choosing a size of swapchain images.h │ ├── 09 Selecting desired usage scenarios of swapchain images.cpp │ ├── 09 Selecting desired usage scenarios of swapchain images.h │ ├── 10 Selecting a transformation of swapchain images.cpp │ ├── 10 Selecting a transformation of swapchain images.h │ ├── 11 Selecting a format of swapchain images.cpp │ ├── 11 Selecting a format of swapchain images.h │ ├── 12 Creating a swapchain.cpp │ ├── 12 Creating a swapchain.h │ ├── 13 Getting handles of swapchain images.cpp │ ├── 13 Getting handles of swapchain images.h │ ├── 14 Creating a swapchain with R8G8B8A8 format and a MAILBOX present mode.cpp │ ├── 14 Creating a swapchain with R8G8B8A8 format and a MAILBOX present mode.h │ ├── 15 Acquiring a swapchain image.cpp │ ├── 15 Acquiring a swapchain image.h │ ├── 16 Presenting an image.cpp │ ├── 16 Presenting an image.h │ ├── 17 Destroying a swapchain.cpp │ ├── 17 Destroying a swapchain.h │ ├── 18 Destroying a presentation surface.cpp │ └── 18 Destroying a presentation surface.h │ ├── 03 Command Buffers and Synchronization │ ├── 01 Creating a command pool.cpp │ ├── 01 Creating a command pool.h │ ├── 02 Allocating command buffers.cpp │ ├── 02 Allocating command buffers.h │ ├── 03 Beginning a command buffer recording operation.cpp │ ├── 03 Beginning a command buffer recording operation.h │ ├── 04 Ending a command buffer recording operation.cpp │ ├── 04 Ending a command buffer recording operation.h │ ├── 05 Resetting a command buffer.cpp │ ├── 05 Resetting a command buffer.h │ ├── 06 Resetting a command pool.cpp │ ├── 06 Resetting a command pool.h │ ├── 07 Creating a semaphore.cpp │ ├── 07 Creating a semaphore.h │ ├── 08 Creating a fence.cpp │ ├── 08 Creating a fence.h │ ├── 09 Waiting for fences.cpp │ ├── 09 Waiting for fences.h │ ├── 10 Resetting fences.cpp │ ├── 10 Resetting fences.h │ ├── 11 Submitting command buffers to the queue.cpp │ ├── 11 Submitting command buffers to the queue.h │ ├── 12 Synchronizing two command buffers.cpp │ ├── 12 Synchronizing two command buffers.h │ ├── 13 Checking if processing of a submitted command buffer has finished.cpp │ ├── 13 Checking if processing of a submitted command buffer has finished.h │ ├── 14 Waiting until all commands submitted to a queue are finished.cpp │ ├── 14 Waiting until all commands submitted to a queue are finished.h │ ├── 15 Waiting for all submitted commands to be finished.cpp │ ├── 15 Waiting for all submitted commands to be finished.h │ ├── 16 Destroying a fence.cpp │ ├── 16 Destroying a fence.h │ ├── 17 Destroying a semaphore.cpp │ ├── 17 Destroying a semaphore.h │ ├── 18 Freeing command buffers.cpp │ ├── 18 Freeing command buffers.h │ ├── 19 Destroying a command pool.cpp │ └── 19 Destroying a command pool.h │ ├── 04 Resources and Memory │ ├── 01 Creating a buffer.cpp │ ├── 01 Creating a buffer.h │ ├── 02 Allocating and binding memory object to a buffer.cpp │ ├── 02 Allocating and binding memory object to a buffer.h │ ├── 03 Setting a buffer memory barrier.cpp │ ├── 03 Setting a buffer memory barrier.h │ ├── 04 Creating a buffer view.cpp │ ├── 04 Creating a buffer view.h │ ├── 05 Creating an image.cpp │ ├── 05 Creating an image.h │ ├── 06 Allocating and binding memory object to an image.cpp │ ├── 06 Allocating and binding memory object to an image.h │ ├── 07 Setting an image memory barrier.cpp │ ├── 07 Setting an image memory barrier.h │ ├── 08 Creating an image view.cpp │ ├── 08 Creating an image view.h │ ├── 09 Creating a 2D image and view.cpp │ ├── 09 Creating a 2D image and view.h │ ├── 10 Creating a layered 2D image with a CUBEMAP view.cpp │ ├── 10 Creating a layered 2D image with a CUBEMAP view.h │ ├── 11 Mapping, updating and unmapping host-visible memory.cpp │ ├── 11 Mapping, updating and unmapping host-visible memory.h │ ├── 12 Copying data between buffers.cpp │ ├── 12 Copying data between buffers.h │ ├── 13 Copying data from a buffer to an image.cpp │ ├── 13 Copying data from a buffer to an image.h │ ├── 14 Copying data from an image to a buffer.cpp │ ├── 14 Copying data from an image to a buffer.h │ ├── 15 Using staging buffer to update a buffer with a device-local memory bound.cpp │ ├── 15 Using staging buffer to update a buffer with a device-local memory bound.h │ ├── 16 Using staging buffer to update an image with a device-local memory bound.cpp │ ├── 16 Using staging buffer to update an image with a device-local memory bound.h │ ├── 17 Destroying an image view.cpp │ ├── 17 Destroying an image view.h │ ├── 18 Destroying an image.cpp │ ├── 18 Destroying an image.h │ ├── 19 Destroying a buffer view.cpp │ ├── 19 Destroying a buffer view.h │ ├── 20 Freeing a memory object.cpp │ ├── 20 Freeing a memory object.h │ ├── 21 Destroying a buffer.cpp │ └── 21 Destroying a buffer.h │ ├── 05 Descriptor Sets │ ├── 01 Creating a sampler.cpp │ ├── 01 Creating a sampler.h │ ├── 02 Creating a sampled image.cpp │ ├── 02 Creating a sampled image.h │ ├── 03 Creating a combined image sampler.cpp │ ├── 03 Creating a combined image sampler.h │ ├── 04 Creating a storage image.cpp │ ├── 04 Creating a storage image.h │ ├── 05 Creating a uniform texel buffer.cpp │ ├── 05 Creating a uniform texel buffer.h │ ├── 06 Creating a storage texel buffer.cpp │ ├── 06 Creating a storage texel buffer.h │ ├── 07 Creating a uniform buffer.cpp │ ├── 07 Creating a uniform buffer.h │ ├── 08 Creating a storage buffer.cpp │ ├── 08 Creating a storage buffer.h │ ├── 09 Creating an input attachment.cpp │ ├── 09 Creating an input attachment.h │ ├── 10 Creating a descriptor set layout.cpp │ ├── 10 Creating a descriptor set layout.h │ ├── 11 Creating a descriptor pool.cpp │ ├── 11 Creating a descriptor pool.h │ ├── 12 Allocating descriptor sets.cpp │ ├── 12 Allocating descriptor sets.h │ ├── 13 Updating descriptor sets.cpp │ ├── 13 Updating descriptor sets.h │ ├── 14 Binding descriptor sets.cpp │ ├── 14 Binding descriptor sets.h │ ├── 15 Creating descriptors with a texture and a uniform buffer.cpp │ ├── 15 Creating descriptors with a texture and a uniform buffer.h │ ├── 16 Freeing descriptor sets.cpp │ ├── 16 Freeing descriptor sets.h │ ├── 17 Resetting a descriptor pool.cpp │ ├── 17 Resetting a descriptor pool.h │ ├── 18 Destroying a descriptor pool.cpp │ ├── 18 Destroying a descriptor pool.h │ ├── 19 Destroying a descriptor set layout.cpp │ ├── 19 Destroying a descriptor set layout.h │ ├── 20 Destroying a sampler.cpp │ └── 20 Destroying a sampler.h │ ├── 06 Render Passes and Framebuffers │ ├── 01 Specifying attachments descriptions.cpp │ ├── 01 Specifying attachments descriptions.h │ ├── 02 Specifying subpass descriptions.cpp │ ├── 02 Specifying subpass descriptions.h │ ├── 03 Specifying dependencies between subpasses.cpp │ ├── 03 Specifying dependencies between subpasses.h │ ├── 04 Creating a render pass.cpp │ ├── 04 Creating a render pass.h │ ├── 05 Creating a framebuffer.cpp │ ├── 05 Creating a framebuffer.h │ ├── 06 Preparing a render pass for geometry rendering and postprocess subpasses.cpp │ ├── 06 Preparing a render pass for geometry rendering and postprocess subpasses.h │ ├── 07 Preparing a render pass and a framebuffer with color and depth attachments.cpp │ ├── 07 Preparing a render pass and a framebuffer with color and depth attachments.h │ ├── 08 Beginning a render pass.cpp │ ├── 08 Beginning a render pass.h │ ├── 09 Progressing to the next subpass.cpp │ ├── 09 Progressing to the next subpass.h │ ├── 10 Ending a render pass.cpp │ ├── 10 Ending a render pass.h │ ├── 11 Destroying a framebuffer.cpp │ ├── 11 Destroying a framebuffer.h │ ├── 12 Destroying a render pass.cpp │ └── 12 Destroying a render pass.h │ ├── 08 Graphics and Compute Pipelines │ ├── 01 Creating a shader module.cpp │ ├── 01 Creating a shader module.h │ ├── 02 Specifying pipeline shader stages.cpp │ ├── 02 Specifying pipeline shader stages.h │ ├── 03 Specifying pipeline vertex input state.cpp │ ├── 03 Specifying pipeline vertex input state.h │ ├── 04 Specifying pipeline input assembly state.cpp │ ├── 04 Specifying pipeline input assembly state.h │ ├── 05 Specifying pipeline tessellation state.cpp │ ├── 05 Specifying pipeline tessellation state.h │ ├── 06 Specifying pipeline viewport and scissor test state.cpp │ ├── 06 Specifying pipeline viewport and scissor test state.h │ ├── 07 Specifying pipeline rasterization state.cpp │ ├── 07 Specifying pipeline rasterization state.h │ ├── 08 Specifying pipeline multisample state.cpp │ ├── 08 Specifying pipeline multisample state.h │ ├── 09 Specifying pipeline depth and stencil state.cpp │ ├── 09 Specifying pipeline depth and stencil state.h │ ├── 10 Specifying pipeline blend state.cpp │ ├── 10 Specifying pipeline blend state.h │ ├── 11 Specifying pipeline dynamic states.cpp │ ├── 11 Specifying pipeline dynamic states.h │ ├── 12 Creating a pipeline layout.cpp │ ├── 12 Creating a pipeline layout.h │ ├── 13 Specifying graphics pipeline creation parameters.cpp │ ├── 13 Specifying graphics pipeline creation parameters.h │ ├── 14 Creating a pipeline cache object.cpp │ ├── 14 Creating a pipeline cache object.h │ ├── 15 Retrieving data from a pipeline cache.cpp │ ├── 15 Retrieving data from a pipeline cache.h │ ├── 16 Merging multiple pipeline cache objects.cpp │ ├── 16 Merging multiple pipeline cache objects.h │ ├── 17 Creating graphics pipelines.cpp │ ├── 17 Creating graphics pipelines.h │ ├── 18 Creating a compute pipeline.cpp │ ├── 18 Creating a compute pipeline.h │ ├── 19 Binding a pipeline object.cpp │ ├── 19 Binding a pipeline object.h │ ├── 20 Creating a pipeline layout with a combined image sampler, a buffer and push constant ranges.cpp │ ├── 20 Creating a pipeline layout with a combined image sampler, a buffer and push constant ranges.h │ ├── 21 Creating a graphics pipeline with vertex and fragment shaders, depth test enabled, and with dynamic viewport and scissor tests.cpp │ ├── 21 Creating a graphics pipeline with vertex and fragment shaders, depth test enabled, and with dynamic viewport and scissor tests.h │ ├── 22 Creating multiple graphics pipelines on multiple threads.cpp │ ├── 22 Creating multiple graphics pipelines on multiple threads.h │ ├── 23 Destroying a pipeline.cpp │ ├── 23 Destroying a pipeline.h │ ├── 24 Destroying a pipeline cache.cpp │ ├── 24 Destroying a pipeline cache.h │ ├── 25 Destroying a pipeline layout.cpp │ ├── 25 Destroying a pipeline layout.h │ ├── 26 Destroying a shader module.cpp │ └── 26 Destroying a shader module.h │ ├── 09 Command Recording and Drawing │ ├── 01 Clearing a color image.cpp │ ├── 01 Clearing a color image.h │ ├── 02 Clearing a depth-stencil image.cpp │ ├── 02 Clearing a depth-stencil image.h │ ├── 03 Clearing render pass attachments.cpp │ ├── 03 Clearing render pass attachments.h │ ├── 04 Binding vertex buffers.cpp │ ├── 04 Binding vertex buffers.h │ ├── 05 Binding an index buffer.cpp │ ├── 05 Binding an index buffer.h │ ├── 06 Providing data to shaders through push constants.cpp │ ├── 06 Providing data to shaders through push constants.h │ ├── 07 Setting viewport state dynamically.cpp │ ├── 07 Setting viewport state dynamically.h │ ├── 08 Setting scissor state dynamically.cpp │ ├── 08 Setting scissor state dynamically.h │ ├── 09 Setting line width state dynamically.cpp │ ├── 09 Setting line width state dynamically.h │ ├── 10 Setting depth bias state dynamically.cpp │ ├── 10 Setting depth bias state dynamically.h │ ├── 11 Setting blend constants state dynamically.cpp │ ├── 11 Setting blend constants state dynamically.h │ ├── 12 Drawing a geometry.cpp │ ├── 12 Drawing a geometry.h │ ├── 13 Drawing an indexed geometry.cpp │ ├── 13 Drawing an indexed geometry.h │ ├── 14 Dispatching compute work.cpp │ ├── 14 Dispatching compute work.h │ ├── 15 Executing secondary command buffer inside a primary command buffer.cpp │ ├── 15 Executing secondary command buffer inside a primary command buffer.h │ ├── 16 Recording a command buffer that draws a geometry with dynamic viewport and scissor states.cpp │ ├── 16 Recording a command buffer that draws a geometry with dynamic viewport and scissor states.h │ ├── 17 Recording command buffers on multiple threads.cpp │ ├── 17 Recording command buffers on multiple threads.h │ ├── 18 Preparing a single frame of animation.cpp │ ├── 18 Preparing a single frame of animation.h │ ├── 19 Increasing the performance through increasing the number of separately rendered frames.cpp │ └── 19 Increasing the performance through increasing the number of separately rendered frames.h │ └── 10 Helper Recipes │ ├── 01 Preparing a translation matrix.cpp │ ├── 01 Preparing a translation matrix.h │ ├── 02 Preparing a rotation matrix.cpp │ ├── 02 Preparing a rotation matrix.h │ ├── 03 Preparing a scaling matrix.cpp │ ├── 03 Preparing a scaling matrix.h │ ├── 04 Preparing a perspective projection matrix.cpp │ ├── 04 Preparing a perspective projection matrix.h │ ├── 05 Preparing an orthographic projection matrix.cpp │ ├── 05 Preparing an orthographic projection matrix.h │ ├── 06 Loading texture data from a file.cpp │ ├── 06 Loading texture data from a file.h │ ├── 07 Loading a 3D model from an OBJ file.cpp │ └── 07 Loading a 3D model from an OBJ file.h ├── README.md └── Samples ├── Common Files ├── Camera.cpp ├── Camera.h ├── CookbookSampleFramework.cpp ├── CookbookSampleFramework.h ├── OS.cpp ├── OS.h ├── OrbitingCamera.cpp └── OrbitingCamera.h ├── Data ├── Models │ ├── cube.obj │ ├── ice.obj │ ├── ice_low.obj │ ├── knot.obj │ ├── plane.obj │ ├── sphere.obj │ └── teapot.obj ├── Shaders │ ├── 11 Lighting │ │ ├── 01 Rendering a geometry with vertex diffuse lighting │ │ │ ├── shader.frag │ │ │ ├── shader.frag.spv │ │ │ ├── shader.frag.spv.txt │ │ │ ├── shader.vert │ │ │ ├── shader.vert.spv │ │ │ └── shader.vert.spv.txt │ │ ├── 02 Rendering a geometry with fragment specular lighting │ │ │ ├── shader.frag │ │ │ ├── shader.frag.spv │ │ │ ├── shader.frag.spv.txt │ │ │ ├── shader.vert │ │ │ ├── shader.vert.spv │ │ │ └── shader.vert.spv.txt │ │ ├── 03 Rendering a normal mapped geometry │ │ │ ├── shader.frag │ │ │ ├── shader.frag.spv │ │ │ ├── shader.frag.spv.txt │ │ │ ├── shader.vert │ │ │ ├── shader.vert.spv │ │ │ └── shader.vert.spv.txt │ │ ├── 04 Rendering a reflective and refractive geometry using cubemaps │ │ │ ├── model.frag │ │ │ ├── model.frag.spv │ │ │ ├── model.frag.spv.txt │ │ │ ├── model.vert │ │ │ ├── model.vert.spv │ │ │ ├── model.vert.spv.txt │ │ │ ├── skybox.frag │ │ │ ├── skybox.frag.spv │ │ │ ├── skybox.frag.spv.txt │ │ │ ├── skybox.vert │ │ │ ├── skybox.vert.spv │ │ │ └── skybox.vert.spv.txt │ │ └── 05 Adding shadows to the scene │ │ │ ├── scene.frag │ │ │ ├── scene.frag.spv │ │ │ ├── scene.frag.spv.txt │ │ │ ├── scene.vert │ │ │ ├── scene.vert.spv │ │ │ ├── scene.vert.spv.txt │ │ │ ├── shadow.vert │ │ │ ├── shadow.vert.spv │ │ │ └── shadow.vert.spv.txt │ ├── 12 Advanced Rendering Techniques │ │ ├── 01 Skybox │ │ │ ├── shader.frag │ │ │ ├── shader.frag.spv │ │ │ ├── shader.frag.spv.txt │ │ │ ├── shader.vert │ │ │ ├── shader.vert.spv │ │ │ └── shader.vert.spv.txt │ │ ├── 02 Drawing billboards using geometry shaders │ │ │ ├── shader.frag │ │ │ ├── shader.frag.spv │ │ │ ├── shader.frag.spv.txt │ │ │ ├── shader.geom │ │ │ ├── shader.geom.spv │ │ │ ├── shader.geom.spv.txt │ │ │ ├── shader.vert │ │ │ ├── shader.vert.spv │ │ │ └── shader.vert.spv.txt │ │ ├── 03 Drawing particles using compute and graphics pipelines │ │ │ ├── shader.comp │ │ │ ├── shader.comp.spv │ │ │ ├── shader.comp.spv.txt │ │ │ ├── shader.frag │ │ │ ├── shader.frag.spv │ │ │ ├── shader.frag.spv.txt │ │ │ ├── shader.geom │ │ │ ├── shader.geom.spv │ │ │ ├── shader.geom.spv.txt │ │ │ ├── shader.vert │ │ │ ├── shader.vert.spv │ │ │ └── shader.vert.spv.txt │ │ ├── 04 Rendering a tesselated terrain │ │ │ ├── shader.frag │ │ │ ├── shader.frag.spv │ │ │ ├── shader.frag.spv.txt │ │ │ ├── shader.geom │ │ │ ├── shader.geom.spv │ │ │ ├── shader.geom.spv.txt │ │ │ ├── shader.tesc │ │ │ ├── shader.tesc.spv │ │ │ ├── shader.tesc.spv.txt │ │ │ ├── shader.tese │ │ │ ├── shader.tese.spv │ │ │ ├── shader.tese.spv.txt │ │ │ ├── shader.vert │ │ │ ├── shader.vert.spv │ │ │ └── shader.vert.spv.txt │ │ ├── 05 Rendering a fullscreen quad for postprocessing │ │ │ ├── shader.frag │ │ │ ├── shader.frag.spv │ │ │ ├── shader.frag.spv.txt │ │ │ ├── shader.vert │ │ │ ├── shader.vert.spv │ │ │ └── shader.vert.spv.txt │ │ └── 06 Using input attachment for color correction postprocess effect │ │ │ ├── model.frag │ │ │ ├── model.frag.spv │ │ │ ├── model.frag.spv.txt │ │ │ ├── model.vert │ │ │ ├── model.vert.spv │ │ │ ├── model.vert.spv.txt │ │ │ ├── postprocess.frag │ │ │ ├── postprocess.frag.spv │ │ │ ├── postprocess.frag.spv.txt │ │ │ ├── postprocess.vert │ │ │ ├── postprocess.vert.spv │ │ │ ├── postprocess.vert.spv.txt │ │ │ ├── skybox.frag │ │ │ ├── skybox.frag.spv │ │ │ ├── skybox.frag.spv.txt │ │ │ ├── skybox.vert │ │ │ ├── skybox.vert.spv │ │ │ └── skybox.vert.spv.txt │ └── Other │ │ ├── 04 Using Graphics Pipeline │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt │ │ ├── 05 Using Combined Image Samplers │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt │ │ ├── 06 Using Uniform Buffers │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt │ │ ├── 07 Using Push Constants │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt │ │ ├── 08 Using Tessellation Shaders │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.tesc │ │ ├── shader.tesc.spv │ │ ├── shader.tesc.spv.txt │ │ ├── shader.tese │ │ ├── shader.tese.spv │ │ ├── shader.tese.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt │ │ ├── 09 Using Geometry Shaders │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.geom │ │ ├── shader.geom.spv │ │ ├── shader.geom.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt │ │ ├── 10 Using Compute Shaders │ │ ├── shader.comp │ │ ├── shader.comp.spv │ │ └── shader.comp.spv.txt │ │ ├── 11 Drawing Vertex Normals │ │ ├── model.frag │ │ ├── model.frag.spv │ │ ├── model.frag.spv.txt │ │ ├── model.vert │ │ ├── model.vert.spv │ │ ├── model.vert.spv.txt │ │ ├── normals.frag │ │ ├── normals.frag.spv │ │ ├── normals.frag.spv.txt │ │ ├── normals.geom │ │ ├── normals.geom.spv │ │ ├── normals.geom.spv.txt │ │ ├── normals.vert │ │ ├── normals.vert.spv │ │ └── normals.vert.spv.txt │ │ ├── 12 Using Depth Attachments │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt │ │ ├── 13 Enabling Alpha Blending │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt │ │ └── 14 Drawing Single Fullscreen Triangle For Postprocessing │ │ ├── shader.frag │ │ ├── shader.frag.spv │ │ ├── shader.frag.spv.txt │ │ ├── shader.vert │ │ ├── shader.vert.spv │ │ └── shader.vert.spv.txt └── Textures │ ├── Skansen │ ├── negx.jpg │ ├── negy.jpg │ ├── negz.jpg │ ├── posx.jpg │ ├── posy.jpg │ ├── posz.jpg │ └── readme.txt │ ├── heightmap.png │ ├── normal_map.png │ └── sunset.jpg └── Source Files ├── 11 Lighting ├── 01-Rendering_a_geometry_with_vertex_diffuse_lighting │ ├── main.cpp │ └── screenshot.png ├── 02-Rendering_a_geometry_with_fragment_specular_lighting │ ├── main.cpp │ └── screenshot.png ├── 03-Rendering_a_normal_mapped_geometry │ ├── main.cpp │ └── screenshot.png ├── 04-Rendering_a_reflective_and_refractive_geometry_using_cubemaps │ ├── main.cpp │ └── screenshot.png └── 05-Adding_shadows_to_the_scene │ ├── main.cpp │ └── screenshot.png ├── 12 Advanced Rendering Techniques ├── 01-Drawing_a_skybox │ ├── main.cpp │ └── screenshot.png ├── 02-Drawing_bilboards_using_geometry_shaders │ ├── main.cpp │ └── screenshot.png ├── 03-Drawing_particles_using_compute_and_graphics_pipelines │ ├── main.cpp │ └── screenshot.png ├── 04-Rendering_a_tesselated_terrain │ ├── main.cpp │ └── screenshot.png ├── 05-Rendering_a_fullscreen_quad_for_postprocessing │ ├── main.cpp │ └── screenshot.png └── 06-Using_input_attachment_for_color_correction_postprocess_effect │ ├── main.cpp │ └── screenshot.png └── Other ├── 01-Creating_Logical_Device ├── main.cpp └── screenshot.png ├── 02-Creating_Swapchain ├── main.cpp └── screenshot.png ├── 03-Using_Render_Passes ├── main.cpp └── screenshot.png ├── 04-Using_Graphics_Pipeline ├── main.cpp └── screenshot.png ├── 05-Using_Combined_Image_Samplers ├── main.cpp └── screenshot.png ├── 06-Using_Uniform_Buffers ├── main.cpp └── screenshot.png ├── 07-Using_Push_Constants ├── main.cpp └── screenshot.png ├── 08-Using_Tessellation_Shaders ├── main.cpp └── screenshot.png ├── 09-Using_Geometry_Shaders ├── main.cpp └── screenshot.png ├── 10-Using_Compute_Shaders ├── main.cpp └── screenshot.png ├── 11-Drawing_Vertex_Normals ├── main.cpp └── screenshot.png ├── 12-Using_Depth_Attachments ├── main.cpp └── screenshot.png ├── 13-Enabling_Alpha_Blending ├── main.cpp └── screenshot.png └── 14-Drawing_Single_Fullscreen_Triangle_For_Postprocessing ├── main.cpp └── screenshot.png /.gitignore: -------------------------------------------------------------------------------- 1 | /build 2 | -------------------------------------------------------------------------------- /CMakeLists.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/PacktPublishing/Vulkan-Cookbook/HEAD/CMakeLists.txt 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