A Vulkan repo you can use to get started with your own renderer.
First install:
-
An IDE such as Visual Studio, XCode, or a compiler such as GCC.
Then type the following in your terminal.
# π Clone the repo
git clone https://github.com/alaingalvan/vulkan-seed --recurse-submodules
# πΏ go inside the folder
cd vulkan-seed
# π― If you forget to `recurse-submodules` you can always run:
git submodule update --init
# π· Make a build folder
mkdir build
cd build
# πΌοΈ To build your Visual Studio solution on Windows x64
cmake .. -A x64
# π To build your XCode project On Mac OS for Mac OS
cmake .. -G Xcode
# π± To build your XCode project on Mac OS for iOS / iPad OS / tvOS / watchOS
cmake .. -G Xcode -DCMAKE_SYSTEM_NAME=iOS
# π§ To build your .make file on Linux
cmake ..
# π€ To build your Android Studio project for Android
cmake .. \
-DCMAKE_TOOLCHAIN_FILE=$NDK/build/cmake/android.toolchain.cmake \
-DANDROID_ABI=$ABI \
-DANDROID_NATIVE_API_LEVEL=$MINSDKVERSION \
-DXWIN_OS=ANDROID
# π¨ Build on any platform:
cmake --build .
Refer to this blog post on designing C++ libraries and apps for more details on CMake, Git Submodules, etc.
As your project becomes more complex, you'll want to separate files and organize your application to something more akin to a game or renderer, check out this post on game engine architecture and this one on real time renderer architecture for more details.
ββ π external/ # πΆ Dependencies
β ββ π crosswindow/ # πΌοΈ OS Windows
β ββ π crosswindow-graphics/ # π¨ Vulkan Surface Creation
β ββ π glm/ # β Linear Algebra
ββ π src/ # π Source Files
β ββ π Utils.h # βοΈ Utilities (Load Files, Check Shaders, etc.)
β ββ π Renderer.h # πΊ Triangle Draw Code
β ββ π Renderer.cpp # -
β ββ π Main.cpp # π Application Main
ββ π .gitignore # ποΈ Ignore certain files in git repo
ββ π CMakeLists.txt # π¨ Build Script
ββ π license.md # βοΈ Your License (Unlicense)
ββ πreadme.md # π Read Me!