riversongs Posted February 5, 2024 Report Share Posted February 5, 2024 Free Download Graphics Programming With Vulkan And C++Published 2/2024MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHzLanguage: English | Size: 5.88 GB | Duration: 6h 6mLearn graphics programming now using the most popular graphics APIWhat you'll learnCreate graphics applicationsApply common rendering mathUse Vulkan for graphics programmingApply good coding standardsCreating and managing windowsWriting shader code using GLSLSetting up a project using CMakeSetup a graphics pipelineBasic graphics theoryRequirementsGood Understanding of modern C++ (pointers, references, lambdas)Basic Understanding of OOPKnowledge of the Standard C++ Library & AlgorithmsDescriptionWelcomeVulkan is the newest and most popular graphics API out there. It is the successor of the already deprecated OpenGL and it is the future for any kind of cross-platform graphical applications. It is extremely performant which makes it perfect for game and game engine development.With this course I aim to teach you the very basics of computer graphics with Vulkan in some short and simple lessons. I believe everyone can learn and it is especially important to have easy to understand chunks that can be consumed in short bursts.This course will cover: setting up your C++ project, creating a window, initializing vulkan, rendering a simple triangle, compiling shaders, debugging issues, rendering vertices, basic transformations for 3D.I will not go as far as to teach complex topics like post-processing or shadows since the course aims to be short and accessible. The course will get regular updates though that will cover any major changes in the specification.The course is tought on Microsoft Windows but most of the knowledge gained can be used on any platform.Technologies UsedVulkan SDK - the main topic of the course is the vulkan graphics library specification. This is what "talks" to the GPU of your PC and renders any graphical information that you send to it.GLFW - Abstracts handling windows so that we don't have to call native platform functions. This way the course would be mostly accessible to people on any platform.GLM - A mathematical library that will help with transformation of 3D information.CMake - for managing and compiling the project. We will use a modern setup that is easy to understand and use.OverviewSection 1: IntroductionLecture 1 PromoLecture 2 WelcomeLecture 3 FAQLecture 4 Course OverviewLecture 5 Installing Vulkan SDKLecture 6 Can I Run It?Section 2: SetupLecture 7 Software UsedLecture 8 Installing Visual StudioLecture 9 Installing NinjaLecture 10 Installing CMakeLecture 11 Installing GitSection 3: CMake ConfigurationLecture 12 Creating "Hello, World!"Lecture 13 CMake Dependencies & VulkanSection 4: Coding StandardsLecture 14 Coding Standard: NumbersLecture 15 Coding Standard: Microsoft GSLLecture 16 Commonly Used TypesLecture 17 Coding Style: Google & Clang FormattingLecture 18 Coding Style: Course OverridesLecture 19 Coding Style: EditorConfigLecture 20 Styling is Important!Section 5: Window Creation & ManagementLecture 21 What is a Window?Lecture 22 Initializing GLFWLecture 23 Using Precompiled HeadersLecture 24 The Coordinate System & 2D VectorsLecture 25 What are Monitors?Lecture 26 Monitor FunctionsLecture 27 Extracting Monitor FunctionallityLecture 28 Creating the Window ClassLecture 29 Adding Precompiled Headers EverywhereLecture 30 Preparing the Window for VulkanSection 6: Vulkan PipelineLecture 31 What is Vulkan?Lecture 32 Vulkan ArchitectureSection 7: The Vulkan InstanceLecture 33 Creating the Vulkan InstanceLecture 34 Checking Existing ExtensionsLecture 35 Refactoring Extensions CheckLecture 36 Functional Programming TricksLecture 37 The Instance: SummarySection 8: Error Handling & Validation ErrorsLecture 38 Basic Validation LayersLecture 39 Adding the Spdlog LibraryLecture 40 Setting Up the Debug MessengerLecture 41 Creating a Glfw Error CallbackLecture 42 Reorganize Code Into RegionsLecture 43 Validation Errors: SummarySection 9: Devices & QueuesLecture 44 What Are Physical Devices?Lecture 45 Getting Physical DevicesLecture 46 Checking for Queue Family SupportLecture 47 Creating Logical DeviceLecture 48 Getting the Graphics QueueLecture 49 Devices & Queues: SummarySection 10: Presentation & Swap ChainLecture 50 Creating the SurfaceLecture 51 Creating the Presentation QueueLecture 52 Checking Device ExtensionLecture 53 Getting Swap Chain CapabilitiesLecture 54 Choosing Swap Chain CapabilitiesLecture 55 Creating the Swap ChainLecture 56 Getting Swap Chain ImagesLecture 57 Creating Image ViewsLecture 58 Presentation & Swap Chain: SummarySection 11: Graphics PipelineLecture 59 What is a Vertex?Lecture 60 What is the Graphics Pipeline?Lecture 61 Basic Shader CompilationLecture 62 CMake Shader SetupLecture 63 Vertex & Fragment ShadersLecture 64 Visual Studio Extension for GLSLLecture 65 Shader IncludesLecture 66 Loading ShadersLecture 67 Viewport & ScissoringLecture 68 Vertex Input & RasterizerLecture 69 Color Blending & LayoutLecture 70 Render PassLecture 71 Creating the PipelineLecture 72 Graphics Pipeline: SummarySection 12: Drawing the TriangleLecture 73 FramebuffersLecture 74 Command Pool & Command BufferLecture 75 Rendering CommandsLecture 76 Creating SemaphoresLecture 77 RenderingLecture 78 Resizing the WindowLecture 79 Shader CommunicationLecture 80 Shader Variables: Adding ColorLecture 81 Color Blending & TransparencyLecture 82 Rendering Commands: SummarySection 13: Data BuffersLecture 83 The Vertex Input ClassLecture 84 Rendering Vertex BuffersLecture 85 Transient Command BuffersLecture 86 Abstracting Buffer CreationLecture 87 Staging & GPU BuffersLecture 88 Index BufferLecture 89 Push ConstantsLecture 90 Uniform BufferLecture 91 Uniform Descriptor SetLecture 92 Data Buffers: SummarySection 14: TexturesLecture 93 Passing UVs to the ShaderLecture 94 Descriptor Pool for ImagesLecture 95 Creating the SamplerLecture 96 Laying Out the Texture SetupLecture 97 Texture ResourceLecture 98 Loading the Image to StagingLecture 99 Creating the ImageLecture 100 Transfering the Texture to the GPULecture 101 Image View & Descriptor SetLecture 102 Textures: SummarySection 15: AdvancedLecture 103 Depth ProblemLecture 104 Enable Depth TestingSection 16: What now...Lecture 105 Where to go next?Lecture 106 Bonus MaterialsJunior C++ programmers,Game engine programmers,3D graphics programmers switching to VulkanHomepagehttps://www.udemy.com/course/graphics-programming-with-vulkan-and-cpp/Download ( Rapidgator 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