paulozaffari / vulkanizer

Advanced Vulkan rendering engine prototype

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About

Rendering engine prototype made with Vulkan 1.3. Code is written using a simpler C++ coding style. Project is written for the C++20 standard and x64 system. Currently the code is tested only on Windows, using MSVC (Visual Studio) and MINGW (Visual Studio Code) compilers. Linux is not completely supported at the moment, but it should be easy to port, since all third party libraries are cross platform.

Screenshots

Demo

Demo

Demo

Features

  • Vulkan meta loading with volk
  • Window handling with glfw
  • Mesh loading with fast_obj
  • Mesh optimizations with meshoptimizer
  • GPU memory allocator with VulkanMemoryAllocator
  • CPU profiling with easy_profiler
  • GPU profiling with query timestamps and pipeline statistics
  • Custom Dear ImGui Vulkan backend with Performance and Settings windows
  • Multiple mesh rendering
  • Programmable vertex fetching with 14 byte vertices
  • Mesh LOD system
  • Mesh GPU frustum culling with draw call compaction
  • NVidia Mesh Shading Pipeline support, with traditional pipeline still supported
  • Meshlet cone and frustum culling
  • Depth buffering with reversed-Z
  • Automatic descriptor set layout creation with SPIRV-Reflect
  • Vulkan's dynamic rendering, indirect draw count, push descriptors and descriptor update templates support
  • In-flight frames

Installation

This project uses CMake as a build tool. Since the project is built using Vulkan, the latest Vulkan SDK is required.

License

Distributed under the MIT License. See LICENSE for more information.

About

Advanced Vulkan rendering engine prototype

License:MIT License


Languages

Language:C++ 89.6%Language:C 4.4%Language:CMake 4.0%Language:GLSL 2.0%