{"id":18797461,"url":"https://github.com/asc-community/vulkanabstractionlayer","last_synced_at":"2025-04-13T16:32:10.571Z","repository":{"id":48217866,"uuid":"353195916","full_name":"asc-community/VulkanAbstractionLayer","owner":"asc-community","description":"Render graph-based Vulkan API abstraction 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VulkanAbstractionLayer\n\nWIP library for abstracting Vulkan API to later use in my projects (including [MxEngine](https://github.com/asc-community/MxEngine))\n\n![vulkan-logo](preview/vulkan-logo.png)\n\n## Supported features\n- loading obj and gltf objects (multiple submeshes, pbr materials)\n- loading png, jpg, tga, bmp, dds, zlib-packed images (mip-maps, automatic format selection)\n- virtual frames, staging buffers, mipmap generation (via blitImage)\n- render graph with automatic attachment creation, descriptor set allocation and barrier placement\n- imgui integration (with support of textures)\n- vertex/fragment shaders, compute shaders, from-source shader compilation and reflection\n\n## Installation\n1. clone to your system using: `git clone --recurse-submodules https://github.com/vkdev-team/VulkanAbstractionLayer`\n2. make sure you have Vulkan SDK installed (Vulkan 1.2 is recommended)\n3. build examples by running main `CMakeLists.txt`\n\nIf you want to use the library in your CMake project:\n```cmake\nadd_subdirectory(VulkanAbstractionLayer)\ntarget_include_directories(TARGET PUBLIC ${VULKAN_ABSTRACTION_LAYER_INCLUDE_DIR})\ntarget_link_libraries(TARGET PUBLIC VulkanAbstractionLayer)\n```\n\n## Minimal example\n```cpp\n#include \"VulkanAbstractionLayer/Window.h\"\n#include \"VulkanAbstractionLayer/VulkanContext.h\"\n\nusing namespace VulkanAbstractionLayer;\n\nint main()\n{\n    WindowCreateOptions windowOptions;\n    windowOptions.Position = { 300.0f, 100.0f };\n    windowOptions.Size = { 1280.0f, 720.0f };\n\n    Window window(windowOptions);\n\n    VulkanContextCreateOptions vulkanOptions;\n    vulkanOptions.VulkanApiMajorVersion = 1;\n    vulkanOptions.VulkanApiMinorVersion = 2;\n    vulkanOptions.Extensions = window.GetRequiredExtensions();\n    vulkanOptions.Layers = { \"VK_LAYER_KHRONOS_validation\" };\n\n    VulkanContext Vulkan(vulkanOptions);\n    SetCurrentVulkanContext(Vulkan);\n\n    ContextInitializeOptions deviceOptions;\n    deviceOptions.PreferredDeviceType = DeviceType::DISCRETE_GPU;\n\n    Vulkan.InitializeContext(window.CreateWindowSurface(Vulkan), deviceOptions);\n\n    window.OnResize([\u0026Vulkan](Window\u0026 window, Vector2 size) mutable\n    { \n        Vulkan.RecreateSwapchain((uint32_t)size.x, (uint32_t)size.y); \n    });\n    \n    while (!window.ShouldClose())\n    {\n        window.PollEvents();\n\n        if(Vulkan.IsRenderingEnabled())\n        {\n            Vulkan.StartFrame();\n            // rendering\n            Vulkan.EndFrame();\n        }\n    }\n\n    return 0;\n}\n```\n\n## Render Graph\nDescribe RenderPass (can be abstract, not necessary containing actual shader):\n```cpp\nclass SomeRenderPass : public RenderPass\n{    \npublic:\n    OpaqueRenderPass()\n    {\n        // initialization code\n    }\n\n    virtual void SetupPipeline(PipelineState pipeline) override\n    {\n        // load shader\n        pipeline.Shader = std::make_unique\u003cGraphicShader\u003e(\n            ShaderLoader::LoadFromSource(\"vertex.glsl\", ShaderType::VERTEX, ShaderLanguage::GLSL),\n            ShaderLoader::LoadFromSource(\"fragment.glsl\", ShaderType::FRAGMENT, ShaderLanguage::GLSL)\n        );\n\n        // describe vertex buffer bindings\n        pipeline.VertexBindings = {\n            VertexBinding{\n                VertexBinding::Rate::PER_VERTEX,\n                3,\n            },\n            VertexBinding{\n                VertexBinding::Rate::PER_INSTANCE,\n                2,\n            },\n        };\n\n        // describe descriptor bindings per descriptor set\n        pipeline.DescriptorBindings\n            .Bind(0, \"UniformBuffer\", UniformType::UNIFORM_BUFFER)\n            .Bind(1, textureSampler, UniformType::SAMPLER)\n            .Bind(2, \"Textures\", UniformType::SAMPLED_IMAGE);\n\n        // add output attachments\n        pipeline.AddOutputAttachment(\"Output\", ClearColor{ 0.5f, 0.8f, 1.0f, 1.0f });\n        pipeline.AddOutputAttachment(\"OutputDepth\", ClearDepthSpencil{ });\n    }\n\n    virtual void ResolveResources(ResolveState state) override\n    {\n        // resolve resource names to exact resources\n        state.Resolve(\"UniformBuffer\", uniformBuffer);\n        state.Resolve(\"Textures\", textures);\n    }\n    \n    virtual void OnRender(RenderPassState state) override\n    {\n        state.Commands.SetRenderArea(state.GetAttachment(\"Output\"));\n\n        // draw some stuff\n        state.Commands.BindVertexBuffers(vertexBuffer);\n        state.Commands.BindIndexBufferUInt32(indexBuffer);\n        state.Commands.PushConstants(state.Pass, \u0026pushConstants);\n        state.Commands.DrawIndexed(indexCount, instanceCount);\n    }\n};\n```\n\nBuild render graph from render passes:\n```cpp\n// some passes like ImGuiRenderPass are supported out of box\n\nRenderGraphBuilder renderGraphBuilder;\n    renderGraphBuilder\n        .AddRenderPass(\"SomePass\", std::make_unique\u003cSomeRenderPass\u003e(parameters))\n        .AddRenderPass(\"ImGuiPass\", std::make_unique\u003cImGuiRenderPass\u003e(\"Output\"))\n        .SetOutputName(\"Output\");\n\nRenderGraph renderGraph = renderGraphBuilder.Build();\n```\n\nExecute render graph each frame:\n```cpp\nauto\u0026 Vulkan = GetCurrentVulkanContext();\n\nwhile (!window.ShouldClose())\n{\n    window.PollEvents();\n    if (Vulkan.IsRenderingEnabled())\n    {\n        Vulkan.StartFrame();\n\n        renderGraph.Execute(Vulkan.GetCurrentCommandBuffer());\n        renderGraph.Present(Vulkan.GetCurrentCommandBuffer(), Vulkan.AcquireCurrentSwapchainImage(ImageUsage::TRANSFER_DISTINATION));\n\n        Vulkan.EndFrame();\n    }\n}\n```\n\n## Some Examples\n![instanced-dragons](preview/instanced-dragons.png)\n*simple shadow mapping*\n![dragons-ibl](preview/dragons-ibl.png)\n*ibl lighting*\n![ltc-rectange](preview/ltc-rectangle.png)\n*area light from [LTC paper](https://eheitzresearch.wordpress.com/415-2/)*\n![ltc-textured](preview/ltc-textured.png)\n*textured light from [LTC paper](https://eheitzresearch.wordpress.com/415-2/)*\n![cloth-simulation](preview/cloth-simulation.png)\n*cloth simulation based on compute shader* \n\nhttps://github.com/asc-community/VulkanAbstractionLayer/assets/53587145/62c4d466-fe33-421c-b52f-77a17b6eee57 \n\n*dynamic terrain tess level based on eye distance* \n![rigidBodySim](https://media.githubusercontent.com/media/fall2019/RigidBodySim/main/result.gif)\nRigid body simulation based on impulse method, project link: https://github.com/fall2019/RigidBodySim\n\n\n","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fasc-community%2Fvulkanabstractionlayer","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fasc-community%2Fvulkanabstractionlayer","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fasc-community%2Fvulkanabstractionlayer/lists"}