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Render lab built on top of vulkan, aiming to create a real time planet scale large scene. Also some widely adopted techs are implemented, such as deferred rendering, physical based rendering, bloom, screen space ambient occlusion, screen space reflection, depth of field, skeleton animation, etc

License: MIT License

C++ 86.99% CMake 0.26% GLSL 2.22% Batchfile 0.04% Python 0.09% Shell 10.18% C 0.21%
vulkan-demos vulkan-engine vulkan-compute-shaders game-engine atmosphere-scattering planet-renderer

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vulkanlearn's Issues

Missing skybox/IBL texture by default

First of all, I just want to say that, your project is amazing! I’m generally new to game engine structures and the graphics API, Vulkan. Keep up the extremely good work!

Right after I saw your GitHub project, I thought to myself I really had to try and build it. So I ran CMake and tried to build. The CMake ran fine, and generated the .sln file successfully. Then I jumped into Visual Studio and started to build. However, I ran into an issue;

I was getting this access violation in file: 'storage_linear.inl'
image

It turns out the texture '../data/textures/hdr/gcanyon_cube.ktx', doesn't exist in the actual project.

The texture is called in 'VulkanGlobal .cpp':
gli::texture_cube gliSkyBox(gli::load("../data/textures/hdr/gcanyon_cube.ktx")); UniformData::GetInstance()->GetGlobalTextures()->InitIBLTextures(gliSkyBox);

whether you can open source pbr shader ?

Hi. Thank you for opening the project. It's a great project.
I learn from it much. I'm very curious how to implement PBR shader。
Could you open source the shader?
Thanks.

Can‘t create vkInstance.

image
image

The project has been built successfully,but will corrupt when running into here,don't know why。。

Unstable frame interval

Hi @enjiushi

Regarding the unstable frame interval, I can confirm it's evident.

I found something very interesting. Out of curiosity, I commented the whole physical device present mode search, in 'SwapChain.cpp':

image

And suddenly, the problem disappeared! I have no glue how/why it worked right now. Thought it could be interesting for you to check out, to see if it makes any difference on your PC.

Vulkan Queue is nullptr!

Hi again! After my previous issue, which wasn't that big of a deal, i tried to continue to build the solution. This time, a very strange thing happened. I'm getting a read access violation, saying "initial_state_layout" was nullptr. As you can see here in this real-time debugging environment:

image

This is the output i was getting:
Exception thrown: read access violation. **initial_layout_state** was nullptr.

It seems to be the only problem, preventing me from running the application.

@enjiushi If you have any thoughts on this I'd gladly hear them. It's so strange how it runs so well on your pc, while I for instance am struggling.
For future visitors, it would be nice to have a "Build" section in your README.md.

Would be amazing if you could share some hardware information, such as gpu, drivers, VS version and even OS, which the build was tested on.

And again, your project as a whole is learnful and easy to read/follow. I have learned so much from your project and about Vulkan. Thank you 👍

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