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使用Vulkan和C++进行图形编程 Graphics Programming with Vulkan and C

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发表于 2026-6-1 22:25:14 | 显示全部楼层 |阅读模式
使用Vulkan和C++进行图形编程 Graphics Programming with Vulkan and C
  10 - Presentation Swap Chain
  12 - Drawing the Triangle
  13 - Data Buffers
  11 - Graphics Pipeline
  14 - Textures
  8 - Error Handling Validation Errors
  9 - Devices Queues
  1 - Introduction
  3 - CMake Configuration
  7 - The Vulkan Instance
  6 - Vulkan Pipeline
  2 - Setup
  16 - What now
  15 - Advanced
  4 - Coding Standards
  5 - Window Creation Management
   78 - Resizing the Window.mp4
   77 - Rendering.vtt
   79 - Shader Communication.vtt
   81 - Color Blending Transparency.srt
   74 - Command Pool Command Buffer.srt
   76 - Creating Semaphores.vtt
   80 - Shader Variables Adding Color.srt
   75 - Rendering Commands.mp4
   78 - Resizing the Window.srt
   76 - Creating Semaphores.mp4
   81 - Color Blending Transparency.mp4
   74 - Command Pool Command Buffer.mp4
   77 - Rendering.srt
   82 - Rendering Commands Summary.vtt
   73 - Framebuffers.srt
   77 - Rendering.mp4
   78 - Resizing the Window.vtt
   82 - Rendering Commands Summary.mp4
   75 - Rendering Commands.vtt
   81 - Color Blending Transparency.vtt
   75 - Rendering Commands.srt
   76 - Creating Semaphores.srt
   79 - Shader Communication.srt
   73 - Framebuffers.vtt
   82 - Rendering Commands Summary.srt
   80 - Shader Variables Adding Color.vtt
   79 - Shader Communication.mp4
   80 - Shader Variables Adding Color.mp4
   73 - Framebuffers.mp4
   74 - Command Pool Command Buffer.vtt
   58 - Presentation Swap Chain Summary.vtt
   57 - Creating Image Views.vtt
   54 - Choosing Swap Chain Capabilities.mp4
   54 - Choosing Swap Chain Capabilities.srt
   53 - Getting Swap Chain Capabilities.mp4
   52 - Checking Device Extension.vtt
   58 - presentation.zip
   55 - Creating the Swap Chain.srt
   53 - Getting Swap Chain Capabilities.srt
   54 - Choosing Swap Chain Capabilities.vtt
   57 - Creating Image Views.mp4
   51 - Creating the Presentation Queue.vtt
   57 - Creating Image Views.srt
   51 - Creating the Presentation Queue.mp4
   56 - Getting Swap Chain Images.srt
   58 - Presentation Swap Chain Summary.srt
   55 - Creating the Swap Chain.mp4
   53 - Getting Swap Chain Capabilities.vtt
   58 - Presentation Swap Chain Summary.mp4
   56 - Getting Swap Chain Images.mp4
   50 - Creating the Surface.mp4
   51 - Creating the Presentation Queue.srt
   52 - Checking Device Extension.mp4
   50 - Creating the Surface.vtt
   55 - Creating the Swap Chain.vtt
   56 - Getting Swap Chain Images.vtt
   50 - Creating the Surface.srt
   52 - Checking Device Extension.srt
   87 - Staging GPU Buffers.mp4
   90 - Uniform Buffer.mp4
   85 - Transient Command Buffers.vtt
   88 - Index Buffer.vtt
   83 - The Vertex Input Class.mp4
   87 - Staging GPU Buffers.srt
   83 - The Vertex Input Class.srt
   86 - Abstracting Buffer Creation.srt
   84 - Rendering Vertex Buffers.vtt
   89 - Push Constants.mp4
   88 - Index Buffer.mp4
   88 - Index Buffer.srt
   92 - Data Buffers Summary.srt
   91 - Uniform Descriptor Set.srt
   92 - Data Buffers Summary.vtt
   90 - Uniform Buffer.srt
   88 - indexed-buffers.zip
   83 - The Vertex Input Class.vtt
   92 - Data Buffers Summary.mp4
   86 - Abstracting Buffer Creation.vtt
   84 - Rendering Vertex Buffers.mp4
   85 - Transient Command Buffers.srt
   91 - Uniform Descriptor Set.mp4
   92 - buffers.zip
   90 - Uniform Buffer.vtt
   86 - Abstracting Buffer Creation.mp4
   87 - Staging GPU Buffers.vtt
   89 - Push Constants.srt
   84 - Rendering Vertex Buffers.srt
   89 - Push Constants.vtt
   91 - Uniform Descriptor Set.vtt
   85 - Transient Command Buffers.mp4
   61 - Basic Shader Compilation.srt
   59 - What is a Vertex.srt
   62 - CMake Shader Setup.srt
   66 - Loading Shaders.mp4
   71 - Creating the Pipeline.srt
   66 - Loading Shaders.srt
   64 - Visual Studio Extension for GLSL.srt
   63 - Vertex Fragment Shaders.srt
   59 - What is a Vertex.mp4
   69 - Color Blending Layout.vtt
   71 - Creating the Pipeline.mp4
   67 - Viewport Scissoring.vtt
   67 - Viewport Scissoring.srt
   60 - What is the Graphics Pipeline.vtt
   70 - Render Pass.vtt
   59 - What is a Vertex.vtt
   68 - Vertex Input Rasterizer.vtt
   62 - CMake Shader Setup.vtt
   72 - Graphics Pipeline Summary.vtt
   62 - CMake Shader Setup.mp4
   60 - What is the Graphics Pipeline.mp4
   60 - What is the Graphics Pipeline.srt
   61 - Basic Shader Compilation.vtt
   70 - Render Pass.srt
   64 - Visual Studio Extension for GLSL.mp4
   65 - Shader Includes.mp4
   72 - Graphics Pipeline Summary.srt
   61 - Basic Shader Compilation.mp4
   71 - Creating the Pipeline.vtt
   72 - Graphics Pipeline Summary.mp4
   63 - Vertex Fragment Shaders.vtt
   66 - Loading Shaders.vtt
   68 - Vertex Input Rasterizer.mp4
   70 - Render Pass.mp4
   68 - Vertex Input Rasterizer.srt
   69 - Color Blending Layout.srt
   63 - Vertex Fragment Shaders.mp4
   64 - Visual Studio Extension for GLSL.vtt
   65 - Shader Includes.srt
   69 - Color Blending Layout.mp4
   67 - Viewport Scissoring.mp4
   65 - Shader Includes.vtt
   6 - Can I Run It.srt
   6 - Can I Run It.mp4
   3 - FAQ.html
   6 - Can I Run It.vtt
   5 - Installing Vulkan SDK.srt
   4 - Course Overview.srt
   1 - Promo.srt
   1 - Promo.vtt
   4 - Course Overview.mp4
   5 - Installing Vulkan SDK.vtt
   2 - Welcome.mp4
   2 - Welcome.vtt
   4 - Course Overview.vtt
   5 - Installing Vulkan SDK.mp4
   1 - Promo.mp4
   2 - Welcome.srt
   44 - What Are Physical Devices.vtt
   44 - What Are Physical Devices.mp4
   49 - Devices Queues Summary.vtt
   49 - devices-and-queues.zip
   49 - Devices Queues Summary.mp4
   48 - Getting the Graphics Queue.srt
   46 - Checking for Queue Family Support.mp4
   44 - What Are Physical Devices.srt
   45 - Getting Physical Devices.srt
   49 - Devices Queues Summary.srt
   45 - Getting Physical Devices.mp4
   48 - Getting the Graphics Queue.vtt
   48 - Getting the Graphics Queue.mp4
   46 - Checking for Queue Family Support.vtt
   45 - Getting Physical Devices.vtt
   47 - Creating Logical Device.vtt
   46 - Checking for Queue Family Support.srt
   47 - Creating Logical Device.mp4
   47 - Creating Logical Device.srt
   38 - Basic Validation Layers.mp4
   38 - Basic Validation Layers.vtt
   40 - Setting Up the Debug Messenger.vtt
   43 - Validation Errors Summary.srt
   39 - Adding the Spdlog Library.srt
   43 - Validation Errors Summary.vtt
   40 - Setting Up the Debug Messenger.srt
   42 - Reorganize Code Into Regions.srt
   39 - Adding the Spdlog Library.mp4
   42 - Reorganize Code Into Regions.mp4
   38 - Basic Validation Layers.srt
   42 - Reorganize Code Into Regions.vtt
   39 - Adding the Spdlog Library.vtt
   43 - Validation Errors Summary.mp4
   41 - Creating a Glfw Error Callback.vtt
   41 - Creating a Glfw Error Callback.srt
   40 - Setting Up the Debug Messenger.mp4
   41 - Creating a Glfw Error Callback.mp4
   93 - Passing UVs to the Shader.srt
   102 - Textures Summary.mp4
   102 - Textures Summary.vtt
   97 - paving-stones.jpg
   101 - Image View Descriptor Set.srt
   93 - Passing UVs to the Shader.vtt
   101 - Image View Descriptor Set.vtt
   94 - Descriptor Pool for Images.srt
   95 - Creating the Sampler.vtt
   98 - Loading the Image to Staging.vtt
   99 - Creating the Image.mp4
   101 - Image View Descriptor Set.mp4
   102 - Textures Summary.srt
   100 - Transfering the Texture to the GPU.mp4
   100 - Transfering the Texture to the GPU.srt
   94 - Descriptor Pool for Images.mp4
   96 - Laying Out the Texture Setup.mp4
   96 - Laying Out the Texture Setup.srt
   99 - Creating the Image.srt
   98 - Loading the Image to Staging.srt
   97 - Texture Resource.html
   99 - Creating the Image.vtt
   102 - textures.zip
   93 - Passing UVs to the Shader.mp4
   96 - Laying Out the Texture Setup.vtt
   98 - Loading the Image to Staging.mp4
   100 - Transfering the Texture to the GPU.vtt
   95 - Creating the Sampler.srt
   94 - Descriptor Pool for Images.vtt
   95 - Creating the Sampler.mp4
   31 - What is Vulkan.mp4
   32 - Vulkan Architecture.mp4
   31 - What is Vulkan.srt
   32 - Vulkan Architecture.srt
   31 - What is Vulkan.vtt
   32 - Vulkan Architecture.vtt
   35 - Refactoring Extensions Check.mp4
   33 - Creating the Vulkan Instance.vtt
   37 - vulkan-instance-functional.zip
   34 - Checking Existing Extensions.mp4
   37 - The Instance Summary.srt
   36 - Functional Programming Tricks.vtt
   34 - Checking Existing Extensions.vtt
   37 - The Instance Summary.vtt
   35 - Refactoring Extensions Check.vtt
   34 - Checking Existing Extensions.srt
   37 - The Instance Summary.mp4
   35 - Refactoring Extensions Check.srt
   33 - Creating the Vulkan Instance.mp4
   36 - Functional Programming Tricks.mp4
   36 - Functional Programming Tricks.srt
   33 - Creating the Vulkan Instance.srt
   12 - Creating Hello World.mp4
   13 - CMake Dependencies Vulkan.srt
   13 - CMake Dependencies Vulkan.vtt
   12 - Creating Hello World.srt
   12 - Creating Hello World.vtt
   13 - CMake Dependencies Vulkan.mp4
   12 - project-structure.zip
   9 - Installing Ninja.srt
   10 - Installing CMake.mp4
   10 - Installing CMake.vtt
   11 - Installing Git.mp4
   8 - Installing Visual Studio.vtt
   11 - Installing Git.vtt
   8 - Installing Visual Studio.mp4
   7 - Software Used.html
   8 - Installing Visual Studio.srt
   9 - Installing Ninja.vtt
   9 - Installing Ninja.mp4
   11 - Installing Git.srt
   10 - Installing CMake.srt
   106 - Bonus Materials.html
   105 - Where to go next.html
   15 - Coding Standard Microsoft GSL.vtt
   15 - Coding Standard Microsoft GSL.mp4
   14 - Coding Standard Numbers.vtt
   17 - Coding Style Google Clang Formatting.vtt
   19 - Coding Style EditorConfig.mp4
   18 - Coding Style Course Overrides.mp4
   14 - Coding Standard Numbers.mp4
   18 - Coding Style Course Overrides.srt
   20 - Styling is Important.html
   14 - Coding Standard Numbers.srt
   15 - Coding Standard Microsoft GSL.srt
   17 - Coding Style Google Clang Formatting.srt
   18 - Coding Style Course Overrides.vtt
   19 - Coding Style EditorConfig.vtt
   16 - Commonly Used Types.html
   17 - Coding Style Google Clang Formatting.mp4
   19 - Coding Style EditorConfig.srt
   22 - Initializing GLFW.vtt
   26 - Monitor Functions.vtt
   29 - Adding Precompiled Headers Everywhere.mp4
   28 - Creating the Window Class.vtt
   27 - Extracting Monitor Functionallity.vtt
   25 - What are Monitors.srt
   23 - Using Precompiled Headers.srt
   26 - Monitor Functions.mp4
   22 - Initializing GLFW.mp4
   28 - window-class.zip
   30 - Preparing the Window for Vulkan.srt
   28 - Creating the Window Class.mp4
   30 - Preparing the Window for Vulkan.vtt
   25 - What are Monitors.mp4
   29 - Adding Precompiled Headers Everywhere.srt
   30 - Preparing the Window for Vulkan.mp4
   21 - What is a Window.mp4
   24 - The Coordinate System 2D Vectors.vtt
   24 - The Coordinate System 2D Vectors.mp4
   21 - What is a Window.srt
   28 - Creating the Window Class.srt
   29 - Adding Precompiled Headers Everywhere.vtt
   24 - The Coordinate System 2D Vectors.srt
   26 - Monitor Functions.srt
   23 - Using Precompiled Headers.mp4
   25 - What are Monitors.vtt
   22 - Initializing GLFW.srt
   21 - What is a Window.vtt
   27 - Extracting Monitor Functionallity.mp4
   27 - Extracting Monitor Functionallity.srt
   23 - Using Precompiled Headers.vtt
   103 - Depth Problem.srt
   104 - Enable Depth Testing.mp4
   104 - Enable Depth Testing.srt
   104 - Enable Depth Testing.vtt
   103 - Depth Problem.mp4
   103 - Depth Problem.vtt

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发表于 2026-6-8 15:55:39 | 显示全部楼层
不要用当下的资源限制终局,而要用 终局思维 来思考资源配置。
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发表于 2026-6-13 02:12:27 | 显示全部楼层
社群怎么进?拉我拉我!!!
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发表于 2026-6-17 05:46:57 来自手机 | 显示全部楼层
这个角度挺新,给了我一个新的观察入口。
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发表于 2026-6-21 05:11:07 来自手机 | 显示全部楼层
新人一枚,望各位星友多多照顾
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发表于 2026-6-24 23:24:35 | 显示全部楼层
星友路过建议:软件资源库有相应的软件可以提效,可以试试
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发表于 2026-6-29 05:40:38 | 显示全部楼层
这个方向可以关注,先低成本验证比较稳妥。
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发表于 6 天前 来自手机 | 显示全部楼层
星友内卷宗旨:理解他,学习他,成为他,超越他!
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发表于 6 天前 来自手机 | 显示全部楼层
项目库筛选还是要看技能、时间和启动成本。
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