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Vulkan与C++图形编程实战

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课程简介

Vulkan与C++图形编程实战导读 本课程聚焦于使用Vulkan API进行图形编程,并结合C++语言实现底层渲染逻辑。它针对希望深入理解图形渲染机制并掌握高性能图形开发技术的开发者。课程内容覆盖Vulkan的核心架构、实例创建流程以及渲染管线的构建,帮助学习者从零开始构建可运行的图形应用。 适合基础与学习方向 课程适合具备C++基础的开发者,尤其是对图…

已有 8 人浏览 发布 2026-06-09 更新 2026-10-13

Vulkan与C++图形编程实战导读

本课程聚焦于使用Vulkan API进行图形编程,并结合C++语言实现底层渲染逻辑。它针对希望深入理解图形渲染机制并掌握高性能图形开发技术的开发者。课程内容覆盖Vulkan的核心架构、实例创建流程以及渲染管线的构建,帮助学习者从零开始构建可运行的图形应用。

适合基础与学习方向

课程适合具备C++基础的开发者,尤其是对图形编程有一定兴趣但缺乏系统性知识的人群。学习者需要熟悉面向对象编程、内存管理及基本的图形学概念,如顶点缓冲、索引绘制等。对于没有使用Vulkan经验的开发者,课程提供了从环境搭建到核心概念的循序渐进讲解,避免了直接进入复杂代码时的挫败感。

资料配合与实践建议

资料包中包含多个模块,如“Vulkan Pipeline”和“Setup”等,主要围绕Vulkan API的使用流程展开。建议学习者先阅读“Setup”部分,完成开发环境的配置,包括安装Ninja、Visual Studio等工具,确保后续开发能够顺利进行。之后逐步进入Vulkan架构解析与渲染管线实现,理解每个组件的作用及其相互关系。通过边看边写的方式,结合实例代码进行调试和修改,有助于加深对Vulkan底层机制的理解。

学完本课程后,学习者应具备独立创建Vulkan应用的能力,包括初始化设备、创建交换链、配置渲染管线及进行基本的图形绘制。课程资料可作为参考,帮助开发者在实际项目中复用模块,优化性能,并进一步探索Vulkan的高级特性。对于希望在游戏开发、实时图形或高性能计算领域深入发展的开发者,这门课提供了扎实的技术基础与可落地的工程实践。

Vulkan与C++图形编程实战

深入Vulkan,掌握C++图形编程

编辑点评

实战导向,系统讲解Vulkan架构与实例创建,适合有一定C++基础的学习者。

⭐ 编辑推荐

本课程深入浅出地讲解Vulkan图形编程,从基础设置到高级应用,助你成为图形编程高手。

✨ 课程亮点

✦Vulkan架构解析
✦C++图形编程实战
✦系统学习路径

课程目录

6 - Vulkan Pipeline5 条
  • 6 - Vulkan Pipeline资料.zip [1.8 MB]
  • 31 - What is Vulkan.srt [1.5 KB]
  • 32 - Vulkan Architecture.srt [2.5 KB]
  • 31 - What is Vulkan.vtt [1.6 KB]
  • 32 - Vulkan Architecture.vtt [2.6 KB]
2 - Setup10 条
  • 2 - Setup说明.zip [1.8 MB]
  • 7 - Software Used.html [1.8 KB]
  • 9 - Installing Ninja.srt [2.0 KB]
  • 10 - Installing CMake.vtt [1.5 KB]
  • 8 - Installing Visual Studio.vtt [2.7 KB]
  • 11 - Installing Git.vtt [1.4 KB]
  • 8 - Installing Visual Studio.srt [2.6 KB]
  • 9 - Installing Ninja.vtt [2.0 KB]
  • 11 - Installing Git.srt [1.4 KB]
  • 10 - Installing CMake.srt [1.5 KB]
16 - What now3 条
  • 16 - What now说明.png [493.5 KB]
  • 106 - Bonus Materials.html [1.0 KB]
  • 105 - Where to go next.html [1.0 KB]
7 - The Vulkan Instance12 条
  • 7 - The Vulkan Instance资料.zip [1.8 MB]
  • 33 - Creating the Vulkan Instance.vtt [12.5 KB]
  • 37 - vulkan-instance-functional.zip [5.8 KB]
  • 37 - The Instance Summary.srt [718.0 B]
  • 36 - Functional Programming Tricks.vtt [2.1 KB]
  • 34 - Checking Existing Extensions.vtt [5.3 KB]
  • 37 - The Instance Summary.vtt [699.0 B]
  • 35 - Refactoring Extensions Check.vtt [2.7 KB]
  • 34 - Checking Existing Extensions.srt [5.2 KB]
  • 35 - Refactoring Extensions Check.srt [2.6 KB]
  • 36 - Functional Programming Tricks.srt [2.1 KB]
  • 33 - Creating the Vulkan Instance.srt [12.1 KB]
15 - Advanced5 条
  • 15 - Advanced必看.zip [1.8 MB]
  • 103 - Depth Problem.srt [2.1 KB]
  • 104 - Enable Depth Testing.srt [13.1 KB]
  • 104 - Enable Depth Testing.vtt [13.9 KB]
  • 103 - Depth Problem.vtt [2.2 KB]
13 - Data Buffers23 条
  • 13 - Data Buffers说明.png [493.5 KB]
  • 92 - buffers.zip [18.7 KB]
  • 85 - Transient Command Buffers.vtt [3.6 KB]
  • 88 - Index Buffer.vtt [4.5 KB]
  • 87 - Staging GPU Buffers.srt [3.1 KB]
  • 83 - The Vertex Input Class.srt [6.2 KB]
  • 86 - Abstracting Buffer Creation.srt [2.4 KB]
  • 84 - Rendering Vertex Buffers.vtt [14.3 KB]
  • 88 - Index Buffer.srt [4.4 KB]
  • 92 - Data Buffers Summary.srt [439.0 B]
  • 91 - Uniform Descriptor Set.srt [6.7 KB]
  • 92 - Data Buffers Summary.vtt [426.0 B]
  • 90 - Uniform Buffer.srt [11.0 KB]
  • 88 - indexed-buffers.zip [17.3 KB]
  • 83 - The Vertex Input Class.vtt [6.4 KB]
  • 86 - Abstracting Buffer Creation.vtt [2.5 KB]
  • 85 - Transient Command Buffers.srt [3.6 KB]
  • 90 - Uniform Buffer.vtt [11.5 KB]
  • 87 - Staging GPU Buffers.vtt [3.2 KB]
  • 89 - Push Constants.srt [7.5 KB]
  • 84 - Rendering Vertex Buffers.srt [14.0 KB]
  • 89 - Push Constants.vtt [7.7 KB]
  • 91 - Uniform Descriptor Set.vtt [6.9 KB]
11 - Graphics Pipeline29 条
  • 11 - Graphics Pipeline资料.png [493.5 KB]
  • 61 - Basic Shader Compilation.srt [2.7 KB]
  • 59 - What is a Vertex.srt [1.4 KB]
  • 62 - CMake Shader Setup.srt [4.6 KB]
  • 71 - Creating the Pipeline.srt [2.7 KB]
  • 66 - Loading Shaders.srt [8.3 KB]
  • 64 - Visual Studio Extension for GLSL.srt [2.0 KB]
  • 63 - Vertex Fragment Shaders.srt [2.7 KB]
  • 69 - Color Blending Layout.vtt [4.0 KB]
  • 67 - Viewport Scissoring.vtt [2.9 KB]
  • 67 - Viewport Scissoring.srt [2.8 KB]
  • 60 - What is the Graphics Pipeline.vtt [1.9 KB]
  • 70 - Render Pass.vtt [5.4 KB]
  • 59 - What is a Vertex.vtt [1.4 KB]
  • 68 - Vertex Input Rasterizer.vtt [3.9 KB]
  • 62 - CMake Shader Setup.vtt [4.6 KB]
  • 72 - Graphics Pipeline Summary.vtt [451.0 B]
  • 60 - What is the Graphics Pipeline.srt [1.8 KB]
  • 61 - Basic Shader Compilation.vtt [2.7 KB]
  • 70 - Render Pass.srt [5.1 KB]
  • 72 - Graphics Pipeline Summary.srt [464.0 B]
  • 71 - Creating the Pipeline.vtt [2.8 KB]
  • 63 - Vertex Fragment Shaders.vtt [2.9 KB]
  • 66 - Loading Shaders.vtt [8.3 KB]
  • 68 - Vertex Input Rasterizer.srt [3.6 KB]
  • 69 - Color Blending Layout.srt [3.8 KB]
  • 64 - Visual Studio Extension for GLSL.vtt [1.9 KB]
  • 65 - Shader Includes.srt [1.1 KB]
  • 65 - Shader Includes.vtt [1.1 KB]
14 - Textures22 条
  • 14 - Textures文档.png [493.5 KB]
  • 102 - textures.zip [1.8 MB]
  • 93 - Passing UVs to the Shader.srt [4.4 KB]
  • 102 - Textures Summary.vtt [662.0 B]
  • 97 - paving-stones.jpg [1.7 MB]
  • 101 - Image View Descriptor Set.srt [7.1 KB]
  • 93 - Passing UVs to the Shader.vtt [4.7 KB]
  • 101 - Image View Descriptor Set.vtt [7.3 KB]
  • 94 - Descriptor Pool for Images.srt [6.3 KB]
  • 95 - Creating the Sampler.vtt [5.1 KB]
  • 98 - Loading the Image to Staging.vtt [4.2 KB]
  • 102 - Textures Summary.srt [615.0 B]
  • 100 - Transfering the Texture to the GPU.srt [6.2 KB]
  • 96 - Laying Out the Texture Setup.srt [4.1 KB]
  • 99 - Creating the Image.srt [3.0 KB]
  • 98 - Loading the Image to Staging.srt [4.1 KB]
  • 97 - Texture Resource.html [234.0 B]
  • 99 - Creating the Image.vtt [3.1 KB]
  • 96 - Laying Out the Texture Setup.vtt [4.2 KB]
  • 100 - Transfering the Texture to the GPU.vtt [6.5 KB]
  • 95 - Creating the Sampler.srt [4.9 KB]
  • 94 - Descriptor Pool for Images.vtt [6.6 KB]
3 - CMake Configuration6 条
  • 3 - CMake Configuration必看.png [493.5 KB]
  • 13 - CMake Dependencies Vulkan.srt [6.3 KB]
  • 13 - CMake Dependencies Vulkan.vtt [6.5 KB]
  • 12 - Creating Hello World.srt [3.9 KB]
  • 12 - Creating Hello World.vtt [3.9 KB]
  • 12 - project-structure.zip [727.0 B]
9 - Devices Queues14 条
  • 9 - Devices Queues必看.zip [1.8 MB]
  • 44 - What Are Physical Devices.vtt [1.4 KB]
  • 49 - Devices Queues Summary.vtt [731.0 B]
  • 49 - devices-and-queues.zip [7.9 KB]
  • 48 - Getting the Graphics Queue.srt [2.1 KB]
  • 44 - What Are Physical Devices.srt [1.4 KB]
  • 45 - Getting Physical Devices.srt [5.7 KB]
  • 49 - Devices Queues Summary.srt [689.0 B]
  • 48 - Getting the Graphics Queue.vtt [2.2 KB]
  • 46 - Checking for Queue Family Support.vtt [4.0 KB]
  • 45 - Getting Physical Devices.vtt [5.8 KB]
  • 47 - Creating Logical Device.vtt [4.8 KB]
  • 46 - Checking for Queue Family Support.srt [3.7 KB]
  • 47 - Creating Logical Device.srt [4.7 KB]
8 - Error Handling Validation Errors13 条
  • 8 - Error Handling Validation Errors说明.zip [1.8 MB]
  • 38 - Basic Validation Layers.vtt [12.8 KB]
  • 40 - Setting Up the Debug Messenger.vtt [5.9 KB]
  • 43 - Validation Errors Summary.srt [742.0 B]
  • 39 - Adding the Spdlog Library.srt [3.4 KB]
  • 43 - Validation Errors Summary.vtt [730.0 B]
  • 40 - Setting Up the Debug Messenger.srt [5.8 KB]
  • 42 - Reorganize Code Into Regions.srt [1.7 KB]
  • 38 - Basic Validation Layers.srt [12.4 KB]
  • 42 - Reorganize Code Into Regions.vtt [1.9 KB]
  • 39 - Adding the Spdlog Library.vtt [3.4 KB]
  • 41 - Creating a Glfw Error Callback.vtt [1.2 KB]
  • 41 - Creating a Glfw Error Callback.srt [1.2 KB]
5 - Window Creation Management22 条
  • 5 - Window Creation Management资料.zip [1.8 MB]
  • 22 - Initializing GLFW.vtt [6.4 KB]
  • 26 - Monitor Functions.vtt [7.1 KB]
  • 28 - Creating the Window Class.vtt [6.0 KB]
  • 27 - Extracting Monitor Functionallity.vtt [5.2 KB]
  • 25 - What are Monitors.srt [1.2 KB]
  • 23 - Using Precompiled Headers.srt [2.5 KB]
  • 28 - window-class.zip [3.9 KB]
  • 30 - Preparing the Window for Vulkan.srt [1.6 KB]
  • 30 - Preparing the Window for Vulkan.vtt [1.6 KB]
  • 29 - Adding Precompiled Headers Everywhere.srt [822.0 B]
  • 24 - The Coordinate System 2D Vectors.vtt [3.0 KB]
  • 21 - What is a Window.srt [1.2 KB]
  • 28 - Creating the Window Class.srt [5.9 KB]
  • 29 - Adding Precompiled Headers Everywhere.vtt [805.0 B]
  • 24 - The Coordinate System 2D Vectors.srt [2.6 KB]
  • 26 - Monitor Functions.srt [7.0 KB]
  • 25 - What are Monitors.vtt [1.3 KB]
  • 22 - Initializing GLFW.srt [6.4 KB]
  • 21 - What is a Window.vtt [1.3 KB]
  • 27 - Extracting Monitor Functionallity.srt [4.9 KB]
  • 23 - Using Precompiled Headers.vtt [2.4 KB]
4 - Coding Standards12 条
  • 15 - Coding Standard Microsoft GSL.vtt [4.0 KB]
  • 14 - Coding Standard Numbers.vtt [793.0 B]
  • 17 - Coding Style Google Clang Formatting.vtt [4.1 KB]
  • 18 - Coding Style Course Overrides.srt [2.0 KB]
  • 20 - Styling is Important.html [2.0 KB]
  • 14 - Coding Standard Numbers.srt [798.0 B]
  • 15 - Coding Standard Microsoft GSL.srt [3.8 KB]
  • 17 - Coding Style Google Clang Formatting.srt [3.9 KB]
  • 18 - Coding Style Course Overrides.vtt [2.1 KB]
  • 19 - Coding Style EditorConfig.vtt [970.0 B]
  • 16 - Commonly Used Types.html [1.4 KB]
  • 19 - Coding Style EditorConfig.srt [961.0 B]
1 - Introduction11 条
  • 3 - FAQ.html [798.0 B]
  • 6 - Can I Run It.srt [1.4 KB]
  • 6 - Can I Run It.vtt [1.4 KB]
  • 5 - Installing Vulkan SDK.srt [1.4 KB]
  • 4 - Course Overview.srt [2.9 KB]
  • 1 - Promo.srt [2.4 KB]
  • 1 - Promo.vtt [2.7 KB]
  • 5 - Installing Vulkan SDK.vtt [1.4 KB]
  • 2 - Welcome.vtt [4.9 KB]
  • 4 - Course Overview.vtt [3.2 KB]
  • 2 - Welcome.srt [4.7 KB]
12 - Drawing the Triangle20 条
  • 77 - Rendering.vtt [13.4 KB]
  • 79 - Shader Communication.vtt [2.1 KB]
  • 81 - Color Blending Transparency.srt [2.1 KB]
  • 74 - Command Pool Command Buffer.srt [4.8 KB]
  • 76 - Creating Semaphores.vtt [4.0 KB]
  • 80 - Shader Variables Adding Color.srt [2.1 KB]
  • 78 - Resizing the Window.srt [5.3 KB]
  • 77 - Rendering.srt [12.8 KB]
  • 82 - Rendering Commands Summary.vtt [586.0 B]
  • 73 - Framebuffers.srt [2.4 KB]
  • 78 - Resizing the Window.vtt [5.3 KB]
  • 75 - Rendering Commands.vtt [8.8 KB]
  • 81 - Color Blending Transparency.vtt [2.2 KB]
  • 75 - Rendering Commands.srt [8.6 KB]
  • 76 - Creating Semaphores.srt [3.8 KB]
  • 79 - Shader Communication.srt [1.9 KB]
  • 73 - Framebuffers.vtt [2.5 KB]
  • 82 - Rendering Commands Summary.srt [616.0 B]
  • 80 - Shader Variables Adding Color.vtt [2.2 KB]
  • 74 - Command Pool Command Buffer.vtt [4.8 KB]
10 - Presentation Swap Chain19 条
  • 58 - presentation.zip [10.6 KB]
  • 58 - Presentation Swap Chain Summary.vtt [476.0 B]
  • 57 - Creating Image Views.vtt [3.0 KB]
  • 54 - Choosing Swap Chain Capabilities.srt [7.5 KB]
  • 52 - Checking Device Extension.vtt [3.4 KB]
  • 55 - Creating the Swap Chain.srt [4.5 KB]
  • 53 - Getting Swap Chain Capabilities.srt [2.6 KB]
  • 54 - Choosing Swap Chain Capabilities.vtt [7.9 KB]
  • 51 - Creating the Presentation Queue.vtt [3.7 KB]
  • 57 - Creating Image Views.srt [2.9 KB]
  • 56 - Getting Swap Chain Images.srt [1.3 KB]
  • 58 - Presentation Swap Chain Summary.srt [455.0 B]
  • 53 - Getting Swap Chain Capabilities.vtt [2.8 KB]
  • 51 - Creating the Presentation Queue.srt [3.5 KB]
  • 50 - Creating the Surface.vtt [2.1 KB]
  • 55 - Creating the Swap Chain.vtt [4.6 KB]
  • 56 - Getting Swap Chain Images.vtt [1.3 KB]
  • 50 - Creating the Surface.srt [1.9 KB]
  • 52 - Checking Device Extension.srt [3.2 KB]

适合人群

  • C++开发者
  • 图形编程爱好者
  • 游戏开发人员

🎯 学习收获

  • 掌握Vulkan基础
  • 精通C++图形编程
  • 提升图形开发能力

🎉 祝您学习愉快!

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