Added scene rendering example to readme
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README.md
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README.md
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@ -6,7 +6,7 @@ Assorted C++ examples for [Vulkan(tm)](https://www.khronos.org/vulkan/), the new
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# Building
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The repository contains everything required to compile and build the examples on Windows, Linux and Android. All required dependencies are included.
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The repository contains everything required to compile and build the examples on Windows, Linux and Android using a C++ compiler that supports C++11. All required dependencies are included.
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## <img src="./images/windowslogo.png" alt="" height="32px"> Windows
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A Visual Studio solution file for compiling all examples is included with the repository, examples will compile with VS2015 out of the box.
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@ -104,6 +104,14 @@ Vulkan interpretation of glxgears. Procedurally generates separate meshes for ea
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Uses [assimp](https://github.com/assimp/assimp) to load a mesh from a common 3D format including a color map. The mesh data is then converted to a fixed vertex layout matching the shader vertex attribute bindings.
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<br><br>
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## [Scene rendering](scenerendering/)
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<img src="./screenshots/scenerendering.jpg" height="96px" align="right">
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This example demonstrates a way to render a scene consisting of multiple meshes with different materials and textures. It makes use of separate per-material descriptor sets for passing texturing information and uses push constants to pass material properties to the shaders.
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Also shows how to use multiple descriptor sets simultaneously with the new GLSL "set" layout qualifier introduced with [GL_KHR_vulkan_glsl](https://www.khronos.org/registry/vulkan/specs/misc/GL_KHR_vulkan_glsl.txt).
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<br><br>
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## [Mesh instancing](instancing/)
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<img src="./screenshots/instancing.jpg" height="96px" align="right">
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@ -271,9 +279,9 @@ Please note that (some) models and textures use separate licenses. Please comply
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- Cubemap used in cubemap example by [Emil Persson(aka Humus)](http://www.humus.name/)
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- Armored knight model used in deferred example by [Gabriel Piacenti](http://opengameart.org/users/piacenti)
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- Voyager model by [NASA](http://nasa3d.arc.nasa.gov/models)
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- Astroboy COLLADA model copyright 2008 Sony Computer Entertainment Inc.
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- Old deer model used in tessellation example by [Čestmír Dammer](http://opengameart.org/users/cdmir)
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- Hidden treasure scene used in pipeline and debug marker examples by [Laurynas Jurgila](http://www.blendswap.com/user/PigArt)
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- Sibenik Cathedral model by Marko Dabrovic, using updated version by [Kenzie Lamar and Morgan McGuire](http://graphics.cs.williams.edu/data/meshes.xml)
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- Textures used in some examples by [Hugues Muller](http://www.yughues-folio.com)
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- Updated compute particle system shader by [Lukas Bergdoll](https://github.com/Voultapher)
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- Vulkan scene model (and derived models) by [Dominic Agoro-Ombaka](http://www.agorodesign.com/) and [Sascha Willems](http://www.saschawillems.de)
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