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The VulkanCppModule target only needs to be defined once, then add it to the
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dependency of your consuming project, and it will be built automatically, and
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you won't need to also add Vulkan::Vulkan to your project.
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The VulkanCppModule target only needs to be defined once. Then add it to the
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dependency of your consuming project, and it will be built automatically.
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You won't need to also add Vulkan::Vulkan to your project.
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[,cmake]
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----
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In this tutorial, we'll be using the 64-bit binaries, but you can of course also
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choose to build in 32-bit mode. In that case make sure to link with the Vulkan
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SDK binaries in the `Lib32` directory instead of `Lib`. After downloading it, extract the archive
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to a convenient location. I've chosen to create a `Libraries` directory in the
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to a convenient location. We've chosen to create a `Libraries` directory in the
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Visual Studio directory under documents.
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image::/images/glfw_directory.png[]
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CMake project for Vulkan and write a little bit of code to make sure that
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everything works.
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I will assume that you already have some basic experience with CMake, like
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We will assume that you already have some basic experience with CMake, like
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how variables and rules work. If not, you can get up to speed very quickly with https://cmake.org/cmake/help/book/mastering-cmake/cmake/Help/guide/tutorial/[this tutorial].
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You can now use the link:/attachments/[attachments] directory in this tutorial
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CMake project for Vulkan and write a little bit of code to make sure that
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everything works.
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I will assume that you already have some basic experience with CMake, like
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We will assume that you already have some basic experience with CMake, like
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how variables and rules work. If not, you can get up to speed very quickly with https://cmake.org/cmake/help/book/mastering-cmake/cmake/Help/guide/tutorial/[this tutorial].
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You can now use the link:/attachments/[attachments] directory in this tutorial as a template for your
Copy file name to clipboardExpand all lines: en/Building_a_Simple_Engine/Lighting_Materials/01_introduction.adoc
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In this chapter, we'll explore the fundamentals of lighting and materials in 3D rendering, with a focus on Physically Based Rendering (PBR). Lighting is a crucial aspect of creating realistic and visually appealing 3D scenes. Without proper lighting, even the most detailed models can appear flat and lifeless.
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[NOTE]
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====
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*About PBR References*: Throughout this tutorial, you may encounter references to PBR (Physically Based Rendering) before reaching this chapter. PBR is a modern rendering approach that simulates how light interacts with surfaces based on physical principles. We'll cover PBR in detail in the sections that follow, so don't worry if you're not familiar with these concepts yet.
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====
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This chapter serves as the foundation for understanding how light interacts with different materials in a physically accurate way. The concepts you'll learn here will be applied in later chapters, including the Loading_Models chapter where we'll use this knowledge to render glTF models with PBR materials.
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Throughout our engine implementation, we'll be using vk::raii dynamic rendering and C++20 modules. The vk::raii namespace provides Resource Acquisition Is Initialization (RAII) wrappers for Vulkan objects, which helps with resource management and makes the code cleaner. Dynamic rendering simplifies the rendering process by eliminating the need for explicit render passes and framebuffers. C++20 modules improve code organization, compilation times, and encapsulation compared to traditional header files.
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