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.gitignore

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*.sh

LICENSE

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MIT License
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Copyright (c) 2023 Antonio Hernández Bejarano
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.

README.md

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# Vulkan graphics programming in Java
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![Build and Publish](https://github.com/lwjglgamedev/vulkanbook/actions/workflows/maven.yml/badge.svg)
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This [online book](bookcontents/) will introduce the main concepts required to write graphics games or any other applications using [Vulkan](https://www.khronos.org/vulkan/) in Java.
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We will use [LWJGL](http://www.lwjgl.org/) as the Java library which provides the required bindings to use Vulkan and any other required APIs. This book is the result of my self learning language, that I think it may help the community.
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![Sample screen shot](./bookcontents/chapter-13/screen-shot.png)
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## Book Code
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The book itself is also hosted in [GitHub](https://github.com/lwjglgamedev/vulkanbook/tree/master/bookcontents).
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## Source Code
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The source code of the samples of this book is in [GitHub](https://github.com/lwjglgamedev/vulkanbook/tree/master/booksamples).
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## Support
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If you like the book please rate it with a start and share it. If you want to contribute with a donation you can do a donation: [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5MH9AA9TPQQBN)
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## Comments are welcome
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Suggestions and corrections are more than welcome (and if you do like it please rate it with a star). Please send them using the discussion forum and make the corrections you consider in order to improve the book.
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If you find something confusing, or you would like something clarified in the book, please [submit an issue](https://github.com/lwjglgamedev/vulkanbook/issues/new/choose) on GitHub.
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## Author
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Antonio Hernández Bejarano.
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## Special Thanks
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To all the readers that have contributed with corrections, improvements and ideas. Specifically to (sorry if I forget someone, please feel free to remind that to me):
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- [SWinxy](https://github.com/SWinxy)
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- [Kai Burjack](https://github.com/httpdigest)
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- [Mjrlun](https://github.com/Mjrlun)
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- [Rongcui Dong](https://github.com/rongcuid)
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- [James Roome](https://github.com/RefuX)
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package org.vulkanb.eng.graph.light;
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import org.lwjgl.vulkan.VkPipelineVertexInputStateCreateInfo;
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public class EmptyVtxBuffStruct {
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private final VkPipelineVertexInputStateCreateInfo vi;
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public EmptyVtxBuffStruct() {
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vi = VkPipelineVertexInputStateCreateInfo.calloc();
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vi.sType$Default()
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.pVertexBindingDescriptions(null)
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.pVertexAttributeDescriptions(null);
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}
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public void cleanup() {
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vi.free();
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}
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public VkPipelineVertexInputStateCreateInfo getVi() {
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return vi;
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}
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}

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