<aside> 💡 Vulkan Tutorial 영어 원문
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If you're developing for Windows, then I will assume that you are using Visual Studio to compile your code. For complete C++17 support, you need to use either Visual Studio 2017 or 2019. The steps outlined below were written for VS 2017.
Vulkan 어플리케이션을 개발하는데 필요한 가장 중요한 구성 요소는 SDK입니다. 여기에는 헤더, 표준 유효성 검사 계층, 디버깅 도구, Vulkan 함수 로더 등이 포함됩니다. 로더는 GLEW for OpenGL과 유사하게, 런타임에 드라이버의 기능을 조회합니다.
SDK는 LunarG 웹사이트에서 페이지 하단의 버튼을 통해 다운로드 할 수 있습니다. 계정을 만들 필요는 없지만, 만든다면 유용한 몇가지 문서에 접근할 수 있습니다.

Proceed through the installation and pay attention to the install location of the SDK. The first thing we'll do is verify that your graphics card and driver properly support Vulkan. Go to the directory where you installed the SDK, open the Bin directory and run the vkcube.exe demo. You should see the following:

If you receive an error message then ensure that your drivers are up-to-date, include the Vulkan runtime and that your graphics card is supported. See the introduction chapter for links to drivers from the major vendors.
There is another program in this directory that will be useful for development. The glslangValidator.exe and glslc.exe programs will be used to compile shaders from the human-readable GLSL to bytecode. We'll cover this in depth in the shader modules chapter. The Bin directory also contains the binaries of the Vulkan loader and the validation layers, while the Lib directory contains the libraries.
Lastly, there's the Include directory that contains the Vulkan headers. Feel free to explore the other files, but we won't need them for this tutorial.
As mentioned before, Vulkan by itself is a platform agnostic API and does not include tools for creating a window to display the rendered results. To benefit from the cross-platform advantages of Vulkan and to avoid the horrors of Win32, we'll use the GLFW library to create a window, which supports Windows, Linux and MacOS. There are other libraries available for this purpose, like SDL, but the advantage of GLFW is that it also abstracts away some of the other platform-specific things in Vulkan besides just window creation.
You can find the latest release of GLFW on the official website. In this tutorial we'll be using the 64-bit binaries, but you can of course also choose to build in 32 bit mode. In that case make sure to link with the Vulkan SDK binaries in the Lib32 directory instead of Lib. After downloading it, extract the archive to a convenient location. I've chosen to create a Libraries directory in the Visual Studio directory under documents.

Unlike DirectX 12, Vulkan does not include a library for linear algebra operations, so we'll have to download one. GLM is a nice library that is designed for use with graphics APIs and is also commonly used with OpenGL.
GLM is a header-only library, so just download the latest version and store it in a convenient location. You should have a directory structure similar to the following now:
