|
| 1 | +# Table of Contents |
| 2 | + |
| 3 | +The book is structured in the following chapters: |
| 4 | + |
| 5 | +- [Chapter 00](chapter-00/chapter-00.md): Vulkan introduction and book pre-requisites. |
| 6 | +- [Chapter 01](chapter-01/chapter-01.md): Describes the basic scaffolding code to support rendering. |
| 7 | +- [Chapter 02](chapter-02/chapter-02.md): We start with the first Vulkan pieces of code that will create a Vulkan instance. |
| 8 | +- [Chapter 03](chapter-03/chapter-03.md): We continue with the definition of more basic Vulkan concepts such as the physical and Logical devices, surfaces and queues. |
| 9 | +- [Chapter 04](chapter-04/chapter-04.md): The key mechanism to present images to the screen is presented: the Swap chain. |
| 10 | +- [Chapter 05](chapter-05/chapter-05.md): In this chapter we will setup the basic structures for rendering (render information, command buffers and the synchronization mechanisms). |
| 11 | +- [Chapter 06](chapter-06/chapter-06.md): In this chapter we define the classes required to define the vertices, use the graphics pipeline and create shaders. We will draw our first shape to the screen (a triangle). |
| 12 | +- [Chapter 07](chapter-07/chapter-07.md): In this chapter we go 3D by implementing depth testing and add windows resizing support. |
| 13 | +- [Chapter 08](chapter-08/chapter-08.md): In this chapter we add support for loading complex 3D models using Assimp and textures. |
| 14 | +- [Chapter 09](chapter-09/chapter-09.md): We will automatically generate mipmaps, add support for transparent objects, add a camera to move around the scene and use dynamic uniform objects. |
| 15 | +- [Chapter 10](chapter-10/chapter-10.md): Vulkan Memory Allocator. |
| 16 | +- [Chapter 11](chapter-11/chapter-11.md): Post processing. |
| 17 | +- [Chapter 12](chapter-12/chapter-12.md): Render of GUI elements through ImGui. |
| 18 | +- [Chapter 13](chapter-13/chapter-13.md): Sound with OpenAL. |
| 19 | +- [Chapter 14](chapter-14/chapter-14.md): Deferred rendering (I). |
| 20 | +- [Chapter 15](chapter-15/chapter-15.md): Deferred rendering (II). |
| 21 | +- [Chapter 16](chapter-16/chapter-16.md): Cascade shadows. |
| 22 | +- [Chapter 17](chapter-17/chapter-17.md): Animations. |
0 commit comments