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Table of Contents

The book is structured in the following chapters:

  • Chapter 00: Vulkan introduction and book pre-requisites.
  • Chapter 01: Describes the basic scaffolding code to support rendering.
  • Chapter 02: We start with the first Vulkan pieces of code that will create a Vulkan instance.
  • Chapter 03: We continue with the definition of more basic Vulkan concepts such as the physical and Logical devices, surfaces and queues.
  • Chapter 04: The key mechanism to present images to the screen is presented: the Swap chain.
  • Chapter 05: In this chapter we will setup the basic structures for rendering (render information, command buffers and the synchronization mechanisms).
  • Chapter 06: In this chapter we define the structs required to define the vertices, use the graphics pipeline and create shaders. We will draw our first shape to the screen (a triangle).
  • Chapter 07: In this chapter we go 3D by implementing depth testing and add windows resizing support.
  • Chapter 08: In this chapter we add support for loading complex 3D models and textures.
  • Chapter 09: We will automatically generate mipmaps, add support for transparent objects, add a camera to move around the scene and use dynamic uniform objects.
  • Chapter 10: Vulkan Memory Allocator.
  • Chapter 11: Post processing.
  • Chapter 12: Render of GUI elements through ImGui.
  • Chapter 13: Sound with zaudio.
  • Chapter 14: Deferred rendering (I).
  • Chapter 15: Deferred rendering (II).
  • Chapter 16: Cascade shadows.
  • Chapter 17: Animations.