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Signed-off-by: Tobias Frisch <[email protected]>
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# Changelog | ||
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## [0.1.0](https://gitlab.uni-koblenz.de/vulkan2021/vkcv-framework/tree/0.1.0) (2021-12-07) | ||
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** Platform support:** | ||
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- Linux support (GCC and CLang) | ||
- MacOS support (Apple CLang) | ||
- Windows support (MSVC and MinGW-GCC experimentally) | ||
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** New modules:** | ||
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- [Asset-Loader](modules/asset_loader/README.md): A VkCV module to load basic assets like models, materials and images | ||
- [Camera](modules/asset_loader/README.md): A VkCV module to manage cameras and their handle view and projection matrices | ||
- [GUI](modules/gui/README.md): A VkCV module to integrate GUI rendering to your application as additional pass | ||
- [Material](modules/material/README.md): A VkCV module to abstract typical kinds of materials for rendering | ||
- [Meshlet](modules/meshlet/README.md): A VkCV module to divide vertex data of a mesh into meshlets | ||
- [Scene](modules/scene/README.md): A VkCV module to load and manage a scene, simplify its rendering and potentially optimize it | ||
- [Shader-Compiler](modules/shader_compiler/README.md): A VkCV module to compile shaders at runtime | ||
- [Upscaling](modules/upscaling/README.md): A VkCV module to upscale images in realtime | ||
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** New features:** | ||
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- Resizable windows | ||
- Multiple windows and multiple swapchains (window management) | ||
- Dynamically requesting Vulkan features and extensions | ||
- Shader reflection and runtime shader compilation (various shader stages) | ||
- Realtime ray tracing | ||
- Mesh shaders | ||
- Indirect dispatch | ||
- Compute pipelines and compute shaders | ||
- Multiple queues and graphic pipelines | ||
- Bindless textures | ||
- ImGUI support | ||
- Mipmapping | ||
- Logging | ||
- Command buffer synchronization | ||
- Doxygen source code documentation | ||
- Buffer, sampler and image management | ||
- Camera management with gamepad support | ||
- Input event synchronization | ||
- Resource management with handles | ||
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