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Releases: TheJackiMonster/vkcv-framework

VkCV-0.2.0

16 Dec 02:45
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0.2.0 (2021-12-16)

** New modules:**

  • Algorithm: A VkCV module to use optimized compute algorithms accelerating projects
  • Effects: A VkCV module to use pre-built post-processing effects in your projects
  • Geometry: A VkCV module to generate basic geometry for rendering without loading a mesh from files
  • Tone-Mapping: A VkCV module providing multiple pre-defined options for tone mapping

** New features:**

  • Compile shaders from memory with defined headers
  • Hardware accelerated ray tracing pipelines
  • Dynamic geometry generation
  • Interpolation
  • Tesselation
  • Cube maps
  • Temporal upscaling
  • Automated camera paths

** Improvements **

  • Much more documentation
  • Fully refactored API to ease usage
  • More consistency
  • Less duplicate code

VkCV-0.1.0

29 Jun 08:55
c4033a7
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0.1.0 (2021-12-07)

** Platform support:**

  • Linux support (GCC and CLang)
  • MacOS support (Apple CLang)
  • Windows support (MSVC and MinGW-GCC experimentally)

** New modules:**

  • Asset-Loader: A VkCV module to load basic assets like models, materials and images
  • Camera: A VkCV module to manage cameras and their handle view and projection matrices
  • GUI: A VkCV module to integrate GUI rendering to your application as additional pass
  • Material: A VkCV module to abstract typical kinds of materials for rendering
  • Meshlet: A VkCV module to divide vertex data of a mesh into meshlets
  • Scene: A VkCV module to load and manage a scene, simplify its rendering and potentially optimize it
  • Shader-Compiler: A VkCV module to compile shaders at runtime
  • Upscaling: A VkCV module to upscale images in realtime

** New features:**

  • 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