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Releases: KTStephano/StratusGFX

v0.7.0

17 Jan 18:39
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MPL2.0.md

Note: For versions 0.9.4 downto 0.1 the license has been set to MPL 2.0 now that the repo is public. License is attached.

Everything from the previous release plus:

  • Addition of new compute & graphics pipeline to handle Virtual Point Light Global Illumination
  • Performance optimizations by adding tiled deferred pipeline and VPL culling both using compute shaders
  • Addition of task manager to make using Async a little easier

v0.6.0

09 Jan 13:17
57b8c44
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v0.6.0 Pre-release
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MPL2.0.md

Note: For versions 0.9.4 downto 0.1 the license has been set to MPL 2.0 now that the repo is public. License is attached.

Everything from the previous release plus:

  • Virtual file system for shader files (enables #include in GLSL)
  • Automatic GLSL version select for consistency across all shaders enforced by runtime engine
  • Support for loading 3D textures through Resource Manager
  • Ability to clear a texture layer-by-layer for multilayer textures
  • Moving certain OpenGL calls to use Direct State Access (DSA) style
  • General refactoring to clean up code, remove dead shaders, etc.
  • Adds ability to specify a skybox (finally)

v0.5.0

26 Jun 05:06
160e3dd
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v0.5.0 Pre-release
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MPL2.0.md

Note: For versions 0.9.4 downto 0.1 the license has been set to MPL 2.0 now that the repo is public. License is attached.

This release contains everything from the previous release plus the following:

  • Support for Screen-Space Ambient Occlusion (SSAO)
  • Support for Physically-Based Atmospheric Shadowing (full atmospheric model not yet incorporated)
  • Contains local/ which includes all of the assets being used for the example code
  • Refactors the infinite light so that its ambient intensity changes with the sine of it x-rotation

v0.4.0

12 Jun 23:40
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v0.4.0 Pre-release
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MPL2.0.md

Note: For versions 0.9.4 downto 0.1 the license has been set to MPL 2.0 now that the repo is public. License is attached.

Version 0.4.0 includes the following:

  • Further improved build system
  • Naming of example apps using ExXX_* naming scheme
  • Some additions to make compiling work on macos and linux (application still does not display properly on macos - linux tbd)
  • Temporarily combined Application and Render threads (data streaming threads untouched)
  • Async data streaming (models using libassimp, textures using libSTB)
  • Async texture streaming makes use of OpenGL mapping/unmapping of memory so other threads can perform the loading and data copy
  • Fully working cascading shadow mapping
  • Fully working bloom (based on Advanced Warfare presentation)
  • Direct lighting model which makes use of PBR
  • As part of PBR, there is support for normal mapping and reflectivity/roughness/metalness/ambient mapping
  • Support for height mapping to give objects an increased sense of depth without increasing polygon count
  • Full support for model loading
  • Deferred lighting pipeline using GBuffer
  • Full instancing of all geometry automatically to allow for large scene complexity (Ex01 contains millions of polygons)
  • Gamma correction, tone mapping/HDR support
  • Support for reloading of shaders at runtime
  • All point lights can cast shadows
  • Caching of point light shadow maps + deferred pipeline allows for hundreds of shadow-casting lights per scene
  • Fixes bug where normal buffer was not properly being streamed per instance so lighting was off
  • Fixes bug where normal maps were being loaded using sRGB instead of linear space
  • Better checks for when GpuArrayBuffer is mapped/unmapped to prevent accidentally using it before data is ready