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Releases: Redninja106/simulationframework

SimulationFramework V3 alpha 12

27 Nov 19:18
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Pre-release

many shader bugfixes

SimulationFramework V3 alpha 11

19 Nov 05:55
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  • Added support for multidimensional arrays in shaders (up to 4 dimensions)
  • Added support for ImmutableArray<T> in shaders
  • Added explicit array synchronization methods (via Graphics.SyncArray and Graphics.UploadArray)
  • Added ThreadGroupSize attribute
  • Added documentation for some new v3 apis
  • Gradient now uses ImmutableArray<T>
  • Internal compute shader and shader buffer handling improvements
  • Fixed a shader invalid subgraph error when using chained && or || expressions in conditional statements
  • Fixed a shader buffer binding error when using multiple buffers
  • Updated Silk.NET and ImGui.NET to the latest available versions

SimulationFramework V3 alpha 10

04 Nov 18:06
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  • internal opengl bindings improvements
  • fixed a bug where opengl functions that weren't required were being loaded
  • shader compiler bugfixes

0.3.0-alpha.9

30 Oct 18:47
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0.3.0-alpha.9 Pre-release
Pre-release
  • fixed control flow related shader compilation errors
  • added SoundPlayback.PitchMultiplier
  • fix bug with line rendering using canvas.Fill()
  • fixed Polygon.IsSelfIntersecting returning incorrect values
  • fixed renderer bug when rendering large amounts of shapes

0.3.0-alpha.8

18 Oct 03:30
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0.3.0-alpha.8 Pre-release
Pre-release
  • readded ICanvas.DrawLines()
  • many shader control flow bugfixes
  • fixed drawing lines after calling ICanvas.Fill not working properly (#74)
  • other small bugfixes/improvements

0.3.0-alpha.7

28 Sep 00:26
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0.3.0-alpha.7 Pre-release
Pre-release
  • Multiple Shader bug fixes
  • Audio bug fixes
  • ShaderIntrinsics.AsBool and ShaderIntrinsics.AsInt are now implemented

v0.3.0-alpha.5

21 Sep 20:44
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v0.3.0-alpha.5 Pre-release
Pre-release

Changes:

  • instanced rendering
  • mipmaps
  • huge renderer improvements
  • bigfixes

v0.3.0-alpha.4

25 Aug 21:19
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v0.3.0-alpha.4 Pre-release
Pre-release
  • Shaders now support goto-like statements (break, continue, early returns)
  • Started a renderer rewrite
  • Added IMask:
    • allows per-pixel masking when rendering
    • can be written to and read from directly or filled in using a canvas (see IMask[int x, int y] and ICanvas.WriteMask)
    • Created using Graphics.CreateMask
  • Added IDepthMask:
    • does everything a regular mask does, plus depth testing (useful in 3d rendering)
    • pass to ICanvas.Mask(IMask) to enable depth test. The IDepthMask.Comparison property configures the comparison used
    • pass to ICanvas.WriteMask(IMask) to enable depth write.
    • don't forget to call IDepthMask.Clear(1f) each frame before rendering!
  • Started the IGeometry api:
    • an IGeometry is a read-only shape or model
    • can be created via Graphics.CreateGeometry and rendered using ICanvas.DrawGeometry
  • renamed TileMode to WrapMode
  • ITexture.GetPixel and ITexture.SetPixel are now obselete in favor of the new texture indexer ITexture[int x, int y]
  • Fixed many, many bugs

v0.3.0-alpha.3

09 Aug 18:05
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v0.3.0-alpha.3 Pre-release
Pre-release

Added:

  • Custom vertex shaders:
    • DrawTriangles<T> (draws triangles with a custom vertex type)
    • ICanvas.Fill() overloads which accept a VertexShader (see the RenderCube example)
  • Compute shaders (via ComputeShader and Graphics.Dispatch)
  • Vertex shaders accept custom vertex data via a field with a VertexDataAttribute
  • Vertex shaders can pass values to the canvas shader (fragment shader) via a field with a VertexShaderOutputAttribute

Fixed:

  • Reimplemented gradients as canvas shaders
  • Shader array alignment issues
  • Various other bugs and crashes

Known Issues:

  • anti aliasing doesn't work when rendering to a texture
  • jump statements cause shader compilation errors (early returns, continue, break, etc)
  • Texture saving is not yet supported
  • Self-Intersecting polygons are not triangulated properly

v0.3.0-alpha.2

31 Jul 18:59
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v0.3.0-alpha.2 Pre-release
Pre-release

Changes:

  • Various Compiler bug fixes
  • Added missing shader intrinsics
  • Added Rounded Rectangle Rendering
  • Fixed jagged edges on large circles
  • Many, many more bug fixes