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Gloom

Authorship: 100% skyjake

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March 2020
2020-03-01 : Compiling without the Gloom audio system
February 2020
2020-02-25 Client | Fixed : Crash after dismissing fatal error message box
2020-02-17 Renderer : Setting up a test light/entity
2020-02-16 Fixed : Camera positioning (Y axis)
2020-02-14 Fixed : Apply VGA aspect correction
2020-02-14 Debug | Renderer : Script function to set debug mode
2020-02-14 : Adapting old view matrices
2020-02-13 : Disable the rotating test sky light
2020-02-13 Fixed : Inverted normals since world is mirrored
2020-02-12 Renderer : Update plane movement animations
2020-02-12 : Animate plane Y positions using the vertex shader
2020-02-11 Renderer : Brute force plane heights update
2020-02-10 Cleanup : Updates to work better with Doomsday
July 2018
2018-07-18 : Loop rate no longer affects window refresh rate
2018-07-18 : Improved frame brightness sampling
2018-07-17 : Slight adjustment to frame brightness evaluation
2018-07-17 : Evaluate frame brightness on the GPU
2018-07-15 GloomEd : Update map package contents; load in Gloom app
2018-07-15 GloomEd : Send a "loadmap" command to the viewer app
2018-07-15 Cleanup : Cleanup
2018-07-13 GloomEd : Set up IPC between editor and viewer using UDP
2018-07-09 : Changed mouse look to toggle grab on mouse click
2018-07-08 : Run as a Qt application
2018-07-08 OS X : Install needed shared libraries into Gloom.app
2018-07-01 : Removing Qt dependencies
2018-07-01 : Removing Qt dependencies; use new OpenGL bindings
2018-07-01 : Removing Qt dependencies
May 2018
2018-05-31 : Define Doom linedef flags
2018-05-30 : Apply a vertical aspect ratio fix for certain textures
2018-05-30 Fixed : Refresh assets when loading the map; fixed map unit conversions
2018-05-24 Added : Added a "meters per map unit" 3D scaling factor
2018-05-21 : Working on map package export and loading
2018-05-17 : Loading requested materials
2018-05-16 : Setting up Gloom world assets (map, material)
2018-05-15 : Include ppm in the materials
2018-05-14 : Exporting a map package with materials
2018-05-13 : Map importer is able to read both flat and texture images
2018-05-13 : Testing texture loading during map import
2018-05-12 : Set textures for each wall and plane based on WAD level
2018-05-11 Cleanup : Cleanup
2018-05-11 : Improved robustness of map import
2018-05-11 : Handling spurious sector lines during import
2018-05-10 : Importing a level using the Hexen format
2018-05-09 Debug : Commented out a bunch of debug prints
2018-05-09 : Further fixes for map import and polygon processing
2018-05-08 : Improved contour processing during map import
2018-05-08 : Handling various special cases in polygon triangulation
2018-05-07 Added : Added a "Find Point" function (Ctrl/Cmd-F) in Points mode
2018-05-07 : More robust polygon triangulation
2018-05-07 : Conflicting variable names
2018-05-06 : Simple dialog for picking which map to import from a WAD
2018-05-06 : Detect sky planes
2018-05-06 : Building polygons out of map lines; improved triangulation
April 2018
2018-04-23 : Importing a Doom-format map
2018-04-22 : Working on importing level data from WAD files
2018-04-22 : Promoted Gloom from a test app to a regular app
2018-04-18 : Patching up shadow map seams
2018-04-18 Added : Added a PBR test material
2018-04-18 : Refraction offset depends on volumetric distance
2018-04-18 Cleanup : Cleanup
2018-04-06 : Trying out some shadow expanders
2018-04-05 : Convert metallic/roughness textures to specular/gloss
2018-04-03 : Tweaking directional shadow maps to fix wall/plane gaps
2018-04-02 : Further transparency tweaks
2018-04-02 : Material flags as part of texture metrics; transparency tweaks
2018-04-02 : Improved transparent surface shader
2018-04-01 : Working on transparent surfaces (refraction)
2018-04-01 : Binding lighting uniforms
2018-04-01 : Split the global light shader to reusable parts
March 2018
2018-03-31 : Separate shader include for multiple omni lights
2018-03-31 : Promote lights for shading during global lighting pass
2018-03-31 Fixed : Per-material texel scale; fixed bugs with transparent geometry
2018-03-31 : Working on transparent surfaces; disabled environment audio
2018-03-31 : Setting up rendering of transparent surfaces
2018-03-29 : Select which lights will cast shadows in the frame
2018-03-29 : Tweaked test materials and ambient light intensity
2018-03-26 : Editor shows entity types as labels
2018-03-26 : Renamed the omni shadows geometry shader
2018-03-26 : Apply displacement in omni shadows
2018-03-25 Cleanup : Depth displacement cleanup
2018-03-25 Fixed : Fixed crash in editor after deleting points
2018-03-25 : Apply displacement in directional shadows; rotating world light
2018-03-25 : Reorganized shaders (texture coordinates)
2018-03-25 : Material displacement affects depth values in G-buffer
2018-03-25 : Editor hit tests lines in view space
2018-03-24 Cleanup : Shader cleanup
2018-03-24 : Editor improvements
2018-03-24 : Build multiple planes
2018-03-23 : Flipped ceiling tangents
2018-03-23 Fixed : Fixed entity selection (use view coords)
2018-03-22 : Assigning materials to lines and planes
2018-03-21 : Specify materials for lines and planes in the Map
2018-03-20 : Moving planes vertically
2018-03-20 Cleanup : Cleanup
2018-03-20 Added : Added new editor modes for planes, volumes
2018-03-20 Fixed : Fixed texture access issue
2018-03-20 Added : Added a DataBuffer helper
2018-03-20 : Fixes for Windows and Nvidia shader compiler
2018-03-19 : Revising editor for 3D coordinate use, view rotation
2018-03-19 : Make a distinction between map points and world coordinates
2018-03-18 Added : Added a separate class for materials
2018-03-18 : Use texture buffers for materials, planes, and SSAO noise
2018-03-17 Fixed : Allocate a fixed number of shadow maps
2018-03-17 Cleanup : Cleanup
2018-03-17 : Measure rendering time
2018-03-13 : Minor tweaks
2018-03-13 : Splitting lines
2018-03-11 : Basic file management (open, save, save as)
2018-03-07 Added : Added Bloom; adjusting tone mapping again
2018-03-07 : Release shared vertex buffer when last user deinitializes
2018-03-07 : All ScreenQuads share the same GLBuffer
2018-03-05 : More tone mapping
2018-03-04 : Parallax mapping
2018-03-04 : Simple parallax mapping
2018-03-04 : Heightmap for testing
2018-03-04 : Tangents in addition to normals
2018-03-04 Added : Added more test models; normal mapping for entities
2018-03-03 : G-buffer contains full set of buffers to describe materials
2018-03-03 Cleanup : Cleanup
2018-03-03 : G-buffer contains material+UV instead of colors
2018-03-03 : Fetching material texture colors in shaders
2018-03-03 : Separate atlases for each texture map type
2018-03-02 : Entity shaders in separate files; texture scale in metrics
2018-03-02 : Brighter test lights
2018-03-02 Cleanup : Cleanup
2018-03-02 : Render omni shadows and use them when shading
2018-03-01 : Correct shadow cube face orientations
February 2018
2018-02-28 : Use shadow cubes when rendering light sources
2018-02-28 : Working on shadow cube maps
2018-02-27 : Use a cube map for the sky
2018-02-27 : Use a shadow sampler for the depth map
2018-02-27 : Don't allow tone mapping to increase brightness too much
2018-02-26 : Sample frame brightness for HDR exposure adjustment
2018-02-25 : Checking out some tone mapping
2018-02-25 : Render the directional light during the GI pass
2018-02-25 : Use stencil test to mask light volumes
2018-02-25 : Working on the deferred shading pass
2018-02-24 : Simple menu for changing entity type
2018-02-24 : Clamp shadow to border
2018-02-24 : Working on shadow map shading
2018-02-23 : Working on directional light shading
2018-02-23 : Render shadows for surfaces and entities
2018-02-23 : Rendering shadows; cleaned up shaders
2018-02-22 : Setting up lights for rendering shadow maps
2018-02-22 Added : Added LightRender and create a depth-only FBO
2018-02-22 : Tuned SSAO blur
2018-02-22 : Simplified user physics
2018-02-21 : Tweaking the SSAO shaders
2018-02-21 : Apply edge-aware denoising on the SSAO occlusion factors
2018-02-21 Cleanup : SSAO buffer has second channel for depth; cleanup
2018-02-20 Cleanup : Cleanup; adding a separate buffer for AO factors
2018-02-20 : Basic SSAO shader implementation
2018-02-19 Added : Added ScreenQuad and SSAO
2018-02-19 : Determining fragment view space position from gbuffer
2018-02-19 Cleanup : Cleanup
2018-02-19 Added | Cleanup | Refactor : Reorganized files; added Render base class
2018-02-18 Added : Added GBuffer with 16f color and normals
2018-02-18 : Keeping objects on planes; checking floor at world position
2018-02-18 : Map has entities; render entities are instanced models
2018-02-17 : Static surface texture angle
2018-02-17 : Texture offsets (front, back); merged index attributes
2018-02-17 Added | Cleanup : Added texture offsets buffer; cleanup in MapRender
2018-02-17 : Back surfaces are left-aligned as well
2018-02-17 : Moving planes; rendering front and back sides differently
2018-02-16 Cleanup : Cleanup
2018-02-15 CMake : Tweaking the build for Windows
2018-02-14 Cleanup : Cleanup; calculating plane points
2018-02-14 Cleanup : Cleanup and minor fixes
2018-02-14 : Improved sector construction method
2018-02-13 : Changing the Sector representation
2018-02-12 : Sector polygon manipulation in the editor
2018-02-11 : Creating sectors; building the map from Editor
2018-02-10 : Persistent map; undo stack; adding and removal lines
2018-02-10 Tests : Working on a simple editor
2018-02-10 : Vertex flags control texture coordinate generation
2018-02-10 : Triangulate plane polygons
2018-02-10 : Jump control for the user
2018-02-09 Cleanup : Polygon manipulation; splitting to convex parts; cleanup
2018-02-08 Cleanup | Shaders : Cleanup
2018-02-08 Added : Added a texels-per-meter scale
2018-02-08 : Loading and rendering textures from atlas
2018-02-08 : Controlling user view height; flipped gravity
2018-02-06 : Working on constructing map geometry
2018-02-06 Added : Added namespace; flipped Y axis; defined basic map structure
2018-02-06 : Simple mouse look
2018-02-06 Added | Tests : Added a bottom face to the skybox
2018-02-05 : Imported a bunch of previously written test code