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- use a linear light ramp on the textured automap for light modes 0 and 1.
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1 changed files with 9 additions and 5 deletions
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@ -323,12 +323,16 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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// Convert a light level into an unbounded colormap index (shade).
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// Why the +12? I wish I knew, but experimentation indicates it
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// is necessary in order to best reproduce Doom's original lighting.
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double map = (NUMCOLORMAPS * 2.) - ((lightlevel + 12) * (NUMCOLORMAPS / 128.));
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double fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
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// handle the brighter light modes of the hardware renderer.
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if (vid_rendermode == 4 && (level.lightmode < 2 || level.lightmode == 4))
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double fadelevel;
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if (vid_rendermode != 4 || (level.lightmode >= 2 && level.lightmode != 4))
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{
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fadelevel = pow(fadelevel, 1.3);
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double map = (NUMCOLORMAPS * 2.) - ((lightlevel + 12) * (NUMCOLORMAPS / 128.));
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fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
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}
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else
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{
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fadelevel = 1. - clamp(lightlevel, 0, 255) / 255.f;
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}
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RenderCommand poly;
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