Revert "- Fully implemented Graf's level.PreserveSectorColor() changes into the software renderers."
This reverts commit 2f9453bc86.
# Conflicts:
# src/swrenderer/line/r_line.cpp
# src/swrenderer/line/r_renderdrawsegment.cpp
# src/swrenderer/things/r_decal.cpp
# src/swrenderer/things/r_wallsprite.cpp
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parent
4afac0f2cc
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13 changed files with 34 additions and 18 deletions
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@ -32,9 +32,9 @@
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#include "d_player.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "g_levellocals.h"
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CVAR(Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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@ -75,7 +75,7 @@ namespace swrenderer
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{
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fixedlightlev = player->fixedlightlevel * 256;
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// [SP] Emulate GZDoom's light-amp goggles.
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if (!level.PreserveSectorColor() && fixedlightlev >= 0)
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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{
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fixedcolormap = &FullNormalLight;
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}
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@ -194,12 +194,12 @@ namespace swrenderer
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}
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else if (cameraLight->fixedlightlev >= 0)
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{
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BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap;
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = cameraLight->fixedlightlev >> COLORMAPSHIFT;
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}
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else if (fullbright)
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{
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BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap;
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = 0;
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}
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else
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