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
This commit is contained in:
Rachael Alexanderson 2017-01-28 17:37:57 -05:00
commit 2fb82aaa9f
13 changed files with 34 additions and 18 deletions

View file

@ -32,9 +32,9 @@
#include "d_player.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/scene/r_viewport.h"
#include "g_levellocals.h"
CVAR(Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer
{
@ -75,7 +75,7 @@ namespace swrenderer
{
fixedlightlev = player->fixedlightlevel * 256;
// [SP] Emulate GZDoom's light-amp goggles.
if (!level.PreserveSectorColor() && fixedlightlev >= 0)
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
{
fixedcolormap = &FullNormalLight;
}
@ -194,12 +194,12 @@ namespace swrenderer
}
else if (cameraLight->fixedlightlev >= 0)
{
BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap;
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = cameraLight->fixedlightlev >> COLORMAPSHIFT;
}
else if (fullbright)
{
BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap;
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = 0;
}
else