- added a new light mode that emulates Build's depth fading.

Not active yet, this needs some testing and finetuning.
This commit is contained in:
Christoph Oelckers 2020-06-08 20:58:35 +02:00
commit 5896f24eba
5 changed files with 26 additions and 5 deletions

View file

@ -2141,7 +2141,7 @@ void DAutomap::drawSubsectors()
// is necessary in order to best reproduce Doom's original lighting.
double fadelevel;
if (!V_IsHardwareRenderer() || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
if (!V_IsHardwareRenderer() || primaryLevel->lightMode == ELightMode::DoomDark || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
{
double map = (NUMCOLORMAPS * 2.) - ((floorlight + 12) * (NUMCOLORMAPS / 128.));
fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);