Relighting Doom v3.31b [Updated 4/8/22]

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Hey Doomer
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Re: Relighting Doom v2.71b [Updated 2/12/22] - Better Light

Post by Hey Doomer »

r&r wrote:is there a way to make the light change shadow directions automatically?
by making a fake sun or light source that slowly turns around map's location?

even tho that might be off topic?
v2.72b partially fixes this issue by adding direction weights. It's possible to randomize this and/or add a time change as you suggest (one of my original goals for this). The idea here is weights change as game time progresses from one direction to the opposite. I didn't implement this immediately since one doesn't play a level for hours of game time, but it could be cool over the course of a game. This suggests possibilities for bright sector markers, which now don't do anything except mark sector lines and hold a few bytes of data.
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Enjay
 
 
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Re: Relighting Doom v2.72b [Updated 2/13/22] - Better Light

Post by Enjay »

Map02 really seems to put the mod through its paces.

The secret room beside the red key has coloured light that behaves oddly. My guess as to what is happening is that when the door is open, the red light spills out and the white light spills in. However, this creates an oddity where, while the door is open, the room that is the source of the red light looks white but the sector just outside it is a strong red colour.

Hey Doomer
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Re: Relighting Doom v2.72b [Updated 2/13/22] - Better Light

Post by Hey Doomer »

Enjay wrote:Map02 really seems to put the mod through its paces.

The secret room beside the red key has coloured light that behaves oddly. My guess as to what is happening is that when the door is open, the red light spills out and the white light spills in. However, this creates an oddity where, while the door is open, the room that is the source of the red light looks white but the sector just outside it is a strong red colour.
Good catch and something I hadn't noticed. In order to transfer color from one sector to another the code sets the color gradient based on the closest sector that a sensor sees. I think what's happening here: closest is the red gate sector. The code used to only look at the closest sector to determine light level, and now it look at all available light. That is additive, but color has to be averaged, so I was trying to avoid floating point arithmetic, if that makes sense.

However, I believe that can be optimized to avoid hitting performance too badly.

Update: just posted v2.73b with a fix for the color gradients and many other bug fixes. I'm frankly not sure how v2.72b worked at all. :o
  • Optimized the color averaging routine to multiply by array members instead of division - it should not impact performance
  • Include perceived brighter colors and average those together. That should take care of the above issue.
  • Found many little bugs that made E3M6 display correctly, when in fact I just needed a check for sky. Fixed and it looks better.
See if this all works better and let me know what you think! Many thanks.
Hey Doomer
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Relighting Doom v2.74b - Preview

Post by Hey Doomer »

I debugged the shader code, added saturation and presets:

Doom
Bleak
Bright
Dark

There's also a "None" preset that doesn't do anything if you prefer to tweak the Settings menu yourself.

Update: Also playing with sector lighting options that enhances light and shadow.

E1M1 - note the shadows on ceiling and floor. The only dynamic lights are those attached to the light textures. Basically taking the color of the sector and adding slightly different lights to ceiling and floor based on the sector color. Should be released tomorrow.
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RastaManGames
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Re: Relighting Doom v2.73b [Updated 2/13/22] - Better Light

Post by RastaManGames »

Tried out this mod with "Whitemare" and MAP13 gave me a funny experience:
Hey Doomer
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Re: Relighting Doom v2.74b [Updated 2/14/22] - w/ Presets

Post by Hey Doomer »

Just posted v2.74b, which is much closer to what I want. Many bug fixes and small changes:
  • Debugged color shader and added saturation
  • Improved color blending and lighting algorithms
  • Clamped many values including dynamic lights, bug fixes, blah blah blah
  • Added shader presets
Screenshots (Doom preset and Software sector lighting):

E1M2 - example of gradients
E1M4 - shading, color, and dynamic lights working together
E1M7 - example of dynamic and (mostly) sector lighting together
E3M5 - glows, dynamic lights, etc
MAP06 - brighter overall
MAP10 - example of volumetric dissipation of ambient light with dynamic lighting
MAP15 - good example of ambient light

I removed definitions and really didn't make special cases for these maps (with the exception of the wall texture in MAP10). More or less these are random screenshots. What you see is the result of fixing bugs, correcting equations, clamping values, etc. I didn't, for example, code "Unholy Cathedral" to look like that. This line was added to the rl_textures lump:

Code: Select all

; iguana green
GSTONE1,#667c26
Many thanks to everyone for testing and offering suggestions and comments. These have been helpful. As a result I think this is the best version of Relighting yet. (It almost looks like Doom ported to Source, so it illustrates what GZDoom can do!) Let me know what you think! :D
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Re: Relighting Doom v2.73b [Updated 2/13/22] - Better Light

Post by Hey Doomer »

RastaManGames wrote:Tried out this mod with "Whitemare" and MAP13 gave me a funny experience:
I'm not sure what that is. v2.74b tones down dynamic lights and could help, but that looks like a sector special or existing dynamic lights messing with Relighting.
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RastaManGames
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Re: Relighting Doom v2.74b [Updated 2/14/22] - w/ Presets

Post by RastaManGames »

Hey Doomer wrote:(It almost looks like Doom ported to Source, so it illustrates what GZDoom can do!) Let me know what you think! :D
If you ask me, few screenshots (as example, MAP11) made it look like a something like Quake 1.
There was that eerie & comfy atmosphere due to all overall ambience lighting, especially on custom levels.

What about "Whitemare" - That was "V 2.71b" and this is OK. I mean, I just like to test out custom PWADs with your mod and sometimes it can give a really brilliant views.
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Re: Relighting Doom v2.74b [Updated 2/14/22] - w/ Presets

Post by Enjay »

I'm still getting some red light weirdness, though in map02 at least it is less obvious.

Before (2.73b):

After (2.74b):


E1M1 with 2.74b

I assume that the red light in the doorway is coming from the overhead computer red lights somehow. But it looks odd because there are no obvious sources of red light near the door.

Overall, however, things are looking increasingly natural.
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Re: Relighting Doom v2.74b [Updated 2/14/22] - w/ Presets

Post by ezedrommond »

Hi! It's me again...
Without using any mods, and loading only "relighting v2.74b.pk3", I'm getting this error text:

MAP01 - Entryway


Execution could not continue.

Compile Shader 'rl_bright.fp':
0(34) : error C1101: ambiguous overloaded function reference "clamp(float, int, float)"
(0) : gp5 float64_t clamp(float64_t, float64_t, float64_t)
(0) : float clamp(float, float, float)
0(35) : error C1101: ambiguous overloaded function reference "clamp(float, int, float)"
(0) : gp5 float64_t clamp(float64_t, float64_t, float64_t)
(0) : float clamp(float, float, float)
0(36) : error C1101: ambiguous overloaded function reference "clamp(float, int, float)"
(0) : gp5 float64_t clamp(float64_t, float64_t, float64_t)
(0) : float clamp(float, float, float)
0(40) : error C1101: ambiguous overloaded function reference "clamp(float, int, float)"
(0) : gp5 float64_t clamp(float64_t, float64_t, float64_t)
(0) : float clamp(float, float, float)
0(41) : error C1101: ambiguous overloaded function reference "clamp(float, int, float)"
(0) : gp5 float64_t clamp(float64_t, float64_t, float64_t)
(0) : float clamp(float, float, float)
0(42) : error C1101: a
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RastaManGames
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Re: Relighting Doom v2.74b [Updated 2/14/22] - w/ Presets

Post by RastaManGames »

I got this too just now...
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gzdoom_ouf6ITLo0q.png
Last edited by RastaManGames on Mon Feb 14, 2022 9:54 am, edited 1 time in total.
Hey Doomer
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Re: Relighting Doom v2.741b [Updated 2/14/22] - w/ Presets

Post by Hey Doomer »

Ezedrommond / Rastamangames -

See if the posted hotfix resolves the issue.

Enjay,

I made a small fix although I'm uncertain at this time how to make the problem go away. Color, like light, diminishes (I had this backward in the previous version, which caused some areas of the game to be too bright) and I'm still playing around with that.
ezedrommond
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Re: Relighting Doom v2.741b [Updated 2/14/22] - w/ Presets

Post by ezedrommond »

Hey Doomer wrote:Ezedrommond / Rastamangames -

See if the posted hotfix resolves the issue.
Yes! works for me now! :rock: thank you!
Hey Doomer
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Re: Relighting Doom v2.741b [Updated 2/14/22] - w/ Presets

Post by Hey Doomer »

ezedrommond wrote:
Hey Doomer wrote:Ezedrommond / Rastamangames -

See if the posted hotfix resolves the issue.
Yes! works for me now! :rock: thank you!
Great! Also posted another quick fix for one of the color functions. It should look slightly better. 8-)

This is a small fix that doesn't always work depending on sector alignment and size, but here's the idea:

E1M7 - nukage glow bleeds onto the window
E1M7 - a more subtle example where the "dark peach" color of the lights bleeds into the vestibule stairway.

Only bright sectors generate these colors, so I'm puzzled why this sometimes doesn't work and seems to skip a sensor sector. Still working on that. Anyway, that's the reason for v2.742b!
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Re: Relighting Doom v2.742b [Updated 2/14/22] - w/ Presets

Post by RastaManGames »

Fix works for me too.

Hm... Compared to "V 2.71b" this "V 2.742b" a lot brighter (what is pro, 'cause previously too many areas was too dark).
But... I guess that entire ambience became a less "moody". I mean, several outdoor areas was with orange light ambience due to dusky skybox and now they are just bright. Not less, not more.

Can't say this is a bad thing. Just different. By the way, here is some images from NRFTW:
Spoiler: Groovy!
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