Code: Select all
0.70
8/30 - removed ceiling lights in sectors with lighting specials & player shadow w/o shadows
8/31 - removed floor lighting for animated textures, optimized bias lighting, increased height of decorative lights
9/1 - corrected colorization & inverse square calculation, added colorization cvar
9/3 - corrected inshadow lighting of sprites
9/4 - added circular mean estimation for average colorization w/ multiple light sources
E1M1 with and without - greenish tint from nukage pool
E1M1 with and without - color from lamps
E1M1 with and without - color from overhead lights
E1M1 with and without - color from overhead lights
Most of these effects are subtle but add pleasing depth to otherwise all-or-nothing sector lighting. I don't think I've seen this done on any kind of scale, but perhaps it has.
Note that hues are derived from a standard color wheel of 0-360 degrees at 15 degree increments with locked saturation rates. I'm still playing around with the right mix between pleasing vs obnoxious. Blended hues are surprisingly interesting, and this is also something my smoothing algorithm does. The all-or-nothing nature of sectors, walls, and lights is an unavoidable limitation.
I did have this coded previously but have corrected bugs and streamlined the code so this finally works as intended. Still testing.