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renderer: merge lightmap and vertex (lightgrid) world and entity lighting #301

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merged 6 commits into from
Apr 23, 2020

Commits on Apr 21, 2020

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Commits on Apr 23, 2020

  1. renderer/lightMapping: always use lightmap lightColor restoration, ev…

    …en with lightgrid direction, ref DaemonEngine#299, DaemonEngine#306
    
    The feature discussed in DaemonEngine#299 and DaemonEngine#306 to restore original light color
    to feed the normal-based light computation was only applied on surface
    using deluxe maps, leading to anomalous dark lighting with maps without
    deluxemaps, or when deluxe mapping is disabled. It's not related to
    deluxe maps but to light maps any way
    illwieckz committed Apr 23, 2020
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  2. renderer/lightMapping: disable normal/specular compute whith lightmap…

    … color but missing deluxe map direction, ref DaemonEngine#324
    
    Workaround DaemonEngine#324, restore the unavailability of this feature.
    illwieckz committed Apr 23, 2020
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  3. renderer/tr_shade: enable lightmapping with whiteimage on nolightmap …

    …shader, fix DaemonEngine#326
    
    - enable lightmapping with whiteimage on nolightmap shader, fix DaemonEngine#326
    - enable lightmapping with whiteimage when there is no lightmap neither lightgrid
    - enable deluxemapping with blackimage when there is no deluxemap
    - rework the code and functions around those features
    illwieckz committed Apr 23, 2020
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  4. renderer/tr_shade: move GetLightMap and GetDeluxeMap next to Render_l…

    …ightMapping
    
    Render_lightMapping is the only function using GetLightMap and GetDeluxeMap
    illwieckz committed Apr 23, 2020
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