Rename "static lights" to "lightmap lights" to accurately reflect its usage.

This commit is contained in:
nashmuhandes 2023-09-24 19:51:02 +08:00
parent 7af7737ffb
commit 3443793f79
3 changed files with 10 additions and 10 deletions

View file

@ -2,7 +2,7 @@
# ZDRay baking utility for GZDoom
ZDRay is a node and lightmap generator for GZDoom. ZDRay is intended as a drop-in replacement for zdbsp, with the additional feature
that it can also bake lights. Once ZDRay has processed the level WAD it is ready to be used by GZDoom.
that it can also bake lightmap lights. Once ZDRay has processed the level WAD it is ready to be used by GZDoom.
ZDRay is based on zdbsp for the node generation and originally used dlight for the lightmap generation. Special thanks to Randi Heit,
Samuel Villarreal, Christoph Oelckers and anyone else involved in creating or maintaining those tools.
@ -55,12 +55,12 @@ thing // ZDRayInfo (ZDRay properties for the map)
lm_sampledistance = <int> (default: 16, map units each lightmap texel covers, must be in powers of two)
}
thing // Static point light (Light color and distance properties use the same args as dynamic lights)
thing // Lightmap point light (Light color and distance properties use the same args as dynamic lights)
{
type = 9876;
}
thing // Static spotlight (Light color, distance and angle properties use the same args as dynamic lights)
thing // Lightmap spotlight (Light color, distance and angle properties use the same args as dynamic lights)
{
type = 9881;
}

View file

@ -356,9 +356,9 @@ struct FloatVertex
float y;
};
#define THING_POINTLIGHT_STATIC 9876
#define THING_SPOTLIGHT_STATIC 9881
#define THING_ZDRAYINFO 9890
#define THING_POINTLIGHT_LM 9876
#define THING_SPOTLIGHT_LM 9881
#define THING_ZDRAYINFO 9890
struct ThingLight
{

View file

@ -221,7 +221,7 @@ void FLevel::CreateLights()
IntThing *thing = &Things[i];
// skip things that aren't actually static point lights or static spotlights
if (thing->type != THING_POINTLIGHT_STATIC && thing->type != THING_SPOTLIGHT_STATIC)
if (thing->type != THING_POINTLIGHT_LM && thing->type != THING_SPOTLIGHT_LM)
continue;
vec3 lightColor(0, 0, 0);
@ -232,14 +232,14 @@ void FLevel::CreateLights()
// need to process point lights and spot lights differently due to their
// inconsistent arg usage...
if (thing->type == THING_POINTLIGHT_STATIC)
if (thing->type == THING_POINTLIGHT_LM)
{
int r = thing->args[0];
int g = thing->args[1];
int b = thing->args[2];
lightColor = vec3(r / 255.0, g / 255.0, b / 255.0);
}
else if (thing->type == THING_SPOTLIGHT_STATIC)
else if (thing->type == THING_SPOTLIGHT_LM)
{
auto rgb = (uint32_t)thing->args[0];
@ -264,7 +264,7 @@ void FLevel::CreateLights()
// this is known as "intensity" on dynamic lights (and in UDB)
lightDistance = thing->args[3];
// static light intensity (not to be confused with dynamic lights' intensity, which is actually static light distance
// lightmap light intensity (not to be confused with dynamic lights' intensity, which is actually lightmap light distance
lightIntensity = thing->alpha;
if (lightDistance > 0.0f && lightIntensity > 0.0f && lightColor != vec3(0, 0, 0))