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https://github.com/ZDoom/ZDRay.git
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e225118e8e
Remove emissive surface code Change default sample count to 16
83 lines
3.7 KiB
Markdown
83 lines
3.7 KiB
Markdown
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# ZDRay baking utility for GZDoom
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ZDRay is a node and lightmap generator for GZDoom. ZDRay is intended as a drop-in replacement for zdbsp, with the additional feature
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that it can also bake lights. Once ZDRay has processed the level WAD it is ready to be used by GZDoom.
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ZDRay is based on zdbsp for the node generation and originally used dlight for the lightmap generation. Special thanks to Randi Heit,
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Samuel Villarreal, Christoph Oelckers and anyone else involved in creating or maintaining those tools.
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The ray tracing code has been completely rewritten since. It now does the ray tracing on the GPU. GPU ray tracing requires a graphics
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card that has support for the Vulkan ray query API (for example, nvidia 20 series and higher). ZDRay no longer supports CPU tracing.
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## ZDRay Usage
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<pre>
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Usage: zdray [options] sourcefile.wad
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-m, --map=MAP Only affect the specified map
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-o, --output=FILE Write output to FILE instead of tmp.wad
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-c, --comments Write UDMF index comments
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-q, --no-prune Keep unused sidedefs and sectors
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-N, --no-nodes Do not rebuild nodes
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-g, --gl Build GL-friendly nodes
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-G, --gl-matching Build GL-friendly nodes that match normal nodes
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-x, --gl-only Only build GL-friendly nodes
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-5, --gl-v5 Create v5 GL-friendly nodes (overriden by -z and -X)
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-X, --extended Create extended nodes (including GL nodes, if built)
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-z, --compress Compress the nodes (including GL nodes, if built)
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-Z, --compress-normal Compress normal nodes but not GL nodes
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-b, --empty-blockmap Create an empty blockmap
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-r, --empty-reject Create an empty reject table
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-R, --zero-reject Create a reject table of all zeroes
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-E, --no-reject Leave reject table untouched
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-p, --partition=NNN Maximum segs to consider at each node (default 64)
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-s, --split-cost=NNN Cost for splitting segs (default 8)
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-d, --diagonal-cost=NNN Cost for avoiding diagonal splitters (default 16)
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-P, --no-polyobjs Do not check for polyobject subsector splits
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-j, --threads=NNN Number of threads used for raytracing (default 64)
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-S, --size=NNN lightmap texture dimensions for width and height must
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be in powers of two (1, 2, 4, 8, 16, etc)
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-D, --vkdebug Print messages from the Vulkan validation layer
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--dump-mesh Export level mesh and lightmaps for debugging
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-w, --warn Show warning messages
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-t, --no-timing Suppress timing information
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-V, --version Display version information
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--help Display this usage information
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</pre>
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## ZDRay UDMF properties
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<pre>
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thing // ZDRayInfo (ZDRay properties for the map)
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{
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type = 9890;
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lm_suncolor = <string> (default: "FFFFFF", hex color value of the sun)
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lm_sampledistance = <int> (default: 16, map units each lightmap texel covers, must be in powers of two)
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}
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thing // Static point light (Light color and distance properties use the same args as dynamic lights)
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{
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type = 9876;
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}
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thing // Static spotlight (Light color, distance and angle properties use the same args as dynamic lights)
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{
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type = 9881;
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}
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linedef
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{
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// Customizable sampling distance per line surface. Will use the value from the ZDRayInfo actor by default.
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lm_sampledist_line = <int> (default: 0)
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lm_sampledist_top = <int> (default: 0)
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lm_sampledist_mid = <int> (default: 0)
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lm_sampledist_bot = <int> (default: 0)
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}
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sector
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{
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// Customizable sampling distance for floors and ceilings.
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lm_sampledist_floor = <int> (default: 0)
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lm_sampledist_ceiling = <int> (default: 0)
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}
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</pre>
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