ZDRay baking utility for GZDoom
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Magnus Norddahl bbdb312e10 Update vulkan headers to 1.2.189.2
Update volk to 1.2.190
2021-10-30 01:27:36 +02:00
src Add first steps in using the GPU for the ray tracing 2021-10-28 23:27:25 +02:00
thirdparty Update vulkan headers to 1.2.189.2 2021-10-30 01:27:36 +02:00
zlib - use the standardized typedefs for sized integers 2018-11-03 17:43:42 +01:00
.gitignore Initial import 2017-08-03 20:25:54 +02:00
CMakeLists.txt Add first steps in using the GPU for the ray tracing 2021-10-28 23:27:25 +02:00
COPYING Initial import 2017-08-03 20:25:54 +02:00
README.md Change the sunlight DoomEdNum to 9890, to prevent clash with PointLightStatic 2021-10-05 13:11:12 +08:00

ZDRay baking utility for GZDoom

ZDRay is a node and lightmap generator. It is based on zdbsp for the node generation and dlight for the lightmap generation.

Special thanks to Randi Heit, Samuel Villarreal, Christoph Oelckers and anyone else involved in creating or maintaining those tools.

ZDRay UDMF properties

thing // StaticLight (point or spot light to be baked into the lightmap)
{
	lightcolor = <int> (color)
	lightintensity = <float> (default: 1)
	lightdistance = <float> (default: 0, no light)
	lightinnerangle = <float> (default: 180)
	lightouterangle = <float> (default: 180)
}

thing // LightProbe (light sampling point for actors)
{
	type = 9875;
}

thing // Sunlight (sunlight properties for the map)
{
	type = 9890;
	suncolor = <int> (color)
	sundirx = <float> (X direction for the sun)
	sundiry = <float> (Y direction for the sun)
	sundirz = <float> (Z direction for the sun)
}

linedef // Line surface emitting
{
	lightcolor = <int> (color, default: white)
	lightintensity = <float> (default: 1)
	lightdistance = <float> (default: 0, no light)
}

sector // Sector planes emitting light
{
	lightcolorfloor = <int> (color, default: white)
	lightintensityfloor = <float> (default: 1)
	lightdistancefloor = <float> (default: 0, no light)

	lightcolorceiling = <int> (color, default: white)
	lightintensityceiling = <float> (default: 1)
	lightdistanceceiling = <float> (default: 0, no light)
}