Revert "Disable dynamic shadows for the 5.5.0 release" (#12032)

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rubenwardy 2022-01-31 21:48:14 +00:00 committed by GitHub
parent 1e4d6672be
commit c61998bd20
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 65 additions and 13 deletions

@ -218,10 +218,10 @@ local function formspec(tabview, name, tabdata)
"checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";" "checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" .. .. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
"checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";" "checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
.. dump(core.settings:get_bool("enable_waving_plants")) .. "]" .. dump(core.settings:get_bool("enable_waving_plants")) .. "]"..
--"label[8.25,3.0;" .. fgettext("Dynamic shadows: ") .. "]" .. "label[8.25,3.0;" .. fgettext("Dynamic shadows: ") .. "]" ..
--"dropdown[8.25,3.5;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";" "dropdown[8.25,3.5;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
-- .. getSettingIndex.ShadowMapping() .. "]" .. getSettingIndex.ShadowMapping() .. "]"
else else
tab_string = tab_string .. tab_string = tab_string ..
"label[8.38,0.7;" .. core.colorize("#888888", "label[8.38,0.7;" .. core.colorize("#888888",
@ -231,9 +231,9 @@ local function formspec(tabview, name, tabdata)
"label[8.38,1.7;" .. core.colorize("#888888", "label[8.38,1.7;" .. core.colorize("#888888",
fgettext("Waving Leaves")) .. "]" .. fgettext("Waving Leaves")) .. "]" ..
"label[8.38,2.2;" .. core.colorize("#888888", "label[8.38,2.2;" .. core.colorize("#888888",
fgettext("Waving Plants")) .. "]" fgettext("Waving Plants")) .. "]"..
--"label[8.38,2.7;" .. core.colorize("#888888", "label[8.38,2.7;" .. core.colorize("#888888",
-- fgettext("Dynamic shadows")) .. "]" fgettext("Dynamic shadows")) .. "]"
end end
return tab_string return tab_string

@ -586,6 +586,58 @@ enable_waving_leaves (Waving leaves) bool false
# Requires shaders to be enabled. # Requires shaders to be enabled.
enable_waving_plants (Waving plants) bool false enable_waving_plants (Waving plants) bool false
[***Dynamic shadows]
# Set to true to enable Shadow Mapping.
# Requires shaders to be enabled.
enable_dynamic_shadows (Dynamic shadows) bool false
# Set the shadow strength.
# Lower value means lighter shadows, higher value means darker shadows.
shadow_strength (Shadow strength) float 0.2 0.05 1.0
# Maximum distance to render shadows.
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
# This can cause much more artifacts in the shadow.
shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
shadow_poisson_filter (Poisson filtering) bool true
# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
shadow_filters (Shadow filter quality) enum 1 0,1,2
# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
shadow_map_color (Colored shadows) bool false
# Spread a complete update of shadow map over given amount of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
shadow_update_frames (Map shadows update frames) int 8 1 16
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 10.0
shadow_soft_radius (Soft shadow radius) float 1.0 1.0 10.0
# Set the tilt of Sun/Moon orbit in degrees.
# Value of 0 means no tilt / vertical orbit.
# Minimum value: 0.0; maximum value: 60.0
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 0.0 60.0
[**Advanced] [**Advanced]
# Arm inertia, gives a more realistic movement of # Arm inertia, gives a more realistic movement of

@ -861,7 +861,7 @@ static void updateFastFaceRow(
g_settings->getBool("enable_waving_water"); g_settings->getBool("enable_waving_water");
static thread_local const bool force_not_tiling = static thread_local const bool force_not_tiling =
false && g_settings->getBool("enable_dynamic_shadows"); g_settings->getBool("enable_dynamic_shadows");
v3s16 p = startpos; v3s16 p = startpos;

@ -36,7 +36,7 @@ RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud
virtual_size = screensize; virtual_size = screensize;
if (g_settings->getBool("enable_shaders") && if (g_settings->getBool("enable_shaders") &&
false && g_settings->getBool("enable_dynamic_shadows")) { g_settings->getBool("enable_dynamic_shadows")) {
shadow_renderer = new ShadowRenderer(device, client); shadow_renderer = new ShadowRenderer(device, client);
} }
} }

@ -123,8 +123,8 @@ public:
// FIXME: this is still global when it shouldn't be // FIXME: this is still global when it shouldn't be
static ShadowRenderer *get_shadow_renderer() static ShadowRenderer *get_shadow_renderer()
{ {
//if (s_singleton && s_singleton->core) if (s_singleton && s_singleton->core)
// return s_singleton->core->get_shadow_renderer(); return s_singleton->core->get_shadow_renderer();
return nullptr; return nullptr;
} }
static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers(); static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();

@ -733,7 +733,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n"; shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n";
if (false && g_settings->getBool("enable_dynamic_shadows")) { if (g_settings->getBool("enable_dynamic_shadows")) {
shaders_header << "#define ENABLE_DYNAMIC_SHADOWS 1\n"; shaders_header << "#define ENABLE_DYNAMIC_SHADOWS 1\n";
if (g_settings->getBool("shadow_map_color")) if (g_settings->getBool("shadow_map_color"))
shaders_header << "#define COLORED_SHADOWS 1\n"; shaders_header << "#define COLORED_SHADOWS 1\n";

@ -103,7 +103,7 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade
m_directional_colored_fog = g_settings->getBool("directional_colored_fog"); m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
if (false && g_settings->getBool("enable_dynamic_shadows")) { if (g_settings->getBool("enable_dynamic_shadows")) {
float val = g_settings->getFloat("shadow_sky_body_orbit_tilt"); float val = g_settings->getFloat("shadow_sky_body_orbit_tilt");
m_sky_body_orbit_tilt = rangelim(val, 0.0f, 60.0f); m_sky_body_orbit_tilt = rangelim(val, 0.0f, 60.0f);
} }