mirror of
https://github.com/minetest/minetest.git
synced 2024-09-12 00:26:50 +02:00
Revert "Disable dynamic shadows for the 5.5.0 release" (#12032)
This commit is contained in:
parent
1e4d6672be
commit
c61998bd20
@ -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);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user