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Revert "Disable dynamic shadows for the 5.5.0 release" (#12032)
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@ -218,10 +218,10 @@ local function formspec(tabview, name, tabdata)
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"checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
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.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
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"checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
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.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
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--"label[8.25,3.0;" .. fgettext("Dynamic shadows: ") .. "]" ..
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--"dropdown[8.25,3.5;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
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-- .. getSettingIndex.ShadowMapping() .. "]"
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.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"..
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"label[8.25,3.0;" .. fgettext("Dynamic shadows: ") .. "]" ..
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"dropdown[8.25,3.5;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
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.. getSettingIndex.ShadowMapping() .. "]"
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else
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tab_string = tab_string ..
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"label[8.38,0.7;" .. core.colorize("#888888",
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@ -231,9 +231,9 @@ local function formspec(tabview, name, tabdata)
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"label[8.38,1.7;" .. core.colorize("#888888",
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fgettext("Waving Leaves")) .. "]" ..
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"label[8.38,2.2;" .. core.colorize("#888888",
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fgettext("Waving Plants")) .. "]"
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--"label[8.38,2.7;" .. core.colorize("#888888",
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-- fgettext("Dynamic shadows")) .. "]"
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fgettext("Waving Plants")) .. "]"..
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"label[8.38,2.7;" .. core.colorize("#888888",
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fgettext("Dynamic shadows")) .. "]"
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end
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return tab_string
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@ -586,6 +586,58 @@ enable_waving_leaves (Waving leaves) bool false
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# Requires shaders to be enabled.
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enable_waving_plants (Waving plants) bool false
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[***Dynamic shadows]
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# Set to true to enable Shadow Mapping.
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# Requires shaders to be enabled.
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enable_dynamic_shadows (Dynamic shadows) bool false
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# Set the shadow strength.
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# Lower value means lighter shadows, higher value means darker shadows.
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shadow_strength (Shadow strength) float 0.2 0.05 1.0
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# Maximum distance to render shadows.
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shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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# Bigger numbers create better shadows but it is also more expensive.
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shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
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# Sets shadow texture quality to 32 bits.
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# On false, 16 bits texture will be used.
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# This can cause much more artifacts in the shadow.
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shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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shadow_poisson_filter (Poisson filtering) bool true
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# Define shadow filtering quality.
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# This simulates the soft shadows effect by applying a PCF or Poisson disk
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# but also uses more resources.
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shadow_filters (Shadow filter quality) enum 1 0,1,2
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# Enable colored shadows.
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# On true translucent nodes cast colored shadows. This is expensive.
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shadow_map_color (Colored shadows) bool false
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# Spread a complete update of shadow map over given amount of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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shadow_update_frames (Map shadows update frames) int 8 1 16
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 10.0
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shadow_soft_radius (Soft shadow radius) float 1.0 1.0 10.0
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# Set the tilt of Sun/Moon orbit in degrees.
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# Value of 0 means no tilt / vertical orbit.
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# Minimum value: 0.0; maximum value: 60.0
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shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 0.0 60.0
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[**Advanced]
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# Arm inertia, gives a more realistic movement of
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@ -861,7 +861,7 @@ static void updateFastFaceRow(
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g_settings->getBool("enable_waving_water");
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static thread_local const bool force_not_tiling =
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false && g_settings->getBool("enable_dynamic_shadows");
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g_settings->getBool("enable_dynamic_shadows");
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v3s16 p = startpos;
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@ -36,7 +36,7 @@ RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud
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virtual_size = screensize;
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if (g_settings->getBool("enable_shaders") &&
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false && g_settings->getBool("enable_dynamic_shadows")) {
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g_settings->getBool("enable_dynamic_shadows")) {
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shadow_renderer = new ShadowRenderer(device, client);
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}
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}
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@ -123,8 +123,8 @@ public:
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// FIXME: this is still global when it shouldn't be
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static ShadowRenderer *get_shadow_renderer()
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{
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//if (s_singleton && s_singleton->core)
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// return s_singleton->core->get_shadow_renderer();
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if (s_singleton && s_singleton->core)
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return s_singleton->core->get_shadow_renderer();
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return nullptr;
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}
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static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();
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@ -733,7 +733,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n";
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if (false && g_settings->getBool("enable_dynamic_shadows")) {
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if (g_settings->getBool("enable_dynamic_shadows")) {
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shaders_header << "#define ENABLE_DYNAMIC_SHADOWS 1\n";
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if (g_settings->getBool("shadow_map_color"))
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shaders_header << "#define COLORED_SHADOWS 1\n";
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@ -103,7 +103,7 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade
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m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
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if (false && g_settings->getBool("enable_dynamic_shadows")) {
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if (g_settings->getBool("enable_dynamic_shadows")) {
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float val = g_settings->getFloat("shadow_sky_body_orbit_tilt");
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m_sky_body_orbit_tilt = rangelim(val, 0.0f, 60.0f);
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}
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