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Disable dynamic shadows for the 5.5.0 release
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The dynamic shadows are yet not in the desired state to justify the
inclusion into version 5.5.0. A stable release is long overdue, hence
this allows fixes to continue in 5.6.0-dev to finally release an
acceptable version of the dynamic shadows feature.

Reverting this commit is highly recommended to proceed in development.
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SmallJoker authored and Hugues Ross committed Jan 29, 2022
1 parent 66e8aae commit a27362d
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Showing 7 changed files with 13 additions and 65 deletions.
14 changes: 7 additions & 7 deletions builtin/mainmenu/tab_settings.lua
Original file line number Diff line number Diff line change
Expand Up @@ -218,10 +218,10 @@ local function formspec(tabview, name, tabdata)
"checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
"checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"..
"label[8.25,3.0;" .. fgettext("Dynamic shadows: ") .. "]" ..
"dropdown[8.25,3.5;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
.. getSettingIndex.ShadowMapping() .. "]"
.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
--"label[8.25,3.0;" .. fgettext("Dynamic shadows: ") .. "]" ..
--"dropdown[8.25,3.5;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
-- .. getSettingIndex.ShadowMapping() .. "]"
else
tab_string = tab_string ..
"label[8.38,0.7;" .. core.colorize("#888888",
Expand All @@ -231,9 +231,9 @@ local function formspec(tabview, name, tabdata)
"label[8.38,1.7;" .. core.colorize("#888888",
fgettext("Waving Leaves")) .. "]" ..
"label[8.38,2.2;" .. core.colorize("#888888",
fgettext("Waving Plants")) .. "]"..
"label[8.38,2.7;" .. core.colorize("#888888",
fgettext("Dynamic shadows")) .. "]"
fgettext("Waving Plants")) .. "]"
--"label[8.38,2.7;" .. core.colorize("#888888",
-- fgettext("Dynamic shadows")) .. "]"
end

return tab_string
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52 changes: 0 additions & 52 deletions builtin/settingtypes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -586,58 +586,6 @@ enable_waving_leaves (Waving leaves) bool false
# Requires shaders to be enabled.
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]

# Arm inertia, gives a more realistic movement of
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2 changes: 1 addition & 1 deletion src/client/mapblock_mesh.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -861,7 +861,7 @@ static void updateFastFaceRow(
g_settings->getBool("enable_waving_water");

static thread_local const bool force_not_tiling =
g_settings->getBool("enable_dynamic_shadows");
false && g_settings->getBool("enable_dynamic_shadows");

v3s16 p = startpos;

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2 changes: 1 addition & 1 deletion src/client/render/core.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud
virtual_size = screensize;

if (g_settings->getBool("enable_shaders") &&
g_settings->getBool("enable_dynamic_shadows")) {
false && g_settings->getBool("enable_dynamic_shadows")) {
shadow_renderer = new ShadowRenderer(device, client);
}
}
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4 changes: 2 additions & 2 deletions src/client/renderingengine.h
Original file line number Diff line number Diff line change
Expand Up @@ -123,8 +123,8 @@ class RenderingEngine
// FIXME: this is still global when it shouldn't be
static ShadowRenderer *get_shadow_renderer()
{
if (s_singleton && s_singleton->core)
return s_singleton->core->get_shadow_renderer();
//if (s_singleton && s_singleton->core)
// return s_singleton->core->get_shadow_renderer();
return nullptr;
}
static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();
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2 changes: 1 addition & 1 deletion src/client/shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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";

if (g_settings->getBool("enable_dynamic_shadows")) {
if (false && g_settings->getBool("enable_dynamic_shadows")) {
shaders_header << "#define ENABLE_DYNAMIC_SHADOWS 1\n";
if (g_settings->getBool("shadow_map_color"))
shaders_header << "#define COLORED_SHADOWS 1\n";
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2 changes: 1 addition & 1 deletion src/client/sky.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade

m_directional_colored_fog = g_settings->getBool("directional_colored_fog");

if (g_settings->getBool("enable_dynamic_shadows")) {
if (false && g_settings->getBool("enable_dynamic_shadows")) {
float val = g_settings->getFloat("shadow_sky_body_orbit_tilt");
m_sky_body_orbit_tilt = rangelim(val, 0.0f, 60.0f);
}
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