From a27362de6a66692b191f8db0eea13f8d9302cef6 Mon Sep 17 00:00:00 2001 From: SmallJoker Date: Sat, 16 Oct 2021 19:21:53 +0200 Subject: Disable dynamic shadows for the 5.5.0 release 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. --- builtin/mainmenu/tab_settings.lua | 14 +++++------ builtin/settingtypes.txt | 52 --------------------------------------- src/client/mapblock_mesh.cpp | 2 +- src/client/render/core.cpp | 2 +- src/client/renderingengine.h | 4 +-- src/client/shader.cpp | 2 +- src/client/sky.cpp | 2 +- 7 files changed, 13 insertions(+), 65 deletions(-) diff --git a/builtin/mainmenu/tab_settings.lua b/builtin/mainmenu/tab_settings.lua index 42f7f8daf..700b7390f 100644 --- a/builtin/mainmenu/tab_settings.lua +++ b/builtin/mainmenu/tab_settings.lua @@ -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", @@ -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 diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index c25a941de..9f01c67cf 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -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 diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp index 03522eca9..249a56087 100644 --- a/src/client/mapblock_mesh.cpp +++ b/src/client/mapblock_mesh.cpp @@ -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; diff --git a/src/client/render/core.cpp b/src/client/render/core.cpp index f151832f3..44ef1c98c 100644 --- a/src/client/render/core.cpp +++ b/src/client/render/core.cpp @@ -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); } } diff --git a/src/client/renderingengine.h b/src/client/renderingengine.h index 6f104bba9..a0ddb0d9a 100644 --- a/src/client/renderingengine.h +++ b/src/client/renderingengine.h @@ -123,8 +123,8 @@ public: // 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 getSupportedVideoDrivers(); diff --git a/src/client/shader.cpp b/src/client/shader.cpp index dc9e9ae6d..c04a25862 100644 --- a/src/client/shader.cpp +++ b/src/client/shader.cpp @@ -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"; diff --git a/src/client/sky.cpp b/src/client/sky.cpp index 0ab710eee..7fe90c6cd 100644 --- a/src/client/sky.cpp +++ b/src/client/sky.cpp @@ -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); } -- cgit v1.2.3