"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",
"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
# 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
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;
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);
}
}
// 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();
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";
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);
}