Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
@@ -43,6 +43,14 @@ local labels = {
|
||||
fgettext("2x"),
|
||||
fgettext("4x"),
|
||||
fgettext("8x")
|
||||
},
|
||||
shadow_levels = {
|
||||
fgettext("Disabled"),
|
||||
fgettext("Very Low"),
|
||||
fgettext("Low"),
|
||||
fgettext("Medium"),
|
||||
fgettext("High"),
|
||||
fgettext("Ultra High")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,6 +74,10 @@ local dd_options = {
|
||||
antialiasing = {
|
||||
table.concat(labels.antialiasing, ","),
|
||||
{"0", "2", "4", "8"}
|
||||
},
|
||||
shadow_levels = {
|
||||
table.concat(labels.shadow_levels, ","),
|
||||
{ "0", "1", "2", "3", "4", "5" }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -110,6 +122,15 @@ local getSettingIndex = {
|
||||
end
|
||||
end
|
||||
return 1
|
||||
end,
|
||||
ShadowMapping = function()
|
||||
local shadow_setting = core.settings:get("shadow_levels")
|
||||
for i = 1, #dd_options.shadow_levels[2] do
|
||||
if shadow_setting == dd_options.shadow_levels[2][i] then
|
||||
return i
|
||||
end
|
||||
end
|
||||
return 1
|
||||
end
|
||||
}
|
||||
|
||||
@@ -197,7 +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")) .. "]"
|
||||
.. 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",
|
||||
@@ -207,7 +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")) .. "]"
|
||||
fgettext("Waving Plants")) .. "]"..
|
||||
"label[8.38,2.7;" .. core.colorize("#888888",
|
||||
fgettext("Dynamic shadows")) .. "]"
|
||||
end
|
||||
|
||||
return tab_string
|
||||
@@ -333,6 +359,34 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
|
||||
ddhandled = true
|
||||
end
|
||||
|
||||
for i = 1, #labels.shadow_levels do
|
||||
if fields["dd_shadows"] == labels.shadow_levels[i] then
|
||||
core.settings:set("shadow_levels", dd_options.shadow_levels[2][i])
|
||||
ddhandled = true
|
||||
end
|
||||
end
|
||||
|
||||
if fields["dd_shadows"] == labels.shadow_levels[1] then
|
||||
core.settings:set("enable_dynamic_shadows", "false")
|
||||
else
|
||||
core.settings:set("enable_dynamic_shadows", "true")
|
||||
local shadow_presets = {
|
||||
[2] = { 80, 512, "true", 0, "false" },
|
||||
[3] = { 120, 1024, "true", 1, "false" },
|
||||
[4] = { 350, 2048, "true", 1, "false" },
|
||||
[5] = { 350, 2048, "true", 2, "true" },
|
||||
[6] = { 450, 4096, "true", 2, "true" },
|
||||
}
|
||||
local s = shadow_presets[table.indexof(labels.shadow_levels, fields["dd_shadows"])]
|
||||
if s then
|
||||
core.settings:set("shadow_map_max_distance", s[1])
|
||||
core.settings:set("shadow_map_texture_size", s[2])
|
||||
core.settings:set("shadow_map_texture_32bit", s[3])
|
||||
core.settings:set("shadow_filters", s[4])
|
||||
core.settings:set("shadow_map_color", s[5])
|
||||
end
|
||||
end
|
||||
|
||||
return ddhandled
|
||||
end
|
||||
|
||||
|
@@ -582,6 +582,58 @@ 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 shadowsbut 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
|
||||
|
||||
|
||||
# Set the shadow update time.
|
||||
# Lower value means shadows and map updates faster, but it consume more resources.
|
||||
# Minimun value 0.001 seconds max value 0.2 seconds
|
||||
shadow_update_time (Map update time) float 0.2 0.001 0.2
|
||||
|
||||
# Set the soft shadow radius size.
|
||||
# Lower values mean sharper shadows bigger values softer.
|
||||
# Minimun value 1.0 and max 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.
|
||||
# Minimun value 0.0 and max 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
|
||||
|
Reference in New Issue
Block a user