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Revert "Disable dynamic shadows for the 5.5.0 release" (#12032)

This commit is contained in:
rubenwardy 2022-01-31 21:48:14 +00:00 committed by GitHub
parent 1e4d6672be
commit c61998bd20
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 65 additions and 13 deletions

View file

@ -861,7 +861,7 @@ static void updateFastFaceRow(
g_settings->getBool("enable_waving_water");
static thread_local const bool force_not_tiling =
false && g_settings->getBool("enable_dynamic_shadows");
g_settings->getBool("enable_dynamic_shadows");
v3s16 p = startpos;

View file

@ -36,7 +36,7 @@ RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud
virtual_size = screensize;
if (g_settings->getBool("enable_shaders") &&
false && g_settings->getBool("enable_dynamic_shadows")) {
g_settings->getBool("enable_dynamic_shadows")) {
shadow_renderer = new ShadowRenderer(device, client);
}
}

View file

@ -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<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();

View file

@ -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 (false && g_settings->getBool("enable_dynamic_shadows")) {
if (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";

View file

@ -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 (false && g_settings->getBool("enable_dynamic_shadows")) {
if (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);
}