Skip to content

Commit

Permalink
Browse files Browse the repository at this point in the history
Shadow mapping render pass (#11244)

Co-authored-by: x2048 <codeforsmile@gmail.com>
  • Loading branch information
0xLiso and x2048 committed Jun 6, 2021
1 parent 46f42e1 commit c47313d
Show file tree
Hide file tree
Showing 35 changed files with 2,624 additions and 38 deletions.
58 changes: 56 additions & 2 deletions builtin/mainmenu/tab_settings.lua
Expand Up @@ -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")
}
}

Expand All @@ -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" }
}
}

Expand Down Expand Up @@ -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
}

Expand Down Expand Up @@ -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",
Expand All @@ -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
Expand Down Expand Up @@ -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

Expand Down
52 changes: 52 additions & 0 deletions builtin/settingtypes.txt
Expand Up @@ -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
Expand Down

0 comments on commit c47313d

Please sign in to comment.