Merge pull request #5528 from ZappoMan/removeBrokenShadows

remove shadow menu items
This commit is contained in:
Andrew Meadows 2015-08-07 16:09:00 -07:00
commit 48c5a227a7
6 changed files with 8 additions and 25 deletions

View file

@ -3335,16 +3335,6 @@ void Application::computeOffAxisFrustum(float& left, float& right, float& bottom
}
}
bool Application::getShadowsEnabled() {
Menu* menubar = Menu::getInstance();
return menubar->isOptionChecked(MenuOption::SimpleShadows) ||
menubar->isOptionChecked(MenuOption::CascadedShadows);
}
bool Application::getCascadeShadowsEnabled() {
return Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows);
}
glm::vec2 Application::getScaledScreenPoint(glm::vec2 projectedPoint) {
float horizontalScale = _glWidget->getDeviceWidth() / 2.0f;
float verticalScale = _glWidget->getDeviceHeight() / 2.0f;

View file

@ -268,8 +268,6 @@ public:
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
virtual ViewFrustum* getCurrentViewFrustum() { return getDisplayViewFrustum(); }
virtual bool getShadowsEnabled();
virtual bool getCascadeShadowsEnabled();
virtual QThread* getMainThread() { return thread(); }
virtual float getSizeScale() const;
virtual int getBoundaryLevelAdjust() const;

View file

@ -346,12 +346,6 @@ Menu::Menu() {
ambientLightGroup->addAction(addCheckableActionToQMenuAndActionHash(ambientLightMenu, MenuOption::RenderAmbientLight8, 0, false));
ambientLightGroup->addAction(addCheckableActionToQMenuAndActionHash(ambientLightMenu, MenuOption::RenderAmbientLight9, 0, false));
MenuWrapper* shadowMenu = renderOptionsMenu->addMenu("Shadows");
QActionGroup* shadowGroup = new QActionGroup(shadowMenu);
shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, "None", 0, true));
shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, MenuOption::SimpleShadows, 0, false));
shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, MenuOption::CascadedShadows, 0, false));
{
MenuWrapper* framerateMenu = renderOptionsMenu->addMenu(MenuOption::RenderTargetFramerate);
QActionGroup* framerateGroup = new QActionGroup(framerateMenu);

View file

@ -154,7 +154,6 @@ namespace MenuOption {
const QString BlueSpeechSphere = "Blue Sphere While Speaking";
const QString BookmarkLocation = "Bookmark Location";
const QString Bookmarks = "Bookmarks";
const QString CascadedShadows = "Cascaded";
const QString CachesSize = "RAM Caches Size";
const QString CalibrateCamera = "Calibrate Camera";
const QString CenterPlayerInView = "Center Player In View";
@ -271,7 +270,6 @@ namespace MenuOption {
const QString ShowIKConstraints = "Show IK Constraints";
const QString ShowRealtimeEntityStats = "Show Realtime Entity Stats";
const QString ShowWhosLookingAtMe = "Show Who's Looking at Me";
const QString SimpleShadows = "Simple";
const QString SixenseEnabled = "Enable Hydra Support";
const QString SixenseMouseInput = "Enable Sixense Mouse Input";
const QString Stars = "Stars";

View file

@ -47,9 +47,6 @@ public:
/// gets the shadow view frustum for rendering the view state
virtual ViewFrustum* getShadowViewFrustum() = 0;
virtual bool getShadowsEnabled() = 0;
virtual bool getCascadeShadowsEnabled() = 0;
virtual QThread* getMainThread() = 0;
virtual bool shouldRenderMesh(float largestDimension, float distanceToCamera) = 0;

View file

@ -277,13 +277,19 @@ void DeferredLightingEffect::render(RenderArgs* args) {
auto& program = _directionalLight;
const LightLocations* locations = &_directionalLightLocations;
bool shadowsEnabled = _viewState->getShadowsEnabled();
// FIXME: Note: we've removed the menu items to enable shadows, so this will always be false for now.
// When we add back shadow support, this old approach may likely be removed and completely replaced
// but I've left it in for now.
bool shadowsEnabled = false;
bool cascadeShadowsEnabled = false;
if (shadowsEnabled) {
batch.setResourceTexture(4, framebufferCache->getShadowFramebuffer()->getDepthStencilBuffer());
program = _directionalLightShadowMap;
locations = &_directionalLightShadowMapLocations;
if (_viewState->getCascadeShadowsEnabled()) {
if (cascadeShadowsEnabled) {
program = _directionalLightCascadedShadowMap;
locations = &_directionalLightCascadedShadowMapLocations;
if (useSkyboxCubemap) {