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Merge pull request #5528 from ZappoMan/removeBrokenShadows
remove shadow menu items
This commit is contained in:
commit
48c5a227a7
6 changed files with 8 additions and 25 deletions
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@ -3335,16 +3335,6 @@ void Application::computeOffAxisFrustum(float& left, float& right, float& bottom
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}
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}
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}
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}
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bool Application::getShadowsEnabled() {
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Menu* menubar = Menu::getInstance();
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return menubar->isOptionChecked(MenuOption::SimpleShadows) ||
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menubar->isOptionChecked(MenuOption::CascadedShadows);
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}
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bool Application::getCascadeShadowsEnabled() {
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return Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows);
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}
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glm::vec2 Application::getScaledScreenPoint(glm::vec2 projectedPoint) {
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glm::vec2 Application::getScaledScreenPoint(glm::vec2 projectedPoint) {
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float horizontalScale = _glWidget->getDeviceWidth() / 2.0f;
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float horizontalScale = _glWidget->getDeviceWidth() / 2.0f;
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float verticalScale = _glWidget->getDeviceHeight() / 2.0f;
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float verticalScale = _glWidget->getDeviceHeight() / 2.0f;
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@ -268,8 +268,6 @@ public:
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float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
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float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
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virtual ViewFrustum* getCurrentViewFrustum() { return getDisplayViewFrustum(); }
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virtual ViewFrustum* getCurrentViewFrustum() { return getDisplayViewFrustum(); }
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virtual bool getShadowsEnabled();
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virtual bool getCascadeShadowsEnabled();
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virtual QThread* getMainThread() { return thread(); }
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virtual QThread* getMainThread() { return thread(); }
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virtual float getSizeScale() const;
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virtual float getSizeScale() const;
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virtual int getBoundaryLevelAdjust() const;
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virtual int getBoundaryLevelAdjust() const;
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@ -346,12 +346,6 @@ Menu::Menu() {
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ambientLightGroup->addAction(addCheckableActionToQMenuAndActionHash(ambientLightMenu, MenuOption::RenderAmbientLight8, 0, false));
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ambientLightGroup->addAction(addCheckableActionToQMenuAndActionHash(ambientLightMenu, MenuOption::RenderAmbientLight8, 0, false));
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ambientLightGroup->addAction(addCheckableActionToQMenuAndActionHash(ambientLightMenu, MenuOption::RenderAmbientLight9, 0, false));
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ambientLightGroup->addAction(addCheckableActionToQMenuAndActionHash(ambientLightMenu, MenuOption::RenderAmbientLight9, 0, false));
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MenuWrapper* shadowMenu = renderOptionsMenu->addMenu("Shadows");
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QActionGroup* shadowGroup = new QActionGroup(shadowMenu);
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shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, "None", 0, true));
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shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, MenuOption::SimpleShadows, 0, false));
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shadowGroup->addAction(addCheckableActionToQMenuAndActionHash(shadowMenu, MenuOption::CascadedShadows, 0, false));
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{
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{
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MenuWrapper* framerateMenu = renderOptionsMenu->addMenu(MenuOption::RenderTargetFramerate);
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MenuWrapper* framerateMenu = renderOptionsMenu->addMenu(MenuOption::RenderTargetFramerate);
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QActionGroup* framerateGroup = new QActionGroup(framerateMenu);
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QActionGroup* framerateGroup = new QActionGroup(framerateMenu);
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@ -154,7 +154,6 @@ namespace MenuOption {
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const QString BlueSpeechSphere = "Blue Sphere While Speaking";
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const QString BlueSpeechSphere = "Blue Sphere While Speaking";
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const QString BookmarkLocation = "Bookmark Location";
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const QString BookmarkLocation = "Bookmark Location";
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const QString Bookmarks = "Bookmarks";
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const QString Bookmarks = "Bookmarks";
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const QString CascadedShadows = "Cascaded";
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const QString CachesSize = "RAM Caches Size";
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const QString CachesSize = "RAM Caches Size";
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const QString CalibrateCamera = "Calibrate Camera";
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const QString CalibrateCamera = "Calibrate Camera";
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const QString CenterPlayerInView = "Center Player In View";
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const QString CenterPlayerInView = "Center Player In View";
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@ -271,7 +270,6 @@ namespace MenuOption {
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const QString ShowIKConstraints = "Show IK Constraints";
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const QString ShowIKConstraints = "Show IK Constraints";
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const QString ShowRealtimeEntityStats = "Show Realtime Entity Stats";
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const QString ShowRealtimeEntityStats = "Show Realtime Entity Stats";
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const QString ShowWhosLookingAtMe = "Show Who's Looking at Me";
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const QString ShowWhosLookingAtMe = "Show Who's Looking at Me";
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const QString SimpleShadows = "Simple";
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const QString SixenseEnabled = "Enable Hydra Support";
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const QString SixenseEnabled = "Enable Hydra Support";
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const QString SixenseMouseInput = "Enable Sixense Mouse Input";
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const QString SixenseMouseInput = "Enable Sixense Mouse Input";
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const QString Stars = "Stars";
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const QString Stars = "Stars";
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@ -47,9 +47,6 @@ public:
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/// gets the shadow view frustum for rendering the view state
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/// gets the shadow view frustum for rendering the view state
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virtual ViewFrustum* getShadowViewFrustum() = 0;
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virtual ViewFrustum* getShadowViewFrustum() = 0;
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virtual bool getShadowsEnabled() = 0;
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virtual bool getCascadeShadowsEnabled() = 0;
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virtual QThread* getMainThread() = 0;
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virtual QThread* getMainThread() = 0;
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virtual bool shouldRenderMesh(float largestDimension, float distanceToCamera) = 0;
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virtual bool shouldRenderMesh(float largestDimension, float distanceToCamera) = 0;
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@ -277,13 +277,19 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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auto& program = _directionalLight;
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auto& program = _directionalLight;
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const LightLocations* locations = &_directionalLightLocations;
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const LightLocations* locations = &_directionalLightLocations;
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bool shadowsEnabled = _viewState->getShadowsEnabled();
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// FIXME: Note: we've removed the menu items to enable shadows, so this will always be false for now.
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// When we add back shadow support, this old approach may likely be removed and completely replaced
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// but I've left it in for now.
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bool shadowsEnabled = false;
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bool cascadeShadowsEnabled = false;
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if (shadowsEnabled) {
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if (shadowsEnabled) {
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batch.setResourceTexture(4, framebufferCache->getShadowFramebuffer()->getDepthStencilBuffer());
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batch.setResourceTexture(4, framebufferCache->getShadowFramebuffer()->getDepthStencilBuffer());
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program = _directionalLightShadowMap;
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program = _directionalLightShadowMap;
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locations = &_directionalLightShadowMapLocations;
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locations = &_directionalLightShadowMapLocations;
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if (_viewState->getCascadeShadowsEnabled()) {
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if (cascadeShadowsEnabled) {
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program = _directionalLightCascadedShadowMap;
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program = _directionalLightCascadedShadowMap;
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locations = &_directionalLightCascadedShadowMapLocations;
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locations = &_directionalLightCascadedShadowMapLocations;
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if (useSkyboxCubemap) {
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if (useSkyboxCubemap) {
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