Fix shadows dropdown and clean up shader settings (#13481)

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rubenwardy 2023-05-03 22:28:02 +01:00 committed by GitHub
parent ad37df7f2e
commit bc4fc6d648
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@ -1,5 +1,7 @@
--Minetest
--Copyright (C) 2022 rubenwardy
--Copyright (C) 2013 sapier
--Copyright (C) 2021-2 x2048
--Copyright (C) 2022-3 rubenwardy
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
@ -26,23 +28,21 @@ local shadow_levels_labels = {
}
local shadow_levels_options = {
table.concat(shadow_levels_labels, ","),
{ "0", "1", "2", "3", "4", "5" }
}
local function get_shadow_mapping_id()
local shadow_setting = core.settings:get("shadow_levels")
for i = 1, #shadow_levels_options[2] do
if shadow_setting == shadow_levels_options[2][i] then
return i
end
local function get_shadow_mapping_idx()
local level = tonumber(core.settings:get("shadow_levels"))
if level and level >= 0 and level < #shadow_levels_labels then
return level + 1
end
return 1
end
local function set_shadow_mapping_idx(v)
assert(v >= 1 and v <= #shadow_levels_labels)
core.settings:set("shadow_levels", tostring(v - 1))
end
return {
query_text = "Shaders",
get_formspec = function(self, avail_w)
@ -81,7 +81,8 @@ return {
if video_driver == "opengl" then
fs = fs ..
"label[0,2.2;" .. fgettext("Dynamic shadows") .. "]" ..
"dropdown[0,2.4;3,0.8;dd_shadows;" .. shadow_levels_options[1] .. ";" .. get_shadow_mapping_id() .. "]" ..
"dropdown[0,2.4;3,0.8;dd_shadows;" .. table.concat(shadow_levels_labels, ",") .. ";" ..
get_shadow_mapping_idx() .. ";true]" ..
"label[0,3.5;" .. core.colorize("#bbb", fgettext("(The game will need to enable shadows as well)")) .. "]"
else
fs = fs ..
@ -129,15 +130,15 @@ return {
return true
end
for i = 1, #shadow_levels_labels do
if fields.dd_shadows == shadow_levels_labels[i] then
core.settings:set("shadow_levels", shadow_levels_options[2][i])
end
if fields.dd_shadows then
local old_shadow_level_idx = get_shadow_mapping_idx()
local shadow_level_idx = tonumber(fields.dd_shadows)
if shadow_level_idx == nil or shadow_level_idx == old_shadow_level_idx then
return false
end
if fields.dd_shadows == shadow_levels_labels[1] then
core.settings:set("enable_dynamic_shadows", "false")
else
set_shadow_mapping_idx(shadow_level_idx)
local shadow_presets = {
[2] = { 62, 512, "true", 0, "false" },
[3] = { 93, 1024, "true", 0, "false" },
@ -145,15 +146,18 @@ return {
[5] = { 210, 4096, "true", 2, "true" },
[6] = { 300, 8192, "true", 2, "true" },
}
local s = shadow_presets[table.indexof(shadow_levels_labels, fields.dd_shadows)]
if s then
local preset = shadow_presets[shadow_level_idx]
if preset then
core.settings:set("enable_dynamic_shadows", "true")
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])
core.settings:set("shadow_map_max_distance", preset[1])
core.settings:set("shadow_map_texture_size", preset[2])
core.settings:set("shadow_map_texture_32bit", preset[3])
core.settings:set("shadow_filters", preset[4])
core.settings:set("shadow_map_color", preset[5])
else
core.settings:set("enable_dynamic_shadows", "false")
end
return true
end
end,
}