forked from Mirrorlandia_minetest/minetest
Fix shadows dropdown and clean up shader settings (#13481)
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@ -1,5 +1,7 @@
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--Minetest
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--Copyright (C) 2022 rubenwardy
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--Copyright (C) 2013 sapier
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--Copyright (C) 2021-2 x2048
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--Copyright (C) 2022-3 rubenwardy
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--
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--This program is free software; you can redistribute it and/or modify
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--it under the terms of the GNU Lesser General Public License as published by
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@ -26,23 +28,21 @@ local shadow_levels_labels = {
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}
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local shadow_levels_options = {
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table.concat(shadow_levels_labels, ","),
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{ "0", "1", "2", "3", "4", "5" }
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}
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local function get_shadow_mapping_id()
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local shadow_setting = core.settings:get("shadow_levels")
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for i = 1, #shadow_levels_options[2] do
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if shadow_setting == shadow_levels_options[2][i] then
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return i
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end
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local function get_shadow_mapping_idx()
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local level = tonumber(core.settings:get("shadow_levels"))
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if level and level >= 0 and level < #shadow_levels_labels then
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return level + 1
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end
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return 1
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end
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local function set_shadow_mapping_idx(v)
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assert(v >= 1 and v <= #shadow_levels_labels)
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core.settings:set("shadow_levels", tostring(v - 1))
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end
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return {
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query_text = "Shaders",
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get_formspec = function(self, avail_w)
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@ -81,7 +81,8 @@ return {
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if video_driver == "opengl" then
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fs = fs ..
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"label[0,2.2;" .. fgettext("Dynamic shadows") .. "]" ..
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"dropdown[0,2.4;3,0.8;dd_shadows;" .. shadow_levels_options[1] .. ";" .. get_shadow_mapping_id() .. "]" ..
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"dropdown[0,2.4;3,0.8;dd_shadows;" .. table.concat(shadow_levels_labels, ",") .. ";" ..
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get_shadow_mapping_idx() .. ";true]" ..
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"label[0,3.5;" .. core.colorize("#bbb", fgettext("(The game will need to enable shadows as well)")) .. "]"
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else
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fs = fs ..
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@ -129,15 +130,15 @@ return {
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return true
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end
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for i = 1, #shadow_levels_labels do
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if fields.dd_shadows == shadow_levels_labels[i] then
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core.settings:set("shadow_levels", shadow_levels_options[2][i])
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end
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if fields.dd_shadows then
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local old_shadow_level_idx = get_shadow_mapping_idx()
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local shadow_level_idx = tonumber(fields.dd_shadows)
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if shadow_level_idx == nil or shadow_level_idx == old_shadow_level_idx then
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return false
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end
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if fields.dd_shadows == shadow_levels_labels[1] then
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core.settings:set("enable_dynamic_shadows", "false")
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else
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set_shadow_mapping_idx(shadow_level_idx)
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local shadow_presets = {
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[2] = { 62, 512, "true", 0, "false" },
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[3] = { 93, 1024, "true", 0, "false" },
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@ -145,15 +146,18 @@ return {
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[5] = { 210, 4096, "true", 2, "true" },
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[6] = { 300, 8192, "true", 2, "true" },
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}
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local s = shadow_presets[table.indexof(shadow_levels_labels, fields.dd_shadows)]
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if s then
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local preset = shadow_presets[shadow_level_idx]
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if preset then
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core.settings:set("enable_dynamic_shadows", "true")
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core.settings:set("shadow_map_max_distance", s[1])
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core.settings:set("shadow_map_texture_size", s[2])
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core.settings:set("shadow_map_texture_32bit", s[3])
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core.settings:set("shadow_filters", s[4])
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core.settings:set("shadow_map_color", s[5])
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core.settings:set("shadow_map_max_distance", preset[1])
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core.settings:set("shadow_map_texture_size", preset[2])
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core.settings:set("shadow_map_texture_32bit", preset[3])
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core.settings:set("shadow_filters", preset[4])
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core.settings:set("shadow_map_color", preset[5])
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else
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core.settings:set("enable_dynamic_shadows", "false")
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end
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return true
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end
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end,
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}
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