minetest/builtin/mainmenu/settings/shadows_component.lua

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--Minetest
--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
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
local shadow_levels_labels = {
fgettext("Disabled"),
fgettext("Very Low"),
fgettext("Low"),
fgettext("Medium"),
fgettext("High"),
fgettext("Very High"),
fgettext("Custom"),
}
local PRESET_DISABLED = 1
local PRESET_CUSTOM = #shadow_levels_labels
-- max distance, texture size, texture_32bit, filters, map color
local shadow_presets = {
[2] = { 62, 512, true, 0, false },
[3] = { 93, 1024, true, 0, false },
[4] = { 140, 2048, true, 1, false },
[5] = { 210, 4096, true, 2, true },
[6] = { 300, 8192, true, 2, true },
}
local function detect_mapping_idx()
if not core.settings:get_bool("enable_dynamic_shadows", false) then
return PRESET_DISABLED
end
local shadow_map_max_distance = tonumber(core.settings:get("shadow_map_max_distance"))
local shadow_map_texture_size = tonumber(core.settings:get("shadow_map_texture_size"))
local shadow_map_texture_32bit = core.settings:get_bool("shadow_map_texture_32bit", false)
local shadow_filters = tonumber(core.settings:get("shadow_filters"))
local shadow_map_color = core.settings:get_bool("shadow_map_color", false)
for i = 2, 6 do
local preset = shadow_presets[i]
if preset[1] == shadow_map_max_distance and
preset[2] == shadow_map_texture_size and
preset[3] == shadow_map_texture_32bit and
preset[4] == shadow_filters and
preset[5] == shadow_map_color then
return i
end
end
return PRESET_CUSTOM
end
local function apply_preset(preset)
if preset then
core.settings:set_bool("enable_dynamic_shadows", true)
core.settings:set("shadow_map_max_distance", preset[1])
core.settings:set("shadow_map_texture_size", preset[2])
core.settings:set_bool("shadow_map_texture_32bit", preset[3])
core.settings:set("shadow_filters", preset[4])
core.settings:set_bool("shadow_map_color", preset[5])
else
core.settings:set_bool("enable_dynamic_shadows", false)
end
end
return {
query_text = "Shadows",
requires = {
shaders = true,
opengl = true,
},
get_formspec = function(self, avail_w)
local labels = table.copy(shadow_levels_labels)
local idx = detect_mapping_idx()
-- Remove "custom" if not already selected
if idx ~= PRESET_CUSTOM then
table.remove(labels, PRESET_CUSTOM)
end
local fs =
"label[0,0.2;" .. fgettext("Dynamic shadows") .. "]" ..
"dropdown[0,0.4;3,0.8;dd_shadows;" .. table.concat(labels, ",") .. ";" .. idx .. ";true]" ..
"label[0,1.5;" .. core.colorize("#bbb", fgettext("(The game will need to enable shadows as well)")) .. "]"
return fs, 1.8
end,
on_submit = function(self, fields)
if fields.dd_shadows then
local old_shadow_level_idx = detect_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 shadow_level_idx == PRESET_CUSTOM then
core.settings:set_bool("enable_dynamic_shadows", true)
return true
end
local preset = shadow_presets[shadow_level_idx]
apply_preset(preset)
return true
end
end,
}