Settings GUI: Move shadow presets to Shaders, remove Most Used (#13713)

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rubenwardy 2023-08-05 17:33:18 +01:00 committed by GitHub
parent 28fce8aad5
commit 752ce1a1b2
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6 changed files with 131 additions and 193 deletions

@ -19,8 +19,8 @@
local component_funcs = dofile(core.get_mainmenu_path() .. DIR_DELIM ..
"settings" .. DIR_DELIM .. "components.lua")
local quick_shader_component = dofile(core.get_mainmenu_path() .. DIR_DELIM ..
"settings" .. DIR_DELIM .. "shader_component.lua")
local shadows_component = dofile(core.get_mainmenu_path() .. DIR_DELIM ..
"settings" .. DIR_DELIM .. "shadows_component.lua")
local full_settings = settingtypes.parse_config_file(false, true)
@ -61,31 +61,6 @@ local change_keys = {
}
add_page({
id = "most_used",
title = gettext("Most Used"),
content = {
change_keys,
"language",
"fullscreen",
PLATFORM ~= "Android" and "autosave_screensize" or false,
"touchscreen_threshold",
{ heading = gettext("Scaling") },
"gui_scaling",
"hud_scaling",
{ heading = gettext("Graphics / Performance") },
"smooth_lighting",
"enable_particles",
"enable_3d_clouds",
"opaque_water",
"connected_glass",
"node_highlighting",
"leaves_style",
{ heading = gettext("Shaders") },
quick_shader_component,
},
})
add_page({
id = "accessibility",
title = gettext("Accessibility"),
@ -155,6 +130,11 @@ end
load_settingtypes()
table.insert(page_by_id.controls_keyboard_and_mouse.content, 1, change_keys)
do
local content = page_by_id.graphics_and_audio_shaders.content
local idx = table.indexof(content, "enable_dynamic_shadows")
table.insert(content, idx, shadows_component)
end
local function get_setting_info(name)

@ -1,163 +0,0 @@
--Minetest
--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
--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")
}
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)
local fs = ""
local video_driver = core.get_active_driver()
local shaders_enabled = core.settings:get_bool("enable_shaders")
if video_driver == "opengl" then
fs = fs ..
"checkbox[0,0.25;cb_shaders;" .. fgettext("Shaders") .. ";"
.. tostring(shaders_enabled) .. "]"
elseif video_driver == "ogles2" then
fs = fs ..
"checkbox[0,0.25;cb_shaders;" .. fgettext("Shaders (experimental)") .. ";"
.. tostring(shaders_enabled) .. "]"
else
core.settings:set_bool("enable_shaders", false)
shaders_enabled = false
fs = fs ..
"label[0.13,0.25;" .. core.colorize("#888888",
fgettext("Shaders (unavailable)")) .. "]"
end
if shaders_enabled then
fs = fs ..
"container[0,0.75]" ..
"checkbox[0,0;cb_tonemapping;" .. fgettext("Tone mapping") .. ";"
.. tostring(core.settings:get_bool("tone_mapping")) .. "]" ..
"checkbox[0,0.5;cb_waving_water;" .. fgettext("Waving liquids") .. ";"
.. tostring(core.settings:get_bool("enable_waving_water")) .. "]" ..
"checkbox[0,1;cb_waving_leaves;" .. fgettext("Waving leaves") .. ";"
.. tostring(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
"checkbox[0,1.5;cb_waving_plants;" .. fgettext("Waving plants") .. ";"
.. tostring(core.settings:get_bool("enable_waving_plants")) .. "]"
if video_driver == "opengl" then
fs = fs ..
"label[0,2.2;" .. fgettext("Dynamic shadows") .. "]" ..
"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 ..
"label[0,2.2;" .. core.colorize("#888888", fgettext("Dynamic shadows")) .. "]"
end
fs = fs .. "container_end[]"
else
fs = fs ..
"container[0.35,0.75]" ..
"label[0,0;" .. core.colorize("#888888",
fgettext("Tone mapping")) .. "]" ..
"label[0,0.5;" .. core.colorize("#888888",
fgettext("Waving liquids")) .. "]" ..
"label[0,1;" .. core.colorize("#888888",
fgettext("Waving leaves")) .. "]" ..
"label[0,1.5;" .. core.colorize("#888888",
fgettext("Waving plants")) .. "]"..
"label[0,2;" .. core.colorize("#888888",
fgettext("Dynamic shadows")) .. "]" ..
"container_end[]"
end
return fs, 4.5
end,
on_submit = function(self, fields)
if fields.cb_shaders then
core.settings:set("enable_shaders", fields.cb_shaders)
return true
end
if fields.cb_tonemapping then
core.settings:set("tone_mapping", fields.cb_tonemapping)
return true
end
if fields.cb_waving_water then
core.settings:set("enable_waving_water", fields.cb_waving_water)
return true
end
if fields.cb_waving_leaves then
core.settings:set("enable_waving_leaves", fields.cb_waving_leaves)
return true
end
if fields.cb_waving_plants then
core.settings:set("enable_waving_plants", fields.cb_waving_plants)
return true
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
set_shadow_mapping_idx(shadow_level_idx)
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 preset = shadow_presets[shadow_level_idx]
if preset then
core.settings:set("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("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,
}

@ -0,0 +1,121 @@
--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,
}

@ -430,7 +430,7 @@ enable_dynamic_shadows (Dynamic shadows) bool false
shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
# Maximum distance to render shadows.
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 200.0 10.0 1000.0
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
# Texture size to render the shadow map on.
# This must be a power of two.

@ -433,7 +433,7 @@
# Maximum distance to render shadows.
# type: float min: 10 max: 1000
# shadow_map_max_distance = 200.0
# shadow_map_max_distance = 140.0
# Texture size to render the shadow map on.
# This must be a power of two.

@ -274,7 +274,7 @@ void set_default_settings()
// Effects Shadows
settings->setDefault("enable_dynamic_shadows", "false");
settings->setDefault("shadow_strength_gamma", "1.0");
settings->setDefault("shadow_map_max_distance", "200.0");
settings->setDefault("shadow_map_max_distance", "140.0");
settings->setDefault("shadow_map_texture_size", "2048");
settings->setDefault("shadow_map_texture_32bit", "true");
settings->setDefault("shadow_map_color", "false");