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https://github.com/minetest/minetest.git
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Settings GUI: Move shadow presets to Shaders, remove Most Used (#13713)
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parent
28fce8aad5
commit
752ce1a1b2
@ -19,8 +19,8 @@
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local component_funcs = dofile(core.get_mainmenu_path() .. DIR_DELIM ..
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"settings" .. DIR_DELIM .. "components.lua")
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local quick_shader_component = dofile(core.get_mainmenu_path() .. DIR_DELIM ..
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"settings" .. DIR_DELIM .. "shader_component.lua")
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local shadows_component = dofile(core.get_mainmenu_path() .. DIR_DELIM ..
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"settings" .. DIR_DELIM .. "shadows_component.lua")
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local full_settings = settingtypes.parse_config_file(false, true)
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@ -61,31 +61,6 @@ local change_keys = {
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}
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add_page({
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id = "most_used",
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title = gettext("Most Used"),
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content = {
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change_keys,
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"language",
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"fullscreen",
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PLATFORM ~= "Android" and "autosave_screensize" or false,
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"touchscreen_threshold",
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{ heading = gettext("Scaling") },
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"gui_scaling",
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"hud_scaling",
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{ heading = gettext("Graphics / Performance") },
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"smooth_lighting",
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"enable_particles",
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"enable_3d_clouds",
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"opaque_water",
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"connected_glass",
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"node_highlighting",
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"leaves_style",
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{ heading = gettext("Shaders") },
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quick_shader_component,
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},
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})
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add_page({
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id = "accessibility",
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title = gettext("Accessibility"),
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@ -155,6 +130,11 @@ end
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load_settingtypes()
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table.insert(page_by_id.controls_keyboard_and_mouse.content, 1, change_keys)
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do
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local content = page_by_id.graphics_and_audio_shaders.content
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local idx = table.indexof(content, "enable_dynamic_shadows")
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table.insert(content, idx, shadows_component)
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end
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local function get_setting_info(name)
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@ -1,163 +0,0 @@
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--Minetest
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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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--the Free Software Foundation; either version 2.1 of the License, or
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--(at your option) any later version.
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--
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--This program is distributed in the hope that it will be useful,
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--but WITHOUT ANY WARRANTY; without even the implied warranty of
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--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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--GNU Lesser General Public License for more details.
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--
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--You should have received a copy of the GNU Lesser General Public License along
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--with this program; if not, write to the Free Software Foundation, Inc.,
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--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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local shadow_levels_labels = {
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fgettext("Disabled"),
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fgettext("Very Low"),
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fgettext("Low"),
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fgettext("Medium"),
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fgettext("High"),
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fgettext("Very High")
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}
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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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local fs = ""
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local video_driver = core.get_active_driver()
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local shaders_enabled = core.settings:get_bool("enable_shaders")
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if video_driver == "opengl" then
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fs = fs ..
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"checkbox[0,0.25;cb_shaders;" .. fgettext("Shaders") .. ";"
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.. tostring(shaders_enabled) .. "]"
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elseif video_driver == "ogles2" then
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fs = fs ..
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"checkbox[0,0.25;cb_shaders;" .. fgettext("Shaders (experimental)") .. ";"
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.. tostring(shaders_enabled) .. "]"
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else
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core.settings:set_bool("enable_shaders", false)
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shaders_enabled = false
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fs = fs ..
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"label[0.13,0.25;" .. core.colorize("#888888",
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fgettext("Shaders (unavailable)")) .. "]"
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end
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if shaders_enabled then
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fs = fs ..
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"container[0,0.75]" ..
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"checkbox[0,0;cb_tonemapping;" .. fgettext("Tone mapping") .. ";"
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.. tostring(core.settings:get_bool("tone_mapping")) .. "]" ..
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"checkbox[0,0.5;cb_waving_water;" .. fgettext("Waving liquids") .. ";"
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.. tostring(core.settings:get_bool("enable_waving_water")) .. "]" ..
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"checkbox[0,1;cb_waving_leaves;" .. fgettext("Waving leaves") .. ";"
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.. tostring(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
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"checkbox[0,1.5;cb_waving_plants;" .. fgettext("Waving plants") .. ";"
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.. tostring(core.settings:get_bool("enable_waving_plants")) .. "]"
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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;" .. 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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"label[0,2.2;" .. core.colorize("#888888", fgettext("Dynamic shadows")) .. "]"
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end
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fs = fs .. "container_end[]"
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else
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fs = fs ..
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"container[0.35,0.75]" ..
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"label[0,0;" .. core.colorize("#888888",
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fgettext("Tone mapping")) .. "]" ..
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"label[0,0.5;" .. core.colorize("#888888",
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fgettext("Waving liquids")) .. "]" ..
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"label[0,1;" .. core.colorize("#888888",
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fgettext("Waving leaves")) .. "]" ..
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"label[0,1.5;" .. core.colorize("#888888",
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fgettext("Waving plants")) .. "]"..
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"label[0,2;" .. core.colorize("#888888",
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fgettext("Dynamic shadows")) .. "]" ..
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"container_end[]"
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end
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return fs, 4.5
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end,
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on_submit = function(self, fields)
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if fields.cb_shaders then
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core.settings:set("enable_shaders", fields.cb_shaders)
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return true
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end
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if fields.cb_tonemapping then
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core.settings:set("tone_mapping", fields.cb_tonemapping)
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return true
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end
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if fields.cb_waving_water then
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core.settings:set("enable_waving_water", fields.cb_waving_water)
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return true
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end
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if fields.cb_waving_leaves then
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core.settings:set("enable_waving_leaves", fields.cb_waving_leaves)
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return true
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end
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if fields.cb_waving_plants then
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core.settings:set("enable_waving_plants", fields.cb_waving_plants)
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return true
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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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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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[4] = { 140, 2048, "true", 1, "false" },
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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 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", 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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121
builtin/mainmenu/settings/shadows_component.lua
Normal file
121
builtin/mainmenu/settings/shadows_component.lua
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@ -0,0 +1,121 @@
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--Minetest
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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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--the Free Software Foundation; either version 2.1 of the License, or
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--(at your option) any later version.
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--
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--This program is distributed in the hope that it will be useful,
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--but WITHOUT ANY WARRANTY; without even the implied warranty of
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--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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--GNU Lesser General Public License for more details.
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--
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--You should have received a copy of the GNU Lesser General Public License along
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--with this program; if not, write to the Free Software Foundation, Inc.,
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--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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local shadow_levels_labels = {
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fgettext("Disabled"),
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fgettext("Very Low"),
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fgettext("Low"),
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fgettext("Medium"),
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fgettext("High"),
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fgettext("Very High"),
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fgettext("Custom"),
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}
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local PRESET_DISABLED = 1
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local PRESET_CUSTOM = #shadow_levels_labels
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-- max distance, texture size, texture_32bit, filters, map color
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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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[4] = { 140, 2048, true, 1, false },
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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 function detect_mapping_idx()
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if not core.settings:get_bool("enable_dynamic_shadows", false) then
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return PRESET_DISABLED
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end
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local shadow_map_max_distance = tonumber(core.settings:get("shadow_map_max_distance"))
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local shadow_map_texture_size = tonumber(core.settings:get("shadow_map_texture_size"))
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local shadow_map_texture_32bit = core.settings:get_bool("shadow_map_texture_32bit", false)
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local shadow_filters = tonumber(core.settings:get("shadow_filters"))
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local shadow_map_color = core.settings:get_bool("shadow_map_color", false)
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for i = 2, 6 do
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local preset = shadow_presets[i]
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if preset[1] == shadow_map_max_distance and
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preset[2] == shadow_map_texture_size and
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preset[3] == shadow_map_texture_32bit and
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preset[4] == shadow_filters and
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preset[5] == shadow_map_color then
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return i
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end
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end
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return PRESET_CUSTOM
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end
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local function apply_preset(preset)
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if preset then
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core.settings:set_bool("enable_dynamic_shadows", true)
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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_bool("shadow_map_texture_32bit", preset[3])
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core.settings:set("shadow_filters", preset[4])
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core.settings:set_bool("shadow_map_color", preset[5])
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else
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core.settings:set_bool("enable_dynamic_shadows", false)
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end
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end
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return {
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query_text = "Shadows",
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requires = {
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shaders = true,
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opengl = true,
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},
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get_formspec = function(self, avail_w)
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local labels = table.copy(shadow_levels_labels)
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local idx = detect_mapping_idx()
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-- Remove "custom" if not already selected
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if idx ~= PRESET_CUSTOM then
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table.remove(labels, PRESET_CUSTOM)
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end
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local fs =
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"label[0,0.2;" .. fgettext("Dynamic shadows") .. "]" ..
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"dropdown[0,0.4;3,0.8;dd_shadows;" .. table.concat(labels, ",") .. ";" .. idx .. ";true]" ..
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"label[0,1.5;" .. core.colorize("#bbb", fgettext("(The game will need to enable shadows as well)")) .. "]"
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return fs, 1.8
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end,
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on_submit = function(self, fields)
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if fields.dd_shadows then
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local old_shadow_level_idx = detect_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 shadow_level_idx == PRESET_CUSTOM then
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core.settings:set_bool("enable_dynamic_shadows", true)
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return true
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end
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local preset = shadow_presets[shadow_level_idx]
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apply_preset(preset)
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return true
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end
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end,
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}
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@ -430,7 +430,7 @@ enable_dynamic_shadows (Dynamic shadows) bool false
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shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
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# Maximum distance to render shadows.
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shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 200.0 10.0 1000.0
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shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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@ -433,7 +433,7 @@
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# Maximum distance to render shadows.
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# type: float min: 10 max: 1000
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# shadow_map_max_distance = 200.0
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# shadow_map_max_distance = 140.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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@ -274,7 +274,7 @@ void set_default_settings()
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// Effects Shadows
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settings->setDefault("enable_dynamic_shadows", "false");
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settings->setDefault("shadow_strength_gamma", "1.0");
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settings->setDefault("shadow_map_max_distance", "200.0");
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settings->setDefault("shadow_map_max_distance", "140.0");
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settings->setDefault("shadow_map_texture_size", "2048");
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settings->setDefault("shadow_map_texture_32bit", "true");
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settings->setDefault("shadow_map_color", "false");
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