minetest/games/devtest/mods/lighting/init.lua
2024-10-28 15:57:54 +01:00

156 lines
4.4 KiB
Lua

local lighting_sections = {
{n = "shadows", d = "Shadows",
entries = {
{ n = "intensity", d = "Shadow Intensity", min = 0, max = 1 }
}
},
{
n = "exposure", d = "Exposure",
entries = {
{n = "luminance_min", d = "Minimum Luminance", min = -10, max = 10},
{n = "luminance_max", d = "Maximum Luminance", min = -10, max = 10},
{n = "exposure_correction", d = "Exposure Correction", min = -10, max = 10},
{n = "speed_dark_bright", d = "Bright light adaptation speed", min = -10, max = 10, type="log2"},
{n = "speed_bright_dark", d = "Dark scene adaptation speed", min = -10, max = 10, type="log2"},
{n = "center_weight_power", d = "Power factor for center-weighting", min = 0.1, max = 10},
}
},
{
n = "bloom", d = "Bloom",
entries = {
{n = "intensity", d = "Intensity", min = 0, max = 1},
{n = "strength_factor", d = "Strength Factor", min = 0.1, max = 10},
{n = "radius", d = "Radius", min = 0.1, max = 8},
},
},
{
n = "volumetric_light", d = "Volumetric Lighting",
entries = {
{n = "strength", d = "Strength", min = 0, max = 1},
},
},
}
local function dump_lighting(lighting)
local result = "{\n"
local section_count = 0
for _,section in ipairs(lighting_sections) do
section_count = section_count + 1
local parameters = section.entries or {}
local state = lighting[section.n] or {}
result = result.." "..section.n.." = {\n"
local count = 0
for _,v in ipairs(parameters) do
count = count + 1
result = result.." "..v.n.." = "..(math.floor(state[v.n] * 1000)/1000)
if count < #parameters then
result = result..","
end
result = result.."\n"
end
result = result.." }"
if section_count < #lighting_sections then
result = result..","
end
result = result.."\n"
end
result = result .."}"
return result
end
core.register_chatcommand("set_lighting", {
params = "",
description = "Tune lighting parameters",
func = function(player_name, param)
local player = core.get_player_by_name(player_name);
if not player then return end
local lighting = player:get_lighting()
local exposure = lighting.exposure or {}
local content = {}
local line = 1
for _,section in ipairs(lighting_sections) do
local parameters = section.entries or {}
local state = lighting[section.n] or {}
table.insert(content, "label[1,"..line..";"..section.d.."]")
line = line + 1
for _,v in ipairs(parameters) do
table.insert(content, "label[2,"..line..";"..v.d.."]")
table.insert(content, "scrollbaroptions[min=0;max=1000;smallstep=10;largestep=100;thumbsize=10]")
local value = state[v.n]
if v.type == "log2" then
value = math.log(value or 1) / math.log(2)
end
local sb_scale = math.floor(1000 * (math.max(v.min, value or 0) - v.min) / (v.max - v.min))
table.insert(content, "scrollbar[2,"..(line+0.7)..";12,1;horizontal;"..section.n.."."..v.n..";"..sb_scale.."]")
line = line + 2.7
end
line = line + 1
end
local form = {
"formspec_version[2]",
"size[15,", line, "]",
"position[0.99,0.15]",
"anchor[1,0]",
"padding[0.05,0.1]",
"no_prepend[]",
}
table.insert_all(form, content)
core.show_formspec(player_name, "lighting", table.concat(form))
local debug_value = dump_lighting(lighting)
local debug_ui = player:hud_add({type="text", position={x=0.1, y=0.3}, scale={x=1,y=1}, alignment = {x=1, y=1}, text=debug_value, number=0xFFFFFF})
player:get_meta():set_int("lighting_hud", debug_ui)
end
})
core.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "lighting" then return end
if not player then return end
local hud_id = player:get_meta():get_int("lighting_hud")
if fields.quit then
player:hud_remove(hud_id)
player:get_meta():set_int("lighting_hud", -1)
return
end
local lighting = player:get_lighting()
for _,section in ipairs(lighting_sections) do
local parameters = section.entries or {}
local state = (lighting[section.n] or {})
lighting[section.n] = state
for _,v in ipairs(parameters) do
if fields[section.n.."."..v.n] then
local event = core.explode_scrollbar_event(fields[section.n.."."..v.n])
if event.type == "CHG" then
local value = v.min + (v.max - v.min) * (event.value / 1000);
if v.type == "log2" then
value = math.pow(2, value);
end
state[v.n] = value;
end
end
end
end
local debug_value = dump_lighting(lighting)
player:hud_change(hud_id, "text", debug_value)
player:set_lighting(lighting)
end)