mirror of
https://github.com/minetest/minetest.git
synced 2024-11-04 23:03:46 +01:00
42e1a12714
Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
429 lines
14 KiB
Lua
429 lines
14 KiB
Lua
--Minetest
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--Copyright (C) 2013 sapier
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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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--------------------------------------------------------------------------------
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local labels = {
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leaves = {
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fgettext("Opaque Leaves"),
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fgettext("Simple Leaves"),
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fgettext("Fancy Leaves")
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},
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node_highlighting = {
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fgettext("Node Outlining"),
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fgettext("Node Highlighting"),
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fgettext("None")
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},
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filters = {
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fgettext("No Filter"),
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fgettext("Bilinear Filter"),
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fgettext("Trilinear Filter")
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},
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mipmap = {
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fgettext("No Mipmap"),
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fgettext("Mipmap"),
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fgettext("Mipmap + Aniso. Filter")
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},
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antialiasing = {
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fgettext("None"),
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fgettext("2x"),
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fgettext("4x"),
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fgettext("8x")
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}
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}
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local dd_options = {
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leaves = {
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table.concat(labels.leaves, ","),
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{"opaque", "simple", "fancy"}
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},
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node_highlighting = {
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table.concat(labels.node_highlighting, ","),
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{"box", "halo", "none"}
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},
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filters = {
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table.concat(labels.filters, ","),
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{"", "bilinear_filter", "trilinear_filter"}
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},
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mipmap = {
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table.concat(labels.mipmap, ","),
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{"", "mip_map", "anisotropic_filter"}
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},
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antialiasing = {
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table.concat(labels.antialiasing, ","),
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{"0", "2", "4", "8"}
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}
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}
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local getSettingIndex = {
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Leaves = function()
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local style = core.settings:get("leaves_style")
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for idx, name in pairs(dd_options.leaves[2]) do
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if style == name then return idx end
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end
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return 1
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end,
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NodeHighlighting = function()
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local style = core.settings:get("node_highlighting")
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for idx, name in pairs(dd_options.node_highlighting[2]) do
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if style == name then return idx end
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end
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return 1
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end,
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Filter = function()
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if core.settings:get(dd_options.filters[2][3]) == "true" then
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return 3
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elseif core.settings:get(dd_options.filters[2][3]) == "false" and
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core.settings:get(dd_options.filters[2][2]) == "true" then
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return 2
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end
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return 1
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end,
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Mipmap = function()
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if core.settings:get(dd_options.mipmap[2][3]) == "true" then
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return 3
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elseif core.settings:get(dd_options.mipmap[2][3]) == "false" and
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core.settings:get(dd_options.mipmap[2][2]) == "true" then
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return 2
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end
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return 1
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end,
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Antialiasing = function()
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local antialiasing_setting = core.settings:get("fsaa")
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for i = 1, #dd_options.antialiasing[2] do
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if antialiasing_setting == dd_options.antialiasing[2][i] then
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return i
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end
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end
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return 1
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end
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}
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local function antialiasing_fname_to_name(fname)
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for i = 1, #labels.antialiasing do
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if fname == labels.antialiasing[i] then
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return dd_options.antialiasing[2][i]
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end
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end
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return 0
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end
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local function dlg_confirm_reset_formspec(data)
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return "size[8,3]" ..
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"label[1,1;" .. fgettext("Are you sure to reset your singleplayer world?") .. "]" ..
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"button[1,2;2.6,0.5;dlg_reset_singleplayer_confirm;" .. fgettext("Yes") .. "]" ..
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"button[4,2;2.8,0.5;dlg_reset_singleplayer_cancel;" .. fgettext("No") .. "]"
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end
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local function dlg_confirm_reset_btnhandler(this, fields, dialogdata)
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if fields["dlg_reset_singleplayer_confirm"] ~= nil then
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local worldlist = core.get_worlds()
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local found_singleplayerworld = false
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for i = 1, #worldlist do
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if worldlist[i].name == "singleplayerworld" then
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found_singleplayerworld = true
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gamedata.worldindex = i
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end
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end
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if found_singleplayerworld then
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core.delete_world(gamedata.worldindex)
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end
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core.create_world("singleplayerworld", 1)
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worldlist = core.get_worlds()
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found_singleplayerworld = false
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for i = 1, #worldlist do
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if worldlist[i].name == "singleplayerworld" then
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found_singleplayerworld = true
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gamedata.worldindex = i
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end
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end
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end
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this.parent:show()
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this:hide()
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this:delete()
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return true
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end
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local function showconfirm_reset(tabview)
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local new_dlg = dialog_create("reset_spworld",
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dlg_confirm_reset_formspec,
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dlg_confirm_reset_btnhandler,
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nil)
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new_dlg:set_parent(tabview)
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tabview:hide()
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new_dlg:show()
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end
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local function formspec(tabview, name, tabdata)
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local tab_string =
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"box[0,0;3.75,4.5;#999999]" ..
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"checkbox[0.25,0;cb_smooth_lighting;" .. fgettext("Smooth Lighting") .. ";"
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.. dump(core.settings:get_bool("smooth_lighting")) .. "]" ..
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"checkbox[0.25,0.5;cb_particles;" .. fgettext("Particles") .. ";"
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.. dump(core.settings:get_bool("enable_particles")) .. "]" ..
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"checkbox[0.25,1;cb_3d_clouds;" .. fgettext("3D Clouds") .. ";"
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.. dump(core.settings:get_bool("enable_3d_clouds")) .. "]" ..
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"checkbox[0.25,1.5;cb_opaque_water;" .. fgettext("Opaque Water") .. ";"
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.. dump(core.settings:get_bool("opaque_water")) .. "]" ..
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"checkbox[0.25,2.0;cb_connected_glass;" .. fgettext("Connected Glass") .. ";"
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.. dump(core.settings:get_bool("connected_glass")) .. "]" ..
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"dropdown[0.25,2.8;3.5;dd_node_highlighting;" .. dd_options.node_highlighting[1] .. ";"
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.. getSettingIndex.NodeHighlighting() .. "]" ..
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"dropdown[0.25,3.6;3.5;dd_leaves_style;" .. dd_options.leaves[1] .. ";"
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.. getSettingIndex.Leaves() .. "]" ..
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"box[4,0;3.75,4.5;#999999]" ..
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"label[4.25,0.1;" .. fgettext("Texturing:") .. "]" ..
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"dropdown[4.25,0.55;3.5;dd_filters;" .. dd_options.filters[1] .. ";"
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.. getSettingIndex.Filter() .. "]" ..
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"dropdown[4.25,1.35;3.5;dd_mipmap;" .. dd_options.mipmap[1] .. ";"
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.. getSettingIndex.Mipmap() .. "]" ..
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"label[4.25,2.15;" .. fgettext("Antialiasing:") .. "]" ..
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"dropdown[4.25,2.6;3.5;dd_antialiasing;" .. dd_options.antialiasing[1] .. ";"
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.. getSettingIndex.Antialiasing() .. "]" ..
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"label[4.25,3.45;" .. fgettext("Screen:") .. "]" ..
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"checkbox[4.25,3.6;cb_autosave_screensize;" .. fgettext("Autosave Screen Size") .. ";"
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.. dump(core.settings:get_bool("autosave_screensize")) .. "]" ..
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"box[8,0;3.75,4.5;#999999]"
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local video_driver = core.settings:get("video_driver")
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local shaders_supported = video_driver == "opengl"
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local shaders_enabled = false
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if shaders_supported then
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shaders_enabled = core.settings:get_bool("enable_shaders")
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tab_string = tab_string ..
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"checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";"
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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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tab_string = tab_string ..
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"label[8.38,0.2;" .. core.colorize("#888888",
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fgettext("Shaders (unavailable)")) .. "]"
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end
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if core.settings:get("main_menu_style") == "simple" then
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-- 'Reset singleplayer world' only functions with simple menu
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tab_string = tab_string ..
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"button[8,4.75;3.95,1;btn_reset_singleplayer;"
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.. fgettext("Reset singleplayer world") .. "]"
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else
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tab_string = tab_string ..
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"button[8,4.75;3.95,1;btn_change_keys;"
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.. fgettext("Change Keys") .. "]"
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end
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tab_string = tab_string ..
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"button[0,4.75;3.95,1;btn_advanced_settings;"
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.. fgettext("All Settings") .. "]"
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if core.settings:get("touchscreen_threshold") ~= nil then
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tab_string = tab_string ..
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"label[4.3,4.2;" .. fgettext("Touchthreshold: (px)") .. "]" ..
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"dropdown[4.25,4.65;3.5;dd_touchthreshold;0,10,20,30,40,50;" ..
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((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) ..
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"]box[4.0,4.5;3.75,1.0;#999999]"
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end
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if shaders_enabled then
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tab_string = tab_string ..
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"checkbox[8.25,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";"
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.. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" ..
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"checkbox[8.25,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
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.. dump(core.settings:get_bool("tone_mapping")) .. "]" ..
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"checkbox[8.25,1.5;cb_generate_normalmaps;" .. fgettext("Generate Normal Maps") .. ";"
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.. dump(core.settings:get_bool("generate_normalmaps")) .. "]" ..
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"checkbox[8.25,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
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.. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" ..
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"checkbox[8.25,2.5;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
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.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
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"checkbox[8.25,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
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.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
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"checkbox[8.25,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
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.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
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else
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tab_string = tab_string ..
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"label[8.38,0.7;" .. core.colorize("#888888",
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fgettext("Bump Mapping")) .. "]" ..
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"label[8.38,1.2;" .. core.colorize("#888888",
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fgettext("Tone Mapping")) .. "]" ..
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"label[8.38,1.7;" .. core.colorize("#888888",
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fgettext("Generate Normal Maps")) .. "]" ..
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"label[8.38,2.2;" .. core.colorize("#888888",
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fgettext("Parallax Occlusion")) .. "]" ..
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"label[8.38,2.7;" .. core.colorize("#888888",
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fgettext("Waving Liquids")) .. "]" ..
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"label[8.38,3.2;" .. core.colorize("#888888",
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fgettext("Waving Leaves")) .. "]" ..
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"label[8.38,3.7;" .. core.colorize("#888888",
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fgettext("Waving Plants")) .. "]"
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end
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return tab_string
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end
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--------------------------------------------------------------------------------
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local function handle_settings_buttons(this, fields, tabname, tabdata)
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if fields["btn_advanced_settings"] ~= nil then
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local adv_settings_dlg = create_adv_settings_dlg()
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adv_settings_dlg:set_parent(this)
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this:hide()
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adv_settings_dlg:show()
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--mm_texture.update("singleplayer", current_game())
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return true
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end
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if fields["cb_smooth_lighting"] then
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core.settings:set("smooth_lighting", fields["cb_smooth_lighting"])
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return true
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end
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if fields["cb_particles"] then
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core.settings:set("enable_particles", fields["cb_particles"])
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return true
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end
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if fields["cb_3d_clouds"] then
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core.settings:set("enable_3d_clouds", fields["cb_3d_clouds"])
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return true
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end
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if fields["cb_opaque_water"] then
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core.settings:set("opaque_water", fields["cb_opaque_water"])
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return true
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end
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if fields["cb_connected_glass"] then
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core.settings:set("connected_glass", fields["cb_connected_glass"])
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return true
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end
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if fields["cb_autosave_screensize"] then
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core.settings:set("autosave_screensize", fields["cb_autosave_screensize"])
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return true
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end
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if fields["cb_shaders"] then
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if (core.settings:get("video_driver") == "direct3d8" or
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core.settings:get("video_driver") == "direct3d9") then
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core.settings:set("enable_shaders", "false")
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gamedata.errormessage = fgettext("To enable shaders the OpenGL driver needs to be used.")
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else
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core.settings:set("enable_shaders", fields["cb_shaders"])
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end
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return true
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end
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if fields["cb_bumpmapping"] then
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core.settings:set("enable_bumpmapping", fields["cb_bumpmapping"])
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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_generate_normalmaps"] then
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core.settings:set("generate_normalmaps", fields["cb_generate_normalmaps"])
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return true
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end
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if fields["cb_parallax"] then
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core.settings:set("enable_parallax_occlusion", fields["cb_parallax"])
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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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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["btn_change_keys"] then
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core.show_keys_menu()
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return true
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end
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if fields["cb_touchscreen_target"] then
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core.settings:set("touchtarget", fields["cb_touchscreen_target"])
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return true
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end
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if fields["btn_reset_singleplayer"] then
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showconfirm_reset(this)
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return true
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end
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--Note dropdowns have to be handled LAST!
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local ddhandled = false
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for i = 1, #labels.leaves do
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if fields["dd_leaves_style"] == labels.leaves[i] then
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core.settings:set("leaves_style", dd_options.leaves[2][i])
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ddhandled = true
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end
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end
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for i = 1, #labels.node_highlighting do
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if fields["dd_node_highlighting"] == labels.node_highlighting[i] then
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core.settings:set("node_highlighting", dd_options.node_highlighting[2][i])
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ddhandled = true
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end
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end
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if fields["dd_filters"] == labels.filters[1] then
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core.settings:set("bilinear_filter", "false")
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core.settings:set("trilinear_filter", "false")
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ddhandled = true
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elseif fields["dd_filters"] == labels.filters[2] then
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core.settings:set("bilinear_filter", "true")
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core.settings:set("trilinear_filter", "false")
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ddhandled = true
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elseif fields["dd_filters"] == labels.filters[3] then
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core.settings:set("bilinear_filter", "false")
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core.settings:set("trilinear_filter", "true")
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ddhandled = true
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end
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if fields["dd_mipmap"] == labels.mipmap[1] then
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core.settings:set("mip_map", "false")
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core.settings:set("anisotropic_filter", "false")
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ddhandled = true
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elseif fields["dd_mipmap"] == labels.mipmap[2] then
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core.settings:set("mip_map", "true")
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core.settings:set("anisotropic_filter", "false")
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ddhandled = true
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elseif fields["dd_mipmap"] == labels.mipmap[3] then
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core.settings:set("mip_map", "true")
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core.settings:set("anisotropic_filter", "true")
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ddhandled = true
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end
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if fields["dd_antialiasing"] then
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core.settings:set("fsaa",
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antialiasing_fname_to_name(fields["dd_antialiasing"]))
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ddhandled = true
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end
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if fields["dd_touchthreshold"] then
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core.settings:set("touchscreen_threshold", fields["dd_touchthreshold"])
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ddhandled = true
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end
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return ddhandled
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end
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return {
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name = "settings",
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caption = fgettext("Settings"),
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cbf_formspec = formspec,
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cbf_button_handler = handle_settings_buttons
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}
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