minetest/builtin/mainmenu/settings/shader_component.lua

164 lines
5.4 KiB
Lua

--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,
}