-- Luanti -- Copyright (C) 2021-2 x2048 -- Copyright (C) 2022-3 rubenwardy -- SPDX-License-Identifier: LGPL-2.1-or-later 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 = { opengl = true, }, context = "client", 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, }