2024-12-27 11:00:47 -03:00

136 lines
3.8 KiB
Lua

local BASE_SHADOW_INTENSITY = tonumber(minetest.settings:get("lighting_monoids.base_shadow_intensity") or 0.33)
local MODPATH = minetest.get_modpath(minetest.get_current_modname())
local monoid_definition = {
shadows = {
intensity = "multiply",
},
tint = {
r = "max_255",
g = "max_255",
b = "max_255"
},
saturation = "multiply",
exposure = {
luminance_min = "add",
luminance_max = "add",
exposure_correction = "add",
speed_dark_bright = "multiply",
speed_bright_dark = "multiply",
center_weight_power = "multiply"
},
volumetric_light = {
strength = "max_1"
},
bloom = { intensity = "max_002" }
}
-- neutral values
local lighting_defaults = {
shadows = {
intensity = 1,
},
tint = {
r = 0,
g = 0,
b = 0
},
saturation = 1,
exposure = {
luminance_min = -3,
luminance_max = -3,
speed_dark_bright = 1000,
speed_bright_dark = 1000,
},
volumetric_light = {
strength = 0
},
bloom = { intensity = 0.05 },
}
local methods = {}
function methods.add(a, b)
return a + b
end
function methods.multiply(a, b)
return a * b
end
function methods.max_1(a, b)
return math.min(math.max(math.max(a, b), 0), 1)
end
function methods.max_255(a, b)
return math.min(math.max(math.max(a, b), 0), 255)
end
function methods.max_002(a, b)
return math.min(math.max(math.max(a, b), 0), 0.02)
end
-- combine tables using specified methods
local function combine(definition, tabA, tabB)
-- at least one table has undefined value
if tabA ~= nil and tabB == nil then return tabA end
if tabB ~= nil and tabA == nil then return tabB end
if tabA == nil and tabB == nil then return nil end
-- both tables define value
if type(definition) == "table" then
-- not reached leaf node yet
local combined = {}
for property, subdefinition in pairs(definition) do
combined[property] = combine(subdefinition, tabA[property], tabB[property])
end
return combined
else
-- combine values
return methods[definition](tabA, tabB)
end
end
lighting_monoid = player_monoids.make_monoid({
identity = {},
combine = function(a, b)
return combine(monoid_definition, a, b)
end,
fold = function(values)
local total = {}
for _, val in pairs(values) do
total = combine(monoid_definition, total, val)
end
return total
end,
apply = function(value, player)
if player.set_lighting ~= nil then
-- incorporate default offsets
value = combine(monoid_definition, lighting_defaults, value)
-- restrict shadow intensity to valid range
if value ~= nil and value.shadows ~= nil and value.shadows.intensity ~= nil then
value.shadows.intensity = math.max(math.min(value.shadows.intensity, 1), 0)
value.bloom.intensity = math.max(math.min(value.bloom.intensity, 0.1), 0)
end
player:set_lighting(value)
end
end
})
if minetest.get_modpath("weather") and minetest.settings:get_bool("enable_weather") ~= false then
dofile(MODPATH .. DIR_DELIM .. "compatibility" .. DIR_DELIM .. "weather.lua")
end
if minetest.get_modpath("enable_shadows") then
dofile(MODPATH .. DIR_DELIM .. "compatibility" .. DIR_DELIM .. "enable_shadows.lua")
else
-- set base shadow
minetest.register_on_joinplayer(function(player)
local lighting = { shadows = { intensity = BASE_SHADOW_INTENSITY },
bloom = { intensity = 0.01 },
volumetric_light = { strength = 0.2 }
}
lighting_monoid:add_change(player, lighting, "lighting_monoid:base_shadow")
end)
end