1
0
mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2025-01-18 12:15:27 +00:00

Improvements and speedups in scanline effect. It has been moved among the preprocessing effects.

This commit is contained in:
Filippo Scognamiglio 2014-03-31 16:57:51 +02:00
parent 9ff1bcb074
commit 120561ff95
4 changed files with 45 additions and 32 deletions

View File

@ -144,10 +144,10 @@ ApplicationWindow {
ColumnLayout{
anchors.fill: parent
CheckBox{
text: "Scanlines"
checked: shadersettings.scanlines
onCheckedChanged: shadersettings.scanlines = checked;
SettingComponent{
name: "Scanlines"
onValueChanged: shadersettings.scanlines = value
_value: shadersettings.scanlines
}
SettingComponent{
name: "Bloom"

View File

@ -34,8 +34,6 @@ ShaderEffect {
property real screen_distorsion: shadersettings.screen_distortion
property real glowing_line_strength: shadersettings.glowing_line_strength
property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
property real brightness_flickering: shadersettings.brightness_flickering
property real horizontal_sincronization: shadersettings.horizontal_sincronization
@ -116,8 +114,6 @@ ShaderEffect {
(horizontal_sincronization !== 0 ? "
varying lowp float horizontal_distortion;" : "") +
(scanlines != 0 ? "uniform highp float scanlines;" : "") +
"
highp float rand(vec2 co)
{
@ -132,13 +128,8 @@ ShaderEffect {
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.5;
return rand(floor(newP) + fract(time / 100.0));
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
}" +
(glowing_line_strength !== 0 ? "
float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
@ -169,22 +160,18 @@ ShaderEffect {
(bloom !== 0 ? "
color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
(scanlines !== 0 ? "
float scanline_alpha = getScanlineIntensity(coords);"
:
"float scanline_alpha = 1.0;") +
(noise_strength !== 0 ? "
color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
(glowing_line_strength !== 0 ? "
color += randomPass(coords) * glowing_line_strength;" : "") +
"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
(brightness_flickering !== 0 ? "
finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
"
gl_FragColor = vec4(finalColor, 1.0);
}"

View File

@ -24,7 +24,7 @@ Item{
property bool fullscreen: false
property real ambient_light: 0.2
property real contrast: 0.9
property real contrast: 0.8
function mix(c1, c2, alpha){
return Qt.rgba(c1.r * alpha + c2.r * (1-alpha),
@ -34,7 +34,7 @@ Item{
}
//Private atttributes might need processing
property color _background_color: "#002200"
property color _background_color: "#000000"
property color _font_color: "#00ff00"
property color font_color: mix(_font_color, _background_color, 0.5 + (contrast * 0.5))
property color background_color: mix(_background_color, _font_color, 0.5 + (contrast * 0.5))
@ -48,7 +48,7 @@ Item{
property real horizontal_sincronization: 0.1
property real brightness_flickering: 0.12
property bool scanlines: false
property real scanlines: 0.0
property string frame_source: frames_list.get(frames_index).source
property int frames_index: 2
@ -204,17 +204,17 @@ Item{
ListElement{
text: "Default"
obj_name: "DEFAULT"
obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":true,"screen_distortion":0.15,"brightness_flickering":0.07}'
obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":0.0,"screen_distortion":0.15,"brightness_flickering":0.07}'
}
ListElement{
text: "Commodore 64"
obj_name: "COMMODORE64"
obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":false,"screen_distortion":0.1,"brightness_flickering":0.03}'
obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":0.0,"screen_distortion":0.1,"brightness_flickering":0.03}'
}
ListElement{
text: "IBM Dos"
obj_name: "IBMDOS"
obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":false,"screen_distortion":0.05,"brightness_flickering":0.00}'
obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":0.0,"screen_distortion":0.05,"brightness_flickering":0.00}'
}
}
}

View File

@ -7,11 +7,22 @@ Item{
id: terminalContainer
property real mBloom: shadersettings.bloom_strength
property real mBlur: shadersettings.motion_blur
property real scanlines: shadersettings.scanlines
property real motionBlurCoefficient: (_minBlurCoefficient)*mBlur + (_maxBlurCoefficient)*(1.0-mBlur)
property real _minBlurCoefficient: 0.015
property real _maxBlurCoefficient: 0.10
anchors.fill: parent
//Force reload of the blursource when settings change
onScanlinesChanged: restartBlurredSource()
onMBloomChanged: restartBlurredSource()
function restartBlurredSource(){
if(!blurredSource) return;
blurredSource.live = true;
livetimer.restart()
}
function loadKTerminal(){
kterminal.active = true;
}
@ -81,24 +92,39 @@ Item{
anchors.fill: parent
property variant source: source
property variant blurredSource: (mBlur !== 0) ? blurredSource : undefined
property size txt_size: Qt.size(width, height)
z: 2
fragmentShader:
"uniform lowp float qt_Opacity;" +
"uniform lowp sampler2D source;" +
"uniform lowp vec2 txt_size;" +
"varying highp vec2 qt_TexCoord0;" +
"float getScanlineIntensity(vec2 coord){
float h = coord.y * txt_size.y * 0.5;
return step(0.5, fract(h));
}" +
(mBlur !== 0 ?
"uniform lowp sampler2D blurredSource;" : "") +
"uniform lowp sampler2D blurredSource;"
: "") +
"void main() {" +
"float color = texture2D(source, qt_TexCoord0).r * 0.8 * 512.0;" +
(mBlur !== 0 ?
"float blurredSourceColor = texture2D(blurredSource, qt_TexCoord0).r * 512.0;" +
"color = mix(blurredSourceColor, color, " + motionBlurCoefficient + ");" : ""
) +
"gl_FragColor = vec4(vec3(floor(color) / 512.0), 1.0);" +
"float color = texture2D(source, qt_TexCoord0).r * 0.8 * 512.0;" +
(mBlur !== 0 ?
"float blurredSourceColor = texture2D(blurredSource, qt_TexCoord0).r * 512.0;" +
"color = mix(blurredSourceColor, color, " + motionBlurCoefficient + ");"
: "") +
(scanlines !== 0 ? "
color = mix(color, 1.0 * color*getScanlineIntensity(qt_TexCoord0), "+scanlines+");"
: "") +
"gl_FragColor = vec4(vec3(floor(color) / 512.0), 1.0);" +
"}"
}
}