mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-31 02:01:19 +00:00
Shader is now dynamic. Modifing settings actually modify the program. This results in a much more optimized gpu code.
This commit is contained in:
parent
10401481e5
commit
234ed58b61
@ -48,4 +48,5 @@ OTHER_FILES += \
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qml/cool-old-term/frames/images/black-frame-normals.png \
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qml/cool-old-term/frames/NoFrame.qml \
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qml/cool-old-term/TerminalWindow.qml \
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qml/cool-old-term/Storage.qml
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qml/cool-old-term/Storage.qml \
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qml/cool-old-term/ShaderManager.qml
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@ -121,27 +121,27 @@ ApplicationWindow {
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SettingComponent{
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name: "Noise"
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onValueChanged: shadersettings.noise_strength = value
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Component.onCompleted: _value = shadersettings.noise_strength
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_value: shadersettings.noise_strength
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}
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SettingComponent{
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name: "Glow"
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onValueChanged: shadersettings.glowing_line_strength = value;
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Component.onCompleted: _value = shadersettings.glowing_line_strength
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_value: shadersettings.glowing_line_strength
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}
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SettingComponent{
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name: "Ambient light"
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onValueChanged: shadersettings.ambient_light = value;
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Component.onCompleted: _value = shadersettings.ambient_light
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_value: shadersettings.ambient_light
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}
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SettingComponent{
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name: "Screen distortion"
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onValueChanged: shadersettings.screen_distortion = value;
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Component.onCompleted: _value = shadersettings.screen_distortion;
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_value: shadersettings.screen_distortion;
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}
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SettingComponent{
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name: "Screen flickering"
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onValueChanged: shadersettings.screen_flickering = value;
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Component.onCompleted: _value = shadersettings.screen_flickering;
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_value: shadersettings.screen_flickering;
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}
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}
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}
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154
qml/cool-old-term/ShaderManager.qml
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154
qml/cool-old-term/ShaderManager.qml
Normal file
@ -0,0 +1,154 @@
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import QtQuick 2.0
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ShaderEffect {
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property color font_color: shadersettings.font_color
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property color background_color: shadersettings.background_color
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property variant source: theSource
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property size txt_Size: Qt.size(terminal.width, terminal.height)
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property real time: 0
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property real noise_strength: shadersettings.noise_strength
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property real screen_distorsion: shadersettings.screen_distortion
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property real glowing_line_strength: shadersettings.glowing_line_strength
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property real brightness: 1.0
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property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
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Behavior on brightness {
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NumberAnimation{
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duration: 250
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onRunningChanged:
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if(!running) shadercontainer.brightness = 1.0;
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}
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}
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Behavior on horizontal_distortion {
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NumberAnimation{
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duration: 150
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onRunningChanged:
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if(!running) shadercontainer.horizontal_distortion = 0.0;
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}
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}
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Loader{
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active: shadersettings.screen_flickering !== 0
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sourceComponent: Timer{
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property real randval
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id: flickertimer
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interval: 500
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onTriggered: {
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randval = Math.random();
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if(randval < shadersettings.screen_flickering){
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shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
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}
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randval = Math.random();
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if(randval < shadersettings.screen_flickering)
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shadercontainer.brightness = Math.random() * 0.5 + 0.5;
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}
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repeat: true
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running: true
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}
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}
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property real deltay: 3 / terminal.height
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property real deltax: 3 / terminal.width
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property real horizontal_distortion: 0.0
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//property real faulty_screen_prob: shadersettings.faulty_screen_prob
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NumberAnimation on time{
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from: -1
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to: 100
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duration: 5000
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loops: Animation.Infinite
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}
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fragmentShader: "
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uniform sampler2D source;
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uniform highp float qt_Opacity;
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uniform highp float time;
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uniform highp vec2 txt_Size;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec4 font_color;
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uniform highp vec4 background_color;
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uniform highp float deltax;
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uniform highp float deltay;" +
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(noise_strength !== 0 ? "uniform highp float noise_strength;" : "") +
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(screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+
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(glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+
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"uniform highp float brightness;" +
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(scanlines != 0 ? "uniform highp float scanlines;" : "") +
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(shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
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"float rand(vec2 co, float time){
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return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
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}
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float stepNoise(vec2 p){
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vec2 newP = p * txt_Size*0.25;
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return rand(floor(newP), time);
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}
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float getScanlineIntensity(vec2 pos){
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return abs(sin(pos.y * txt_Size.y)) * 0.5;
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}" +
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(screen_distorsion !== 0 ?
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"vec2 distortCoordinates(vec2 coords){
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vec2 cc = coords - vec2(0.5);
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float dist = dot(cc, cc) * screen_distorsion ;
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return (coords + cc * (1.0 + dist) * dist);
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}" : "") +
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(glowing_line_strength !== 0 ?
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"float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
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}" : "") +
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"vec4 blurredColor(sampler2D source, vec2 coords){
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vec4 sum = vec4(0.0);
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sum += texture2D(source, coords - vec2(-deltax, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(-deltax, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(-deltax, +deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, +deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, +deltay)) * 0.11;
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return sum;
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}" +
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"void main() {" +
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(screen_distorsion !== 0 ? "vec2 coords = distortCoordinates(qt_TexCoord0);" : "vec2 coords = qt_TexCoord0;") +
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(horizontal_distortion !== 0 ?
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"float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
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coords.x = coords.x + distortion * 0.3 * horizontal_distortion; " : "") +
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"float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;" +
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(scanlines !== 0 ?
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"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") +
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(noise_strength !== 0 ?
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"color += stepNoise(coords) * noise_strength;" : "") +
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(glowing_line_strength !== 0 ?
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"color += randomPass(coords) * glowing_line_strength;" : "") +
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"vec3 finalColor = mix(background_color, font_color, color).rgb;
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finalColor = mix(finalColor, vec3(0.0), scanline_alpha);" +
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(brightness !== 1.0 ?
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"finalColor = finalColor * brightness;" : "") +
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"gl_FragColor = vec4(finalColor, 1.0);
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}"
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}
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@ -6,7 +6,7 @@ Item{
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property string background_color: "#002200"
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property string font_color: "#00ff00"
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property real screen_flickering: 0.07
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property real screen_flickering: 0.05
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property real noise_strength: 0.1
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property real screen_distortion: 0.15
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property real glowing_line_strength: 0.4
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@ -14,13 +14,13 @@ Item{
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property bool scanlines: true
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property string frame_source: frames_list.get(frames_index).source
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property int frames_index: 1
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property int frames_index: 2
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property var frames_list: framelist
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property real font_scaling: 1.0
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property var font: currentfont
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property real fontSize: currentfont.pixelSize * font_scaling
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property int font_index: 2
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property int font_index: 0
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property var fonts_list: fontlist
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property var profiles_list: profileslist
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@ -42,149 +42,11 @@ ApplicationWindow{
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sourceRect: frame.sourceRect
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}
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ShaderEffect {
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ShaderManager{
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id: shadercontainer
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anchors.fill: terminal
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blending: true
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z: 1.9
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property color font_color: shadersettings.font_color
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property color background_color: shadersettings.background_color
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property variant source: theSource
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property size txt_Size: Qt.size(terminal.width, terminal.height)
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property real time: 0
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property real noise_strength: shadersettings.noise_strength
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property real screen_distorsion: shadersettings.screen_distortion
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property real glowing_line_strength: shadersettings.glowing_line_strength
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property real brightness: 1.0
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property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
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Behavior on brightness {
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NumberAnimation{
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duration: 250
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onRunningChanged:
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if(!running) shadercontainer.brightness = 1.0;
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}
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}
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Behavior on horizontal_distortion {
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NumberAnimation{
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duration: 150
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onRunningChanged:
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if(!running) shadercontainer.horizontal_distortion = 0.0;
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}
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}
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Loader{
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active: shadersettings.screen_flickering != 0
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sourceComponent: Timer{
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property real randval
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id: flickertimer
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interval: 500
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onTriggered: {
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randval = Math.random();
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if(randval < shadersettings.screen_flickering){
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shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
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}
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randval = Math.random();
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if(randval < shadersettings.screen_flickering)
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shadercontainer.brightness = Math.random() * 0.5 + 0.5;
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}
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repeat: true
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running: true
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}
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}
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property real deltay: 3 / terminal.height
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property real deltax: 3 / terminal.width
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property real horizontal_distortion: 0.0
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//property real faulty_screen_prob: shadersettings.faulty_screen_prob
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NumberAnimation on time{
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from: -1
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to: 100
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duration: 5000
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loops: Animation.Infinite
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}
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fragmentShader: "
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uniform sampler2D source;
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uniform highp float qt_Opacity;
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uniform highp float time;
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uniform highp vec2 txt_Size;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec4 font_color;
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uniform highp vec4 background_color;
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uniform highp float noise_strength;
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uniform highp float screen_distorsion;
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uniform highp float glowing_line_strength;
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uniform highp float brightness;
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uniform highp float deltax;
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uniform highp float deltay;
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uniform highp float scanlines;
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uniform highp float horizontal_distortion;
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float rand(vec2 co, float time){
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return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
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}
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float stepNoise(vec2 p){
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vec2 newP = p * txt_Size*0.25;
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return rand(floor(newP), time);
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}
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float getScanlineIntensity(vec2 pos){
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return abs(sin(pos.y * txt_Size.y)) * 0.5;
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}
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vec2 distortCoordinates(vec2 coords){
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vec2 cc = coords - vec2(0.5);
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float dist = dot(cc, cc) * screen_distorsion ;
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return (coords + cc * (1.0 + dist) * dist);
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}
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float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
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}
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vec4 blurredColor(sampler2D source, vec2 coords){
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vec4 sum = vec4(0.0);
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sum += texture2D(source, coords - vec2(-deltax, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(-deltax, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(-deltax, +deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, +deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, +deltay)) * 0.11;
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return sum;
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}
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void main() {
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vec2 coords = distortCoordinates(qt_TexCoord0);
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//TODO This formula could be improved
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float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
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coords.x = coords.x + distortion * 0.3 * horizontal_distortion;
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float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
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float scanline_alpha = getScanlineIntensity(coords) * scanlines;
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float noise = stepNoise(coords) * noise_strength;
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float randomPass = randomPass(coords) * glowing_line_strength;
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color += noise + randomPass;
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vec3 finalColor = mix(background_color, font_color, color).rgb;
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finalColor = mix(finalColor, vec3(0.0), scanline_alpha);
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gl_FragColor = vec4(finalColor * brightness, 1.0);
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}"
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}
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Loader{
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