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mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2025-01-18 20:20:45 +00:00

Add subpixels rasterization and improve existing ones.

This commit is contained in:
Filippo Scognamiglio 2018-11-05 00:16:52 +01:00
parent 37ba495354
commit 293b05fec6
4 changed files with 65 additions and 70 deletions

View File

@ -89,6 +89,7 @@ QtObject{
readonly property int no_rasterization: 0 readonly property int no_rasterization: 0
readonly property int scanline_rasterization: 1 readonly property int scanline_rasterization: 1
readonly property int pixel_rasterization: 2 readonly property int pixel_rasterization: 2
readonly property int subpixel_rasterization: 3
property int rasterization: no_rasterization property int rasterization: no_rasterization
@ -113,6 +114,8 @@ QtObject{
State { when: rasterization == scanline_rasterization State { when: rasterization == scanline_rasterization
PropertyChanges {target: fontManager; source: "FontScanlines.qml" } }, PropertyChanges {target: fontManager; source: "FontScanlines.qml" } },
State { when: rasterization == pixel_rasterization; State { when: rasterization == pixel_rasterization;
PropertyChanges {target: fontManager; source: "FontPixels.qml" } },
State { when: rasterization == subpixel_rasterization;
PropertyChanges {target: fontManager; source: "FontPixels.qml" } } PropertyChanges {target: fontManager; source: "FontPixels.qml" } }
] ]

View File

@ -33,7 +33,7 @@ Tab{
id: rasterizationBox id: rasterizationBox
property string selectedElement: model[currentIndex] property string selectedElement: model[currentIndex]
anchors.fill: parent anchors.fill: parent
model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels")] model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels"), qsTr("Subpixels")]
currentIndex: appSettings.rasterization currentIndex: appSettings.rasterization
onCurrentIndexChanged: { onCurrentIndexChanged: {
appSettings.rasterization = currentIndex appSettings.rasterization = currentIndex

View File

@ -27,6 +27,7 @@ ShaderEffect {
property ShaderEffectSource source property ShaderEffectSource source
property ShaderEffectSource blurredSource property ShaderEffectSource blurredSource
property ShaderEffectSource bloomSource property ShaderEffectSource bloomSource
property ShaderEffectSource rasterizationSource
property color fontColor: appSettings.fontColor property color fontColor: appSettings.fontColor
property color backgroundColor: appSettings.backgroundColor property color backgroundColor: appSettings.backgroundColor
@ -58,12 +59,6 @@ ShaderEffect {
property real screen_brightness: appSettings.brightness * 1.5 + 0.5 property real screen_brightness: appSettings.brightness * 1.5 + 0.5
// This is the average value of the abs(sin) function. Needed to avoid aliasing.
readonly property real absSinAvg: 0.63661828335466886
property size rasterizationSmooth: Qt.size(
Utils.clamp(2.0 * virtual_resolution.width / (width * devicePixelRatio), 0.0, 1.0),
Utils.clamp(2.0 * virtual_resolution.height / (height * devicePixelRatio), 0.0, 1.0))
property real dispX property real dispX
property real dispY property real dispY
property size virtual_resolution property size virtual_resolution
@ -165,10 +160,12 @@ ShaderEffect {
uniform lowp float screen_brightness; uniform lowp float screen_brightness;
uniform highp vec2 virtual_resolution; uniform highp vec2 virtual_resolution;
uniform highp vec2 rasterizationSmooth;
uniform highp float dispX; uniform highp float dispX;
uniform highp float dispY;" + uniform highp float dispY;" +
(appSettings.rasterization != appSettings.no_rasterization ?
"uniform lowp sampler2D rasterizationSource;" : "") +
(bloom !== 0 ? " (bloom !== 0 ? "
uniform highp sampler2D bloomSource; uniform highp sampler2D bloomSource;
uniform lowp float bloom;" : "") + uniform lowp float bloom;" : "") +
@ -207,20 +204,7 @@ ShaderEffect {
return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015))); return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
}" : "") + }" : "") +
"highp float getScanlineIntensity(vec2 coords) { "float min2(vec2 v) {
highp float result = 1.0;" +
(appSettings.rasterization != appSettings.no_rasterization ?
"float val = abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));
result *= mix(val, " + absSinAvg + ", rasterizationSmooth.y);" : "") +
(appSettings.rasterization == appSettings.pixel_rasterization ?
"val = abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));
result *= mix(val, " + absSinAvg + ", rasterizationSmooth.x);" : "") + "
return result;
}
float min2(vec2 v) {
return min(v.x, v.y); return min(v.x, v.y);
} }
@ -310,7 +294,9 @@ ShaderEffect {
: :
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") + "vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
"finalColor *= getScanlineIntensity(coords);" + (appSettings.rasterization != appSettings.no_rasterization ? "
finalColor *= texture2D(rasterizationSource, staticCoords * (virtual_resolution)).rgb;
" : "") +
(bloom !== 0 ? (bloom !== 0 ?
"vec4 bloomFullColor = texture2D(bloomSource, coords); "vec4 bloomFullColor = texture2D(bloomSource, coords);

View File

@ -69,64 +69,70 @@ ShaderTerminal{
bloomSource: bloomSourceLoader.item bloomSource: bloomSourceLoader.item
// This shader might be useful in the future. Since we used it only for a couple Loader {
// of calculations is probably best to move those in the main shader. If in the future id: rasterizationEffectLoader
// we need to store another fullScreen channel this might be handy. active: appSettings.rasterization != appSettings.no_rasterization
asynchronous: true
sourceComponent: ShaderEffect {
id: rasterizationEffect
width: 16
height: 16
// ShaderEffect { blending: false
// id: rasterizationEffect
// width: parent.width
// height: parent.height
// property real outColor: 0.0
// property real dispX: (5 / width) * appSettings.windowScaling
// property real dispY: (5 / height) * appSettings.windowScaling
// property size virtual_resolution: terminal.virtualResolution
// blending: false fragmentShader:
"uniform lowp float qt_Opacity;" +
// fragmentShader: "varying highp vec2 qt_TexCoord0;
// "uniform lowp float qt_Opacity;" +
// "varying highp vec2 qt_TexCoord0; highp float getScanlineIntensity(vec2 coords) {
// uniform highp vec2 virtual_resolution; highp float result = 1.0;" +
// uniform highp float dispX;
// uniform highp float dispY;
// uniform mediump float outColor;
// highp float getScanlineIntensity(vec2 coords) { (appSettings.rasterization == appSettings.scanline_rasterization ?
// highp float result = 1.0;" + "result *= (smoothstep(0.0, 0.5, coords.y) - smoothstep(0.5, 1.0, coords.y));" : "") +
// (appSettings.rasterization != appSettings.no_rasterization ? (appSettings.rasterization == appSettings.pixel_rasterization ?
// "result *= abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));" : "") + "result *= (smoothstep(0.0, 0.25, coords.y) - smoothstep(0.75, 1.0, coords.y));
// (appSettings.rasterization == appSettings.pixel_rasterization ? result *= (smoothstep(0.0, 0.25, coords.x) - smoothstep(0.75, 1.0, coords.x));" : "") +
// "result *= abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));" : "") + "
// return result; (appSettings.rasterization == appSettings.subpixel_rasterization ?
// }" + "result *= (smoothstep(0.0, 0.25, coords.y) - smoothstep(0.75, 1.0, coords.y));" : "") + "
// "void main() {" + return result;
// "highp float color = getScanlineIntensity(qt_TexCoord0);" + }" +
// "float distance = length(vec2(0.5) - qt_TexCoord0);" + "void main() {" +
// "color = mix(color, 0.0, 1.2 * distance * distance);" +
// "color *= outColor + smoothstep(0.00, dispX, qt_TexCoord0.x) * (1.0 - outColor);" + (appSettings.rasterization == appSettings.subpixel_rasterization ?
// "color *= outColor + smoothstep(0.00, dispY, qt_TexCoord0.y) * (1.0 - outColor);" + "highp vec3 color = vec3(0.0);
// "color *= outColor + (1.0 - smoothstep(1.00 - dispX, 1.00, qt_TexCoord0.x)) * (1.0 - outColor);" + color += vec3(1.0, 0.25, 0.25) * (step(0.0, qt_TexCoord0.x) - step(1.0/3.0, qt_TexCoord0.x));
// "color *= outColor + (1.0 - smoothstep(1.00 - dispY, 1.00, qt_TexCoord0.y)) * (1.0 - outColor);" + color += vec3(0.25, 1.0, 0.25) * (step(1.0/3.0, qt_TexCoord0.x) - step(2.0/3.0, qt_TexCoord0.x));
color += vec3(0.25, 0.25, 1.0) * (step(2.0/3.0, qt_TexCoord0.x) - step(3.0/3.0, qt_TexCoord0.x));"
:
"highp vec3 color = vec3(1.0);" ) +
// "gl_FragColor.a = color;" + "color *= getScanlineIntensity(qt_TexCoord0);
// "}" gl_FragColor = vec4(color, 1.0);" +
"}"
// onStatusChanged: if (log) console.log(log) //Print warning messages onStatusChanged: if (log) console.log(log) //Print warning messages
// } }
}
// rasterizationSource: ShaderEffectSource{ Loader {
// id: rasterizationEffectSource id: rasterizationSourceLoader
// sourceItem: rasterizationEffect active: appSettings.rasterization != appSettings.no_rasterization
// hideSource: true asynchronous: true
// smooth: true
// wrapMode: ShaderEffectSource.ClampToEdge sourceComponent: ShaderEffectSource {
// visible: false sourceItem: rasterizationEffectLoader.item
// } hideSource: true
smooth: true
wrapMode: ShaderEffectSource.Repeat
visible: false
mipmap: true
}
}
rasterizationSource: rasterizationSourceLoader.item
} }