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mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2024-10-05 18:40:49 +01:00

Revert "Add subpixels rasterization and improve existing ones."

Use something similar to what we had before, avoiding heavy texture
fetches."

This reverts commit 293b05fec6.
This commit is contained in:
Filippo Scognamiglio 2018-11-13 21:57:50 +01:00
parent 9df470acfc
commit 4e123d747a
4 changed files with 72 additions and 66 deletions

View File

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

View File

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

View File

@ -27,7 +27,6 @@ ShaderEffect {
property ShaderEffectSource source
property BurnInEffect burnInEffect
property ShaderEffectSource bloomSource
property ShaderEffectSource rasterizationSource
property color fontColor: appSettings.fontColor
property color backgroundColor: appSettings.backgroundColor
@ -66,6 +65,10 @@ ShaderEffect {
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
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 dispY
property size virtual_resolution
@ -170,12 +173,10 @@ ShaderEffect {
uniform lowp float screen_brightness;
uniform highp vec2 virtual_resolution;
uniform highp vec2 rasterizationSmooth;
uniform highp float dispX;
uniform highp float dispY;" +
(rasterization != appSettings.no_rasterization ?
"uniform lowp sampler2D rasterizationSource;" : "") +
(bloom !== 0 ? "
uniform highp sampler2D bloomSource;
uniform lowp float bloom;" : "") +
@ -219,7 +220,24 @@ ShaderEffect {
return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
}" : "") +
"float min2(vec2 v) {
"highp float getScanlineIntensity(vec2 coords) {
highp float result = 1.0;" +
(appSettings.rasterization != appSettings.no_rasterization ?
"float val = 0.0;
val += smoothstep(0.0, 0.5, fract(coords.y * virtual_resolution.y));
val -= smoothstep(0.5, 1.0, fract(coords.y * virtual_resolution.y));
result *= mix(val, 1.0, rasterizationSmooth.y);" : "") +
(appSettings.rasterization == appSettings.pixel_rasterization ?
"val = 0.0;
val += smoothstep(0.0, 0.5, fract(coords.x * virtual_resolution.x));
val -= smoothstep(0.5, 1.0, fract(coords.x * virtual_resolution.x));
result *= mix(val, 1.0, rasterizationSmooth.x);" : "") + "
return result;
}
float min2(vec2 v) {
return min(v.x, v.y);
}
@ -310,10 +328,7 @@ ShaderEffect {
:
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
(rasterization != appSettings.no_rasterization ? "
finalColor *= 2.0;
finalColor *= texture2D(rasterizationSource, staticCoords * (virtual_resolution)).rgb;
" : "") +
"finalColor *= getScanlineIntensity(coords);" +
(bloom !== 0 ?
"vec4 bloomFullColor = texture2D(bloomSource, coords);

View File

@ -74,70 +74,64 @@ ShaderTerminal {
bloomSource: bloomSourceLoader.item
Loader {
id: rasterizationEffectLoader
active: appSettings.rasterization != appSettings.no_rasterization
asynchronous: true
sourceComponent: ShaderEffect {
id: rasterizationEffect
width: 16
height: 16
// This shader might be useful in the future. Since we used it only for a couple
// of calculations is probably best to move those in the main shader. If in the future
// we need to store another fullScreen channel this might be handy.
blending: false
// ShaderEffect {
// 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
fragmentShader:
"uniform lowp float qt_Opacity;" +
// blending: false
"varying highp vec2 qt_TexCoord0;
// fragmentShader:
// "uniform lowp float qt_Opacity;" +
highp float getScanlineIntensity(vec2 coords) {
highp float result = 1.0;" +
// "varying highp vec2 qt_TexCoord0;
// uniform highp vec2 virtual_resolution;
// uniform highp float dispX;
// uniform highp float dispY;
// uniform mediump float outColor;
(appSettings.rasterization == appSettings.scanline_rasterization ?
"result *= (smoothstep(0.0, 0.5, coords.y) - smoothstep(0.5, 1.0, coords.y));" : "") +
// highp float getScanlineIntensity(vec2 coords) {
// highp float result = 1.0;" +
(appSettings.rasterization == appSettings.pixel_rasterization ?
"result *= (smoothstep(0.0, 0.25, coords.y) - smoothstep(0.75, 1.0, coords.y));
result *= (smoothstep(0.0, 0.25, coords.x) - smoothstep(0.75, 1.0, coords.x));" : "") +
// (appSettings.rasterization != appSettings.no_rasterization ?
// "result *= abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));" : "") +
// (appSettings.rasterization == appSettings.pixel_rasterization ?
// "result *= abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));" : "") + "
(appSettings.rasterization == appSettings.subpixel_rasterization ?
"result *= (smoothstep(0.0, 0.25, coords.y) - smoothstep(0.75, 1.0, coords.y));" : "") + "
// return result;
// }" +
return result;
}" +
// "void main() {" +
// "highp float color = getScanlineIntensity(qt_TexCoord0);" +
"void main() {" +
// "float distance = length(vec2(0.5) - qt_TexCoord0);" +
// "color = mix(color, 0.0, 1.2 * distance * distance);" +
(appSettings.rasterization == appSettings.subpixel_rasterization ?
"highp vec3 color = vec3(0.0);
color += vec3(1.0, 0.25, 0.25) * (step(0.0, qt_TexCoord0.x) - step(1.0/3.0, qt_TexCoord0.x));
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);" ) +
// "color *= outColor + smoothstep(0.00, dispX, qt_TexCoord0.x) * (1.0 - outColor);" +
// "color *= outColor + smoothstep(0.00, dispY, qt_TexCoord0.y) * (1.0 - outColor);" +
// "color *= outColor + (1.0 - smoothstep(1.00 - dispX, 1.00, qt_TexCoord0.x)) * (1.0 - outColor);" +
// "color *= outColor + (1.0 - smoothstep(1.00 - dispY, 1.00, qt_TexCoord0.y)) * (1.0 - outColor);" +
"color *= getScanlineIntensity(qt_TexCoord0);
gl_FragColor = vec4(color, 1.0);" +
"}"
// "gl_FragColor.a = color;" +
// "}"
onStatusChanged: if (log) console.log(log) //Print warning messages
}
}
Loader {
id: rasterizationSourceLoader
active: appSettings.rasterization != appSettings.no_rasterization
asynchronous: true
sourceComponent: ShaderEffectSource {
sourceItem: rasterizationEffectLoader.item
hideSource: true
smooth: true
wrapMode: ShaderEffectSource.Repeat
visible: false
mipmap: true
}
}
rasterizationSource: rasterizationSourceLoader.item
// onStatusChanged: if (log) console.log(log) //Print warning messages
// }
// rasterizationSource: ShaderEffectSource{
// id: rasterizationEffectSource
// sourceItem: rasterizationEffect
// hideSource: true
// smooth: true
// wrapMode: ShaderEffectSource.ClampToEdge
// visible: false
// }
}