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

Much better rendering of frame. Minor clenups. Little bit of eyecandy.

This commit is contained in:
Filippo Scognamiglio 2013-12-25 02:32:12 +01:00
parent 1d8000a7f8
commit 75a73011fb

View File

@ -59,25 +59,23 @@ ApplicationWindow{
visible: true
Item{
id: maincontainer
anchors.fill: parent
anchors.topMargin: 30 //Fix the constant
anchors.top: menuBar.bottom
clip: true
ShaderSettings{
id: shadersettings
}
ShaderEffectSource{
property double offset_top: 0.03
property double offset_bottom: 0.04
id: theSource
sourceItem: terminal
sourceRect: Qt.rect(-offset_top * terminal.width, -offset_top * terminal.height, terminal.width + offset_bottom * terminal.width, terminal.height + offset_bottom * terminal.height)
sourceRect: Qt.rect(-65, -75, terminal.width + 130, terminal.height + 150)
}
ShaderEffect {
id: shadercontainer
width: parent.width
height: parent.height
anchors.centerIn: parent
anchors.fill: terminal
blending: true
z: 2
property color font_color: shadersettings.font_color
@ -91,15 +89,21 @@ ApplicationWindow{
property real glowing_line_strength: shadersettings.glowing_line_strength
property real brightness: 1.0
property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
NumberAnimation on brightness{
property real randval: 0
to: 1.0
duration: 300
onStopped: {to = 1 - Math.random() * shadersettings.brightness_flickering; start();}
running: true
onStopped: {
to = 1 - Math.random() * shadersettings.brightness_flickering;
start();
}
running: false
}
property real deltay: 1.0 / terminal.height
property real deltax: 1.0 / terminal.width
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
//property real faulty_screen_prob: shadersettings.faulty_screen_prob
NumberAnimation on time{
@ -128,6 +132,8 @@ ApplicationWindow{
uniform highp float deltax;
uniform highp float deltay;
uniform highp float scanlines;
float rand(vec2 co, float time){
return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
}
@ -138,12 +144,12 @@ ApplicationWindow{
}
float getScanlineIntensity(vec2 pos){
return 0.5 + abs(sin(pos.y * txt_Size.y)) * 0.5;
return abs(sin(pos.y * txt_Size.y)) * 0.5;
}
vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion;
float dist = dot(cc, cc) * screen_distorsion ;
return (coords + cc * (1.0 + dist) * dist);
}
@ -172,33 +178,43 @@ ApplicationWindow{
//coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
//vec4 color = texture2D(source, coords);
vec4 color = blurredColor(source, coords) * brightness;
float scanline_alpha = getScanlineIntensity(coords);
float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
float scanline_alpha = getScanlineIntensity(coords) * scanlines;
//float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
float noise = stepNoise(coords) * noise_strength;
float randomPass = randomPass(coords) * glowing_line_strength;
vec4 added_color = (noise + randomPass) * font_color;
vec4 finalColor = color + added_color;
finalColor = mix(finalColor, background_color, 1.0 - scanline_alpha);
gl_FragColor = vec4(finalColor.rgb, 1.0);
color += noise + randomPass;
vec3 finalColor = mix(background_color, font_color, color).rgb;
finalColor = mix(finalColor, vec3(0.0), scanline_alpha);
gl_FragColor = vec4(finalColor * brightness, 1.0);
}"
}
ShaderEffect{
z: 2.1
width: parent.width * 1.05
height: parent.height * 1.05
anchors.centerIn: parent
anchors.fill: frame
clip: true
blending: true
property variant source: framesource
property real screen_distorsion: shadersettings.screen_distortion - 0.22
property variant normals: framesourcenormals
property real screen_distorsion: shadersettings.screen_distortion
property real ambient_light: shadersettings.ambient_light
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property real brightness: shadercontainer.brightness
fragmentShader: "
uniform sampler2D source;
uniform sampler2D normals;
uniform highp float screen_distorsion;
uniform highp float ambient_light;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp float brightness;
varying highp vec2 qt_TexCoord0;
vec2 distortCoordinates(vec2 coords){
@ -210,8 +226,12 @@ ApplicationWindow{
void main(){
vec2 coords = distortCoordinates(qt_TexCoord0);
vec4 txt_color = texture2D(source, coords);
vec4 final_color = mix(txt_color, vec4(vec3(0.0), 1.0), 1.0 - ambient_light);
gl_FragColor = vec4(final_color.rgb, txt_color.a);
vec4 normala = texture2D(normals, coords);
vec3 normal = normalize(normala.rgb) * txt_color.a;
float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.3 * brightness;
vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection;
vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
gl_FragColor = vec4(final_color, txt_color.a);
}"
}
@ -219,15 +239,37 @@ ApplicationWindow{
id: framesource
sourceItem: frame
hideSource: true
live: false
}
Image{
ShaderEffectSource{
id: framesourcenormals
sourceItem: framenormals
hideSource: true
}
BorderImage{
id: frame
source: "../images/squared_frame.png"
width: parent.width + 140
height: parent.height + 140
anchors.centerIn: parent
visible: true
opacity: shadersettings.ambient_light
source: "../images/screen-frame.png"
border {left: 116; right: 116; top: 116; bottom: 116}
horizontalTileMode: BorderImage.Stretch
verticalTileMode: BorderImage.Stretch
visible: false
}
BorderImage{
id: framenormals
anchors.fill: frame
source: "../images/screen-frame-normals.png"
border.bottom: frame.border.bottom
border.top: frame.border.top
border.left: frame.border.left
border.right: frame.border.right
horizontalTileMode: BorderImage.Stretch
verticalTileMode: BorderImage.Stretch
visible: false
}
TerminalScreen {
@ -245,10 +287,10 @@ ApplicationWindow{
z: 4
anchors.fill: parent
cached: true
opacity: 0.2
opacity: 0.1
gradient: Gradient{
GradientStop{position: 0.0; color: shadersettings.font_color}
GradientStop{position: 1.0; color: shadersettings.background_color}
GradientStop{position: 1.0; color: "#00000000"}
}
}
}