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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
Added blur in shader and some refactoring
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5c2064ed43
commit
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@ -1,9 +1,11 @@
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import QtQuick 2.0
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Item{
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property real noise_strength: 0.25
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property rect base_color: Qt.rect(1.0, 0.9, 0.0, 1.0)
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property color background_color: "#000000"
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property color font_color: "#ffff55"
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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: 0.7
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property real glowing_line_strength: 0.4
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//property real faulty_screen_prob: 1.0
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}
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@ -11,8 +11,9 @@ TerminalScreen {
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property var lineComponent : Qt.createComponent("TerminalLine.qml")
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font.family: "monospace"
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font.pointSize: 17
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font.family: "Pet Me"
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font.pointSize: 14
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//font.bold: true
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Text {
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id: fontMetricText
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@ -25,7 +26,7 @@ TerminalScreen {
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Rectangle {
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id: background
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anchors.fill: parent
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color: "black"
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color: shadersettings.background_color
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}
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Connections {
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@ -115,18 +116,18 @@ TerminalScreen {
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height: fontHeight
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x: 0
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y: 0
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color: "white"
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SequentialAnimation on opacity{
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NumberAnimation{from: 0; to: 1; duration: 500}
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NumberAnimation{from: 1; to: 0; duration: 500}
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loops: Animation.Infinite
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}
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color: shadersettings.font_color
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// SequentialAnimation on opacity{
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// NumberAnimation{from: 0; to: 1; duration: 500}
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// NumberAnimation{from: 1; to: 0; duration: 500}
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// loops: Animation.Infinite
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// }
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}
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Rectangle {
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id: flash
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anchors.fill: parent
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color: "grey"
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color: shadersettings.font_color
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opacity: 0
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SequentialAnimation {
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id: flashAnimation
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@ -48,7 +48,7 @@ ObjectDestructItem {
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id: textElement
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anchors.fill: parent
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text: objectHandle.text
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color: "white" //objectHandle.foregroundColor
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color: shadersettings.font_color
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font: textItem.font
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textFormat: Text.PlainText
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}
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@ -27,13 +27,14 @@
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import QtQuick 2.1
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import QtQuick.Window 2.1
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import QtQuick.Controls 1.0
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import QtGraphicalEffects 1.0
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ApplicationWindow{
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id: mainwindow
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width: 1024
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height: 768
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title: terminal.screen.title ? terminal.screen.title : qsTr("Terminal")
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title: qsTr("Terminal")
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visible: true
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@ -51,8 +52,9 @@ ApplicationWindow{
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id: shadercontainer
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anchors.fill: parent
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blending: false
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z: 10
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property rect base_color: shadersettings.base_color
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z: 2
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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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@ -60,6 +62,8 @@ ApplicationWindow{
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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 deltay: 1.0 / terminal.height
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property real deltax: 1.0 / terminal.width
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//property real faulty_screen_prob: shadersettings.faulty_screen_prob
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NumberAnimation on time{
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@ -77,13 +81,16 @@ ApplicationWindow{
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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 base_color;
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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 deltax;
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uniform highp float deltay;
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float rand(vec2 co, float time){
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return fract(sin(dot(co.xy ,vec2(1.129898 * time ,78.233))) * 43758.5453);
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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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@ -101,30 +108,40 @@ ApplicationWindow{
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return (coords + cc * (1.0 + dist) * dist);
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}
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float drawGlowEffect(vec2 pos){
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float dist = length(pos - vec2(0.5, 0.5)) * 1.5;
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return 1.0 - 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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//Emulate faulty screen
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//coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
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vec4 color = texture2D(source, coords);
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//vec4 color = texture2D(source, coords);
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vec4 color = blurredColor(source, coords);
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float alpha = getScanlineIntensity(coords) * step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
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float glow = drawGlowEffect(qt_TexCoord0)*0.3;
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//float alpha = 1.0;
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float noise = stepNoise(coords) * noise_strength;
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float randomPass = randomPass(coords) * 0.3;
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vec4 artificialColor = vec4((glow + randomPass), (glow + randomPass), (glow + randomPass), 0.0);
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vec4 finalColor = base_color * color + artificialColor * base_color;
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float randomPass = randomPass(coords) * glowing_line_strength;
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vec4 added_color = (noise + randomPass) * font_color;
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vec4 finalColor = color + added_color;
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gl_FragColor = mix(finalColor, vec4(vec3(0.0), 1.0), 1.0 - alpha + noise);
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gl_FragColor = mix(finalColor, background_color, 1.0 - alpha);
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}"
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}
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@ -132,5 +149,20 @@ ApplicationWindow{
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id: terminal
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width: mainwindow.width
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height: mainwindow.height
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visible: false
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//FIXME: Ugly forced clear terminal at the beginning
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Component.onCompleted: terminal.screen.sendKey("l", 76, 67108864);
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}
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RadialGradient{
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z: 4
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anchors.fill: terminal
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cached: true
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opacity: 0.3
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gradient: Gradient{
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GradientStop{position: 0.0; color: shadersettings.font_color}
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GradientStop{position: 0.7; color: shadersettings.background_color}
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}
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}
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}
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