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				https://github.com/Swordfish90/cool-retro-term.git
				synced 2025-10-30 22:54:21 +00:00 
			
		
		
		
	Improve rasterization rendering and add LCD rasterization (with subpixels).
This commit is contained in:
		| @@ -104,6 +104,7 @@ QtObject { | ||||
|     readonly property int no_rasterization: 0 | ||||
|     readonly property int scanline_rasterization: 1 | ||||
|     readonly property int pixel_rasterization: 2 | ||||
|     readonly property int lcd_rasterization: 3 | ||||
|  | ||||
|     property int rasterization: no_rasterization | ||||
|  | ||||
| @@ -145,6 +146,13 @@ QtObject { | ||||
|                     target: fontManager | ||||
|                     source: "FontPixels.qml" | ||||
|                 } | ||||
|             }, | ||||
|             State { | ||||
|                 when: rasterization == lcd_rasterization | ||||
|                 PropertyChanges { | ||||
|                     target: fontManager | ||||
|                     source: "FontPixels.qml" | ||||
|                 } | ||||
|             } | ||||
|         ] | ||||
|  | ||||
|   | ||||
| @@ -89,6 +89,10 @@ Loader { | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         ShaderLibrary { | ||||
|             id: shaderLibrary | ||||
|         } | ||||
|  | ||||
|         ShaderEffect { | ||||
|             id: burnInShaderEffect | ||||
|  | ||||
| @@ -118,9 +122,7 @@ Loader { | ||||
|  | ||||
|                  uniform highp float prevLastUpdate;" + | ||||
|  | ||||
|                 "float rgb2grey(vec3 v){ | ||||
|                     return dot(v, vec3(0.21, 0.72, 0.04)); | ||||
|                 }" + | ||||
|                 shaderLibrary.rgb2grey + | ||||
|  | ||||
|                 "void main() { | ||||
|                     vec2 coords = qt_TexCoord0; | ||||
|   | ||||
| @@ -34,6 +34,10 @@ ShaderEffect { | ||||
|  | ||||
|     property size aadelta: Qt.size(1.0 / width, 1.0 / height) | ||||
|  | ||||
|     ShaderLibrary { | ||||
|         id: shaderLibrary | ||||
|     } | ||||
|  | ||||
|     fragmentShader: " | ||||
|         #ifdef GL_ES | ||||
|             precision mediump float; | ||||
| @@ -52,22 +56,14 @@ ShaderEffect { | ||||
|             float dist = dot(cc, cc) * screenCurvature; | ||||
|             return (coords + cc * (1.0 + dist) * dist); | ||||
|         } | ||||
|         " + | ||||
|  | ||||
|         float max2(vec2 v) { | ||||
|             return max(v.x, v.y); | ||||
|         } | ||||
|         shaderLibrary.max2 + | ||||
|         shaderLibrary.min2 + | ||||
|         shaderLibrary.prod2 + | ||||
|         shaderLibrary.sum2 + | ||||
|  | ||||
|         float min2(vec2 v) { | ||||
|             return min(v.x, v.y); | ||||
|         } | ||||
|  | ||||
|         float prod2(vec2 v) { | ||||
|             return v.x * v.y; | ||||
|         } | ||||
|  | ||||
|         float sum2(vec2 v) { | ||||
|             return v.x + v.y; | ||||
|         } | ||||
|         " | ||||
|  | ||||
|         void main(){ | ||||
|             vec2 staticCoords = qt_TexCoord0; | ||||
|   | ||||
| @@ -41,7 +41,7 @@ ColumnLayout { | ||||
|                 property string selectedElement: model[currentIndex] | ||||
|  | ||||
|                 Layout.fillWidth: true | ||||
|                 model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels")] | ||||
|                 model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels"), qsTr("LCD")] | ||||
|                 currentIndex: appSettings.rasterization | ||||
|                 onCurrentIndexChanged: { | ||||
|                     appSettings.rasterization = currentIndex | ||||
|   | ||||
							
								
								
									
										88
									
								
								app/qml/ShaderLibrary.qml
									
									
									
									
									
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								app/qml/ShaderLibrary.qml
									
									
									
									
									
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							| @@ -0,0 +1,88 @@ | ||||
| import QtQuick 2.0 | ||||
|  | ||||
| QtObject { | ||||
|     property string rasterizationShader: | ||||
|         (appSettings.rasterization === appSettings.no_rasterization ? " | ||||
|             lowp vec3 applyRasterization(vec2 screenCoords, lowp vec3 texel, vec2 virtualResolution, float intensity) { | ||||
|                 return texel; | ||||
|             }" : "") + | ||||
|  | ||||
|         (appSettings.rasterization === appSettings.scanline_rasterization ? " | ||||
|             #define INTENSITY 0.30 | ||||
|             #define BRIGHTBOOST 0.30 | ||||
|  | ||||
|             lowp vec3 applyRasterization(vec2 screenCoords, lowp vec3 texel, vec2 virtualResolution, float intensity) { | ||||
|                 lowp vec3 result = texel; | ||||
|  | ||||
|                 lowp vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel; | ||||
|                 lowp vec3 pixelLow  = ((1.0 - INTENSITY) + (0.1 * texel)) * texel; | ||||
|  | ||||
|                 vec2 coords = fract(screenCoords * virtualResolution) * 2.0 - vec2(1.0); | ||||
|                 lowp float mask = 1.0 - abs(coords.y); | ||||
|  | ||||
|                 lowp vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask); | ||||
|                 return mix(texel, rasterizationColor, intensity); | ||||
|             }" : "") + | ||||
|  | ||||
|         (appSettings.rasterization === appSettings.pixel_rasterization ? " | ||||
|             #define INTENSITY 0.30 | ||||
|             #define BRIGHTBOOST 0.30 | ||||
|  | ||||
|             lowp vec3 applyRasterization(vec2 screenCoords, lowp vec3 texel, vec2 virtualResolution, float intensity) { | ||||
|                 lowp vec3 result = texel; | ||||
|  | ||||
|                 lowp vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel; | ||||
|                 lowp vec3 pixelLow  = ((1.0 - INTENSITY) + (0.1 * texel)) * texel; | ||||
|  | ||||
|                 vec2 coords = fract(screenCoords * virtualResolution) * 2.0 - vec2(1.0); | ||||
|                 coords = coords * coords; | ||||
|                 lowp float mask = 1.0 - coords.x - coords.y; | ||||
|  | ||||
|                 lowp vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask); | ||||
|                 return mix(texel, rasterizationColor, intensity); | ||||
|             }" : "") + | ||||
|  | ||||
|         (appSettings.rasterization === appSettings.lcd_rasterization ? " | ||||
|             #define brighten_scanlines 16.0 | ||||
|             #define brighten_lcd 4.0 | ||||
|             const vec3 offsets = vec3(3.141592654) * vec3(1.0/2.0,1.0/2.0 - 2.0/3.0,1.0/2.0-4.0/3.0); | ||||
|  | ||||
|             lowp vec3 applyRasterization(vec2 screenCoords, lowp vec3 texel, vec2 virtualResolution, float intensity) { | ||||
|                 vec2 omega = vec2(3.141592654) * vec2(2.0) * virtualResolution; | ||||
|  | ||||
|                 vec2 angle = screenCoords * omega; | ||||
|  | ||||
|                 float yfactor = (brighten_scanlines + sin(angle.y)) / (brighten_scanlines + 1.0); | ||||
|                 vec3 xfactors = (brighten_lcd + sin(angle.x + offsets)) / (brighten_lcd + 1.0); | ||||
|  | ||||
|                 lowp vec3 rasterizationColor = yfactor * xfactors * texel; | ||||
|                 return mix(texel, rasterizationColor, intensity); | ||||
|             }" : "") + | ||||
|  | ||||
|         "\n\n" | ||||
|  | ||||
|     property string min2: " | ||||
|         float min2(vec2 v) { | ||||
|             return min(v.x, v.y); | ||||
|         }\n\n" | ||||
|  | ||||
|     property string rgb2grey: " | ||||
|         float rgb2grey(vec3 v) { | ||||
|             return dot(v, vec3(0.21, 0.72, 0.04)); | ||||
|         }\n\n" | ||||
|  | ||||
|     property string max2: " | ||||
|         float max2(vec2 v) { | ||||
|             return max(v.x, v.y); | ||||
|         }\n\n" | ||||
|  | ||||
|     property string prod2: " | ||||
|         float prod2(vec2 v) { | ||||
|             return v.x * v.y; | ||||
|         }\n\n" | ||||
|  | ||||
|     property string sum2: " | ||||
|         float sum2(vec2 v) { | ||||
|             return v.x + v.y; | ||||
|         }\n\n" | ||||
| } | ||||
| @@ -38,11 +38,19 @@ Item { | ||||
|  | ||||
|     property real ambientLight: appSettings.ambientLight * 0.2 | ||||
|  | ||||
|     property size virtual_resolution | ||||
|     property size virtualResolution | ||||
|     property size screenResolution | ||||
|  | ||||
|     property real _screenDensity: Math.min( | ||||
|         screenResolution.width / virtualResolution.width, | ||||
|         screenResolution.height / virtualResolution.height | ||||
|     ) | ||||
|  | ||||
|      ShaderEffect { | ||||
|          id: dynamicShader | ||||
|  | ||||
|          property ShaderLibrary shaderLibrary: ShaderLibrary { } | ||||
|  | ||||
|          property ShaderEffectSource screenBuffer: frameBuffer | ||||
|          property ShaderEffectSource burnInSource: burnInEffect.source | ||||
|          property ShaderEffectSource frameSource: terminalFrameLoader.item | ||||
| @@ -74,7 +82,11 @@ Item { | ||||
|          property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling), | ||||
|                                                (height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling)) | ||||
|  | ||||
|          property size virtual_resolution: parent.virtual_resolution | ||||
|          property size virtualResolution: parent.virtualResolution | ||||
|  | ||||
|          // Rasterization might display oversamping issues if virtual resolution is close to physical display resolution. | ||||
|          // We progressively disable rasterization from 4x up to 2x resolution. | ||||
|          property real rasterizationIntensity: Utils.smoothstep(2.0, 4.0, _screenDensity) | ||||
|  | ||||
|          property real time: timeManager.time | ||||
|          property ShaderEffectSource noiseSource: noiseShaderSource | ||||
| @@ -164,7 +176,8 @@ Item { | ||||
|              uniform highp vec4 backgroundColor; | ||||
|              uniform lowp float shadowLength; | ||||
|  | ||||
|              uniform highp vec2 virtual_resolution;" + | ||||
|              uniform highp vec2 virtualResolution; | ||||
|              uniform lowp float rasterizationIntensity;\n" + | ||||
|  | ||||
|              (burnIn !== 0 ? " | ||||
|                  uniform sampler2D burnInSource; | ||||
| @@ -174,8 +187,7 @@ Item { | ||||
|                  uniform sampler2D slowBurnInSource;" : "") + | ||||
|              (staticNoise !== 0 ? " | ||||
|                  uniform highp float staticNoise;" : "") + | ||||
|              (((staticNoise !== 0 || jitter !== 0) | ||||
|                ||(fallBack && (flickering || horizontalSync))) ? " | ||||
|              (((staticNoise !== 0 || jitter !== 0) ||(fallBack && (flickering || horizontalSync))) ? " | ||||
|                  uniform lowp sampler2D noiseSource; | ||||
|                  uniform highp vec2 scaleNoiseSize;" : "") + | ||||
|              (screenCurvature !== 0 ? " | ||||
| @@ -203,17 +215,14 @@ Item { | ||||
|  | ||||
|              (glowingLine !== 0 ? " | ||||
|                  float randomPass(vec2 coords){ | ||||
|                      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 - (virtualResolution.y + 120.0) * fract(time * 0.00015))); | ||||
|                  }" : "") + | ||||
|  | ||||
|              "float min2(vec2 v) { | ||||
|                  return min(v.x, v.y); | ||||
|              } | ||||
|  | ||||
|              float rgb2grey(vec3 v){ | ||||
|                  return dot(v, vec3(0.21, 0.72, 0.04)); | ||||
|              } | ||||
|              shaderLibrary.min2 + | ||||
|              shaderLibrary.rgb2grey + | ||||
|              shaderLibrary.rasterizationShader + | ||||
|  | ||||
|              " | ||||
|              float isInScreen(vec2 v) { | ||||
|                  return min2(step(0.0, v) - step(1.0, v)); | ||||
|              } | ||||
| @@ -291,7 +300,7 @@ Item { | ||||
|                      color += noiseVal * noise * (1.0 - distance * 1.3);" : "") + | ||||
|  | ||||
|                  (glowingLine !== 0 ? " | ||||
|                      color += randomPass(coords * virtual_resolution) * glowingLine;" : "") + | ||||
|                      color += randomPass(coords * virtualResolution) * glowingLine;" : "") + | ||||
|  | ||||
|                  "vec3 txt_color = texture2D(screenBuffer, txt_coords).rgb;" + | ||||
|  | ||||
| @@ -309,6 +318,8 @@ Item { | ||||
|  | ||||
|                   "txt_color += fontColor.rgb * vec3(color);" + | ||||
|  | ||||
|                   "txt_color = applyRasterization(staticCoords, txt_color, virtualResolution, rasterizationIntensity);\n" + | ||||
|  | ||||
|                  "vec3 finalColor = txt_color;" + | ||||
|  | ||||
|                  (flickering !== 0 ? " | ||||
| @@ -360,6 +371,10 @@ Item { | ||||
|          } | ||||
|      } | ||||
|  | ||||
|      ShaderLibrary { | ||||
|          id: shaderLibrary | ||||
|      } | ||||
|  | ||||
|      ShaderEffect { | ||||
|          id: staticShader | ||||
|  | ||||
| @@ -385,7 +400,7 @@ Item { | ||||
|  | ||||
|          property real ambientLight: parent.ambientLight | ||||
|  | ||||
|          property size virtual_resolution: parent.virtual_resolution | ||||
|          property size virtualResolution: parent.virtualResolution | ||||
|  | ||||
|          blending: false | ||||
|          visible: false | ||||
| @@ -408,7 +423,7 @@ Item { | ||||
|              uniform highp vec4 backgroundColor; | ||||
|              uniform lowp float screen_brightness; | ||||
|  | ||||
|              uniform highp vec2 virtual_resolution;" + | ||||
|              uniform highp vec2 virtualResolution;" + | ||||
|  | ||||
|              (bloom !== 0 ? " | ||||
|                  uniform highp sampler2D bloomSource; | ||||
| @@ -426,25 +441,7 @@ Item { | ||||
|              (ambientLight !== 0 ? " | ||||
|                  uniform lowp float ambientLight;" : "") + | ||||
|  | ||||
|              "highp float getScanlineIntensity(vec2 coords) { | ||||
|                  float result = 1.0;" + | ||||
|  | ||||
|                 (appSettings.rasterization != appSettings.no_rasterization ? | ||||
|                     "float val = 0.0; | ||||
|                      vec2 rasterizationCoords = fract(coords * virtual_resolution); | ||||
|                      val += smoothstep(0.0, 0.5, rasterizationCoords.y); | ||||
|                      val -= smoothstep(0.5, 1.0, rasterizationCoords.y); | ||||
|                      result *= mix(0.5, 1.0, val);" : "") + | ||||
|  | ||||
|                 (appSettings.rasterization == appSettings.pixel_rasterization ? | ||||
|                     "val = 0.0; | ||||
|                      val += smoothstep(0.0, 0.5, rasterizationCoords.x); | ||||
|                      val -= smoothstep(0.5, 1.0, rasterizationCoords.x); | ||||
|                      result *= mix(0.5, 1.0, val);" : "") + " | ||||
|  | ||||
|                 return result; | ||||
|              } | ||||
|  | ||||
|              " | ||||
|              float min2(vec2 v) { | ||||
|                  return min(v.x, v.y); | ||||
|              } | ||||
| @@ -468,6 +465,7 @@ Item { | ||||
|              "  return outColor; | ||||
|              }" + | ||||
|  | ||||
|              shaderLibrary.rasterizationShader + | ||||
|  | ||||
|              "void main() {" + | ||||
|                  "vec2 cc = vec2(0.5) - qt_TexCoord0;" + | ||||
| @@ -490,8 +488,6 @@ Item { | ||||
|                      txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60; | ||||
|                  " : "") + | ||||
|  | ||||
|                   "txt_color *= getScanlineIntensity(txt_coords);" + | ||||
|  | ||||
|                   "txt_color += vec3(0.0001);" + | ||||
|                   "float greyscale_color = rgb2grey(txt_color);" + | ||||
|  | ||||
|   | ||||
| @@ -26,13 +26,19 @@ ShaderTerminal { | ||||
|     property alias title: terminal.title | ||||
|     property alias terminalSize: terminal.terminalSize | ||||
|  | ||||
|     property real devicePixelRatio: terminalWindow.screen.devicePixelRatio | ||||
|  | ||||
|     id: mainShader | ||||
|     opacity: appSettings.windowOpacity * 0.3 + 0.7 | ||||
|  | ||||
|     source: terminal.mainSource | ||||
|     burnInEffect: terminal.burnInEffect | ||||
|     slowBurnInEffect: terminal.slowBurnInEffect | ||||
|     virtual_resolution: terminal.virtualResolution | ||||
|     virtualResolution: terminal.virtualResolution | ||||
|     screenResolution: Qt.size( | ||||
|         terminalWindow.width * devicePixelRatio * appSettings.windowScaling, | ||||
|         terminalWindow.height * devicePixelRatio * appSettings.windowScaling | ||||
|     ) | ||||
|  | ||||
|     TimeManager { | ||||
|         id: timeManager | ||||
|   | ||||
| @@ -45,5 +45,6 @@ | ||||
|         <file>menus/WindowMenu.qml</file> | ||||
|         <file>menus/FullContextMenu.qml</file> | ||||
|         <file>menus/ShortContextMenu.qml</file> | ||||
|         <file>ShaderLibrary.qml</file> | ||||
|     </qresource> | ||||
| </RCC> | ||||
|   | ||||
| @@ -38,6 +38,11 @@ function mix(c1, c2, alpha){ | ||||
|                    c1.a * alpha + c2.a * (1-alpha)) | ||||
| } | ||||
|  | ||||
| function smoothstep(min, max, value) { | ||||
|     let x = Math.max(0, Math.min(1, (value - min) / (max - min))); | ||||
|     return x * x * (3 - 2 * x); | ||||
| } | ||||
|  | ||||
| function strToColor(s){ | ||||
|     var r = parseInt(s.substring(1,3), 16) / 256; | ||||
|     var g = parseInt(s.substring(3,5), 16) / 256; | ||||
|   | ||||
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