mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-31 02:01:19 +00:00
Removed javascript rand function, replaced with a much faster and gpu related random texture lookup. Other small improvements
This commit is contained in:
parent
5cb3c0c6ba
commit
9ff1bcb074
@ -180,9 +180,9 @@ ApplicationWindow {
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_value: shadersettings.screen_distortion;
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}
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SettingComponent{
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name: "Screen flickering"
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onValueChanged: shadersettings.screen_flickering = value;
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_value: shadersettings.screen_flickering;
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name: "Brightness flickering"
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onValueChanged: shadersettings.brightness_flickering= value;
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_value: shadersettings.brightness_flickering;
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}
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SettingComponent{
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name: "Horizontal flickering"
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@ -27,7 +27,6 @@ ShaderEffect {
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property variant source: theSource
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property variant bloomSource: bloomSource
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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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property real bloom: shadersettings.bloom_strength
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@ -37,28 +36,15 @@ ShaderEffect {
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property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
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//Manage brightness (the function might be improved)
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property real screen_flickering: shadersettings.screen_flickering
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property real _A: 0.4 + Math.random() * 0.4
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property real _B: 0.2 + Math.random() * 0.4
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property real _C: 1.2 - _A - _B
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property real a: (0.0 + Math.random() * 0.4) * 0.05
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property real b: (0.1 + Math.random() * 0.4) * 0.05
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property real c: (0.4 + Math.random() * 0.4) * 0.05
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property real randval: (_A * Math.cos(a * time + _B) +
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_B * Math.sin(b * time + _C) +
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_C * Math.cos(c * time + _A))
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property real brightness: screen_flickering * randval
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property real brightness_flickering: shadersettings.brightness_flickering
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property real horizontal_sincronization: shadersettings.horizontal_sincronization
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property real _neg_sinc: 1 - horizontal_sincronization
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property real horizontal_distortion: randval > (_neg_sinc) ? (randval - _neg_sinc) * horizontal_sincronization : 0
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property real deltay: 3 / terminal.height
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property real deltax: 3 / terminal.width
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property real time: timetimer.time
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property variant randomFunctionSource: randfuncsource
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//Blurred texture used for bloom
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Loader{
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anchors.fill: parent
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@ -76,13 +62,34 @@ ShaderEffect {
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}
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}
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Timer{
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id: timetimer
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onTriggered: time += interval
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interval: 16
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running: true
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repeat: true
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}
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vertexShader: "
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uniform highp mat4 qt_Matrix;
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uniform highp float time;
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uniform sampler2D randomFunctionSource;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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varying highp vec2 qt_TexCoord0;" +
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(brightness_flickering !== 0.0 ?"
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varying lowp float brightness;" : "") +
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(horizontal_sincronization !== 0.0 ?"
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varying lowp float horizontal_distortion;" : "") +
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"
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;
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vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)));" +
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(brightness_flickering !== 0.0 ? "
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brightness = texture2D(randomFunctionSource, coords).g * "+brightness_flickering+";"
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: "") +
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(horizontal_sincronization !== 0.0 ? "
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float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) -coords) * 0.5).g;
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float negsinc = 1.0 - "+0.6*horizontal_sincronization+";
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horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * "+0.3*horizontal_sincronization+";"
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: "") +
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"gl_Position = qt_Matrix * qt_Vertex;
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}"
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fragmentShader: "
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uniform sampler2D source;
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@ -96,77 +103,89 @@ ShaderEffect {
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uniform highp float deltax;
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uniform highp float deltay;" +
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(bloom !== 0 ? "uniform highp sampler2D bloomSource;" : "") +
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(noise_strength !== 0 ? "uniform highp float noise_strength;" : "") +
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(screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+
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(glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+
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"uniform lowp float brightness;" +
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(bloom !== 0 ? "
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uniform highp sampler2D bloomSource;" : "") +
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(noise_strength !== 0 ? "
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uniform highp float noise_strength;" : "") +
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(screen_distorsion !== 0 ? "
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uniform highp float screen_distorsion;" : "")+
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(glowing_line_strength !== 0 ? "
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uniform highp float glowing_line_strength;" : "")+
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(brightness_flickering !== 0 ? "
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varying lowp float brightness;" : "") +
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(horizontal_sincronization !== 0 ? "
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varying lowp float horizontal_distortion;" : "") +
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(scanlines != 0 ? "uniform highp float scanlines;" : "") +
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(shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
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"
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highp float rand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt= dot(co.xy ,vec2(a,b));
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highp float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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float stepNoise(vec2 p){
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vec2 newP = p * txt_Size*0.5;
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return rand(floor(newP) + fract(time / 100.0));
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}
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float getScanlineIntensity(vec2 pos){
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return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
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}" +
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"highp float rand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt= dot(co.xy ,vec2(a,b));
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highp float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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float stepNoise(vec2 p){
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vec2 newP = p * txt_Size*0.5;
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return rand(floor(newP) + fract(time / 100.0));
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}
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float getScanlineIntensity(vec2 pos){
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return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
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}" +
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(glowing_line_strength !== 0 ?
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"float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
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}" : "") +
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(glowing_line_strength !== 0 ? "
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float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
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}" : "") +
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"void main() {" +
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"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
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"float distance = length(cc);" +
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"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
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"float distance = length(cc);" +
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(screen_distorsion !== 0 ?
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"float distortion = dot(cc, cc) * screen_distorsion;
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vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
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:"vec2 coords = qt_TexCoord0;") +
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(screen_distorsion !== 0 ? "
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float distortion = dot(cc, cc) * screen_distorsion;
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vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
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:"
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vec2 coords = qt_TexCoord0;") +
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(shadersettings.horizontal_sincronization !== 0 ?
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"float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
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h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
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coords.x = coords.x + h_distortion * 0.3 * horizontal_distortion;" +
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(noise_strength ? "noise_strength += horizontal_distortion * 0.5;" : "")
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: "") +
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(horizontal_sincronization !== 0 ? "
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float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
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h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
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coords.x = coords.x + h_distortion * horizontal_distortion;" +
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(noise_strength ? "
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noise_strength += horizontal_distortion * 0.5;" : "")
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: "") +
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"float color = texture2D(source, coords).r;" +
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(bloom !== 0 ? "color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
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"float color = texture2D(source, coords).r;" +
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(scanlines !== 0 ?
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"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 1.0;") +
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(bloom !== 0 ? "
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color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
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(noise_strength !== 0 ?
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"color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
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(scanlines !== 0 ? "
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float scanline_alpha = getScanlineIntensity(coords);"
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:
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"float scanline_alpha = 1.0;") +
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(glowing_line_strength !== 0 ?
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"color += randomPass(coords) * glowing_line_strength;" : "") +
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(noise_strength !== 0 ? "
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color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
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"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
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"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
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(glowing_line_strength !== 0 ? "
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color += randomPass(coords) * glowing_line_strength;" : "") +
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(screen_flickering !== 0 ?
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"finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
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"gl_FragColor = vec4(finalColor, 1.0);
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}"
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"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
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"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
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(brightness_flickering !== 0 ? "
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finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
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"
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gl_FragColor = vec4(finalColor, 1.0);
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}"
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}
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@ -46,7 +46,7 @@ Item{
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property real bloom_strength: 0.6
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property real horizontal_sincronization: 0.1
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property real screen_flickering: 0.12
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property real brightness_flickering: 0.12
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property bool scanlines: false
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@ -147,7 +147,7 @@ Item{
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background_color = settings.background_color ? settings.background_color : background_color;
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font_color = settings.font_color ? settings.font_color : font_color;
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screen_flickering = settings.screen_flickering ? settings.screen_flickering : screen_flickering;
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brightness_flickering = settings.brightness_flickering ? settings.brightness_flickering : brightness_flickering;
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noise_strength = settings.noise_strength ? settings.noise_strength : noise_strength;
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screen_distortion = settings.screen_distortion ? settings.screen_distortion : screen_distortion;
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glowing_line_strength = settings.glowing_line_strength ? settings.glowing_line_strength : glowing_line_strength;
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@ -168,7 +168,7 @@ Item{
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contrast : contrast,
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background_color: background_color,
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font_color: font_color,
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screen_flickering: screen_flickering,
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brightness_flickering: brightness_flickering,
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noise_strength: noise_strength,
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screen_distortion: screen_distortion,
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glowing_line_strength: glowing_line_strength,
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@ -204,17 +204,17 @@ Item{
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ListElement{
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text: "Default"
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obj_name: "DEFAULT"
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obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":true,"screen_distortion":0.15,"screen_flickering":0.07}'
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obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":true,"screen_distortion":0.15,"brightness_flickering":0.07}'
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}
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ListElement{
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text: "Commodore 64"
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obj_name: "COMMODORE64"
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obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":false,"screen_distortion":0.1,"screen_flickering":0.03}'
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obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":false,"screen_distortion":0.1,"brightness_flickering":0.03}'
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}
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ListElement{
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text: "IBM Dos"
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obj_name: "IBMDOS"
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obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":false,"screen_distortion":0.05,"screen_flickering":0.00}'
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obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":false,"screen_distortion":0.05,"brightness_flickering":0.00}'
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}
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}
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}
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@ -10,6 +10,7 @@ Item{
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property real motionBlurCoefficient: (_minBlurCoefficient)*mBlur + (_maxBlurCoefficient)*(1.0-mBlur)
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property real _minBlurCoefficient: 0.015
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property real _maxBlurCoefficient: 0.10
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anchors.fill: parent
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function loadKTerminal(){
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kterminal.active = true;
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@ -22,7 +23,9 @@ Item{
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id: kterminal
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active: false
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anchors.fill: parent
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sourceComponent: KTerminal {
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id: ktermitem
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font.pointSize: shadersettings.fontSize
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font.family: shadersettings.font.name
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE QtCreatorProject>
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<!-- Written by QtCreator 3.0.1, 2014-03-30T21:12:33. -->
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<!-- Written by QtCreator 3.0.1, 2014-03-31T13:42:02. -->
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<qtcreator>
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<data>
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<variable>ProjectExplorer.Project.ActiveTarget</variable>
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BIN
app/frames/images/randfunction.png
Normal file
BIN
app/frames/images/randfunction.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 132 KiB |
@ -7,13 +7,36 @@ ShaderEffect{
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property real ambient_light: shadersettings.ambient_light
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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 real brightness: shadercontainer.brightness
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property real time: timetimer.time
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property variant randomFunctionSource: randfuncsource
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property real brightness_flickering: shadersettings.brightness_flickering
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property color reflection_color: Qt.rgba((font_color.r*0.3 + background_color.r*0.7),
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(font_color.g*0.3 + background_color.g*0.7),
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(font_color.b*0.3 + background_color.b*0.7),
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1.0)
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vertexShader: "
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uniform highp mat4 qt_Matrix;
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uniform highp float time;
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uniform sampler2D randomFunctionSource;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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varying highp vec2 qt_TexCoord0;
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varying lowp float brightness;
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;" +
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(brightness_flickering !== 0 ?
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"brightness = texture2D(randomFunctionSource, vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)))).r * "+brightness_flickering+";"
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:
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"brightness = 0.0;") + "
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gl_Position = qt_Matrix * qt_Vertex;
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}"
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fragmentShader: "
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uniform sampler2D source;
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@ -22,7 +45,7 @@ ShaderEffect{
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uniform highp float ambient_light;
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uniform vec4 reflection_color;
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uniform highp float brightness;
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varying lowp float brightness;
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varying highp vec2 qt_TexCoord0;
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33
app/main.qml
33
app/main.qml
@ -71,6 +71,27 @@ ApplicationWindow{
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id: maincontainer
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anchors.fill: parent
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clip: true
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Image{
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id: randtexture
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source: "frames/images/randfunction.png"
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width: 512
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height: 512
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}
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ShaderEffectSource{
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id: randfuncsource
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sourceItem: randtexture
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live: false
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hideSource: true
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wrapMode: ShaderEffectSource.Repeat
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}
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Timer{
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id: timetimer
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property real time: 0
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onTriggered: time += interval
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interval: 16
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running: true
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repeat: true
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}
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Terminal{
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id: terminal
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width: parent.width
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@ -81,12 +102,6 @@ ApplicationWindow{
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sourceItem: terminal
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sourceRect: frame.sourceRect
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}
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ShaderManager{
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id: shadercontainer
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anchors.fill: terminal
|
||||
blending: true
|
||||
z: 1.9
|
||||
}
|
||||
Loader{
|
||||
id: frame
|
||||
property rect sourceRect: item.sourceRect
|
||||
@ -95,6 +110,12 @@ ApplicationWindow{
|
||||
z: 2.1
|
||||
source: shadersettings.frame_source
|
||||
}
|
||||
ShaderManager{
|
||||
id: shadercontainer
|
||||
anchors.fill: parent
|
||||
blending: true
|
||||
z: 1.9
|
||||
}
|
||||
RadialGradient{
|
||||
id: ambientreflection
|
||||
z: 2.0
|
||||
|
Loading…
x
Reference in New Issue
Block a user