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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
Burnin is now subtractive. Better looking and more predictable.
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@ -23,6 +23,8 @@ import QtQuick.Controls 1.1
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import QMLTermWidget 1.0
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import "utils.js" as Utils
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Item{
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id: terminalContainer
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@ -43,10 +45,10 @@ Item{
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anchors.bottomMargin: frame.displacementBottom * appSettings.windowScaling
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//The blur effect has to take into account the framerate
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property real mBlur: appSettings.burnIn
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property real motionBlurCoefficient: (_maxBlurCoefficient * Math.sqrt(mBlur) + _minBlurCoefficient * (1 - Math.sqrt(mBlur)))
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property real _minBlurCoefficient: 0.50
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property real _maxBlurCoefficient: 0.90
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property real mBlur: Math.sqrt(appSettings.burnIn)
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property real motionBlurCoefficient: Utils.lint(_minBlurCoefficient, _maxBlurCoefficient, mBlur)
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property real _minBlurCoefficient: 0.2
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property real _maxBlurCoefficient: 0.02
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property size terminalSize: kterminal.terminalSize
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property size fontMetrics: kterminal.fontMetrics
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@ -244,6 +246,12 @@ Item{
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Timer{
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id: livetimer
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// The interval assumes 60 fps. This is the time needed burnout a white pixel.
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// We multiply 1.1 to have a little bit of margin over the theoretical value.
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// This solution is not extremely clean, but it's probably the best to avoid measuring fps.
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interval: (1 / motionBlurCoefficient) * 60 * 1.1
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running: true
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onTriggered: _blurredSourceEffect.live = false;
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}
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@ -287,7 +295,7 @@ Item{
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sourceComponent: ShaderEffect {
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property variant txt_source: kterminalSource
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property variant blurredSource: blurredSourceLoader.item
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property real blurCoefficient: (1.0 - motionBlurCoefficient)
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property real blurCoefficient: motionBlurCoefficient
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blending: false
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@ -307,10 +315,10 @@ Item{
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"void main() {" +
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"vec2 coords = qt_TexCoord0;" +
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"vec3 origColor = texture2D(txt_source, coords).rgb;" +
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"vec3 blur_color = texture2D(blurredSource, coords).rgb * (1.0 - blurCoefficient);" +
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"vec3 blur_color = texture2D(blurredSource, coords).rgb - vec3(blurCoefficient);" +
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"vec3 color = min(origColor + blur_color, max(origColor, blur_color));" +
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"gl_FragColor = vec4(color, step(0.02, rgb2grey(color - origColor)));" +
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"gl_FragColor = vec4(color, rgb2grey(color - origColor));" +
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"}"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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@ -26,6 +26,8 @@ ShaderEffect {
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property ShaderEffectSource blurredSource
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property ShaderEffectSource bloomSource
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property real liveBlur: blurredSource && blurredSource.live ? 1.0 : 0.0
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property color fontColor: appSettings.fontColor
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property color backgroundColor: appSettings.backgroundColor
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property real bloom: appSettings.bloom * 2.5
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@ -160,7 +162,8 @@ ShaderEffect {
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uniform highp sampler2D bloomSource;
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uniform lowp float bloom;" : "") +
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(burnIn !== 0 ? "
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uniform sampler2D blurredSource;" : "") +
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uniform sampler2D blurredSource;
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uniform lowp float liveBlur;" : "") +
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(staticNoise !== 0 ? "
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uniform highp float staticNoise;" : "") +
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(((staticNoise !== 0 || jitter !== 0 || rbgShift)
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@ -266,7 +269,7 @@ ShaderEffect {
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"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
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(burnIn !== 0 ? "
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vec4 txt_blur = texture2D(blurredSource, txt_coords);
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vec4 txt_blur = liveBlur * texture2D(blurredSource, txt_coords);
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txt_color = txt_color + txt_blur.rgb * txt_blur.a;"
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: "") +
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