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mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2025-02-20 20:09:14 +00:00

Added realtime reflections on the frame. They are a little bit hacky but don't have any impact on performances.

This commit is contained in:
Filippo Scognamiglio 2014-04-05 15:14:52 +02:00
parent 80404ffe89
commit e62ee54aea
10 changed files with 77 additions and 19 deletions

View File

@ -99,11 +99,21 @@ ApplicationWindow {
columns: 2
Text{text: "Frame texture"}
ComboBox{
id: framescombobox
Layout.fillWidth: true
model: shadersettings.frames_list
currentIndex: shadersettings.frames_index
onCurrentIndexChanged: shadersettings.frames_index = currentIndex
}
CheckBox{
Layout.columnSpan: 2
Layout.fillWidth: true
checked: shadersettings.frame_reflections
text: qsTr("Frame reflections")
onCheckedChanged: shadersettings.frame_reflections = checked
enabled: framescombobox.model.get(framescombobox.currentIndex).reflections
}
Item{Layout.fillHeight: true}
ColorButton{
height: 50

View File

@ -40,6 +40,12 @@ ShaderEffect {
property real brightness_flickering: shadersettings.brightness_flickering
property real horizontal_sincronization: shadersettings.horizontal_sincronization
property bool frame_reflection_strength: shadersettings.frame_reflection_strength
property real disp_top: frame.item.displacementTop.toFixed(1)
property real disp_bottom: frame.item.displacementBottom
property real disp_left: frame.item.displacementLeft
property real disp_right: frame.item.displacementRight
property real brightness: shadersettings.brightness * 1.5 + 0.5
property real deltay: 3 / parent.height
@ -69,10 +75,12 @@ ShaderEffect {
uniform highp mat4 qt_Matrix;
uniform highp float time;
uniform sampler2D randomFunctionSource;
uniform highp vec2 txt_Size;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 originalCoord;
varying highp vec2 qt_TexCoord0;" +
(brightness_flickering !== 0.0 ?"
varying lowp float brightness;" : "") +
@ -80,8 +88,10 @@ ShaderEffect {
varying lowp float horizontal_distortion;" : "") +
"
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)));" +
originalCoord = qt_MultiTexCoord0;
qt_TexCoord0.x = -"+disp_left.toFixed(1)+"/txt_Size.x + qt_MultiTexCoord0.x / ((txt_Size.x -("+(disp_left+disp_right).toFixed(1)+")) / txt_Size.x);" +
"qt_TexCoord0.y = -"+disp_top.toFixed(1)+"/txt_Size.y + qt_MultiTexCoord0.y / ((txt_Size.y -("+(disp_top+disp_bottom).toFixed(1)+")) / txt_Size.y);" +
"vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)));" +
(brightness_flickering !== 0.0 ? "
brightness = texture2D(randomFunctionSource, coords).g * "+brightness_flickering+";"
: "") +
@ -100,6 +110,7 @@ ShaderEffect {
uniform highp float time;
uniform highp vec2 txt_Size;
varying highp vec2 qt_TexCoord0;
varying highp vec2 originalCoord;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
@ -170,6 +181,8 @@ ShaderEffect {
noise += horizontal_distortion * 0.5;" : "")
: "") +
(frame_reflection_strength ? "
coords = abs(mod(floor(coords), 2.0) - fract(coords));" : "") +
"float color = texture2D(source, coords).r;" +
@ -180,7 +193,7 @@ ShaderEffect {
color += randomPass(coords) * glowing_line_strength;" : "") +
(rasterization !== shadersettings.no_rasterization ? "
color = mix(color, color * getScanlineIntensity(qt_TexCoord0), "+ rasterization_strength +");"
color = mix(color, color * getScanlineIntensity(originalCoord), "+ rasterization_strength +");"
: "") +
(bloom !== 0 ? "

View File

@ -81,6 +81,9 @@ Item{
property int font_index: 0
property var fonts_list: fontlist
property bool frame_reflections: true
property real frame_reflection_strength: ((frame_reflections && framelist.get(frames_index).reflections) ? 1.0 : 0.0) * 0.4
property var profiles_list: profileslist
property int profiles_index: 0
onProfiles_indexChanged: loadProfile(profiles_list.get(profiles_index).obj_name);
@ -105,9 +108,9 @@ Item{
ListModel{
id: framelist
ListElement{text: "No frame"; source: "./frames/NoFrame.qml"}
ListElement{text: "Simple white frame"; source: "./frames/WhiteSimpleFrame.qml"}
ListElement{text: "Rough black frame"; source: "./frames/BlackRoughFrame.qml"}
ListElement{text: "No frame"; source: "./frames/NoFrame.qml"; reflections: false}
ListElement{text: "Simple white frame"; source: "./frames/WhiteSimpleFrame.qml"; reflections: true}
ListElement{text: "Rough black frame"; source: "./frames/BlackRoughFrame.qml"; reflections: true}
}
ListModel{

View File

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject>
<!-- Written by QtCreator 3.0.1, 2014-04-04T01:31:42. -->
<!-- Written by QtCreator 3.0.1, 2014-04-05T12:53:24. -->
<qtcreator>
<data>
<variable>ProjectExplorer.Project.ActiveTarget</variable>

View File

@ -14,10 +14,17 @@ TerminalFrame{
borderBottom: 232
imageSource: "../images/black-frame.png"
normalsSource: "../images/black-frame-normals.png"
sourceRect: Qt.rect(-80 * shadersettings.total_scaling,
-90 * shadersettings.total_scaling,
terminal.width + 160 * shadersettings.total_scaling,
terminal.height + 180 * shadersettings.total_scaling)
sourceRect: Qt.rect(-15 * shadersettings.total_scaling,
-15 * shadersettings.total_scaling,
terminal.width + 30 * shadersettings.total_scaling,
terminal.height + 30 * shadersettings.total_scaling)
distortionCoefficient: 1.8
displacementLeft: 70.0
displacementTop: 55.0
displacementRight: 50.0
displacementBottom: 38.0
shaderString: "FrameShader.qml"
}

View File

@ -15,4 +15,9 @@ TerminalFrame{
-15,
terminal.width + 15,
terminal.height + 15)
displacementLeft: 0
displacementTop: 0
displacementRight: 0
displacementBottom: 0
}

View File

@ -13,10 +13,17 @@ TerminalFrame{
borderBottom: 116
imageSource: "../images/screen-frame.png"
normalsSource: "../images/screen-frame-normals.png"
sourceRect: Qt.rect(-65 * shadersettings.total_scaling,
-75 * shadersettings.total_scaling,
terminal.width + 130 * shadersettings.total_scaling,
terminal.height + 150 * shadersettings.total_scaling)
sourceRect: Qt.rect(-10 * shadersettings.total_scaling,
-5 * shadersettings.total_scaling,
terminal.width + 20 * shadersettings.total_scaling,
terminal.height+ 10 * shadersettings.total_scaling)
distortionCoefficient: 1.3
displacementLeft: 43.0
displacementTop: 40.0
displacementRight: 35.0
displacementBottom: 32.0
shaderString: "FrameShader.qml"
}

View File

@ -3,7 +3,7 @@ import QtQuick 2.1
ShaderEffect{
property variant source: framesource
property variant normals: framesourcenormals
property real screen_distorsion: shadersettings.screen_distortion
property real screen_distorsion: shadersettings.screen_distortion * framecontainer.distortionCoefficient
property real ambient_light: shadersettings.ambient_light
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
@ -12,6 +12,8 @@ ShaderEffect{
property real brightness_flickering: shadersettings.brightness_flickering
property real brightness: shadersettings.brightness * 1.5 + 0.5
property real frame_reflection_strength: shadersettings.frame_reflection_strength
property color reflection_color: Qt.rgba((font_color.r*0.3 + background_color.r*0.7),
(font_color.g*0.3 + background_color.g*0.7),
(font_color.b*0.3 + background_color.b*0.7),
@ -62,10 +64,12 @@ ShaderEffect{
vec4 txt_normal = texture2D(normals, coords);
vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
float reflection = (dot(normal, light_dir) * 0.4 + 0.2) * brightness;
vec3 final_color = reflection_color.rgb * reflection * 0.5;
float reflection = (dot(normal, light_dir));
float light = (reflection * 0.4 + 0.2) * brightness;
vec3 final_color = reflection_color.rgb * light * 0.5;
final_color += txt_color.rgb * ambient_light;
gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity);
float reflection_alpha = (1.0 - reflection*0.4);
gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity * reflection_alpha);
}"
onStatusChanged: console.log(log) //Print warning messages

View File

@ -13,6 +13,14 @@ Item{
property rect sourceRect
property string shaderString
//Values used to displace the texture in the screen. Used to make reflections correct.
property real displacementLeft
property real displacementTop
property real displacementRight
property real displacementBottom
property real distortionCoefficient
BorderImage{
id: frameimage
anchors.centerIn: parent

View File

@ -73,6 +73,7 @@ ApplicationWindow{
anchors.fill: parent
z: 2.1
source: shadersettings.frame_source
opacity: 1.0
}
Item{