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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.
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@ -99,11 +99,21 @@ ApplicationWindow {
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columns: 2
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Text{text: "Frame texture"}
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ComboBox{
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id: framescombobox
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Layout.fillWidth: true
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model: shadersettings.frames_list
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currentIndex: shadersettings.frames_index
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onCurrentIndexChanged: shadersettings.frames_index = currentIndex
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}
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CheckBox{
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Layout.columnSpan: 2
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Layout.fillWidth: true
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checked: shadersettings.frame_reflections
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text: qsTr("Frame reflections")
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onCheckedChanged: shadersettings.frame_reflections = checked
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enabled: framescombobox.model.get(framescombobox.currentIndex).reflections
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}
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Item{Layout.fillHeight: true}
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ColorButton{
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height: 50
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@ -40,6 +40,12 @@ ShaderEffect {
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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 bool frame_reflection_strength: shadersettings.frame_reflection_strength
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property real disp_top: frame.item.displacementTop.toFixed(1)
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property real disp_bottom: frame.item.displacementBottom
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property real disp_left: frame.item.displacementLeft
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property real disp_right: frame.item.displacementRight
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property real brightness: shadersettings.brightness * 1.5 + 0.5
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property real deltay: 3 / parent.height
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@ -69,10 +75,12 @@ ShaderEffect {
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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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uniform highp vec2 txt_Size;
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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 originalCoord;
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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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@ -80,8 +88,10 @@ ShaderEffect {
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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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originalCoord = qt_MultiTexCoord0;
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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);" +
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"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);" +
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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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@ -100,6 +110,7 @@ ShaderEffect {
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uniform highp float time;
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uniform highp vec2 txt_Size;
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varying highp vec2 qt_TexCoord0;
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varying highp vec2 originalCoord;
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uniform highp vec4 font_color;
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uniform highp vec4 background_color;
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@ -170,6 +181,8 @@ ShaderEffect {
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noise += horizontal_distortion * 0.5;" : "")
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: "") +
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(frame_reflection_strength ? "
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coords = abs(mod(floor(coords), 2.0) - fract(coords));" : "") +
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"float color = texture2D(source, coords).r;" +
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@ -180,7 +193,7 @@ ShaderEffect {
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color += randomPass(coords) * glowing_line_strength;" : "") +
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(rasterization !== shadersettings.no_rasterization ? "
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color = mix(color, color * getScanlineIntensity(qt_TexCoord0), "+ rasterization_strength +");"
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color = mix(color, color * getScanlineIntensity(originalCoord), "+ rasterization_strength +");"
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: "") +
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(bloom !== 0 ? "
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@ -81,6 +81,9 @@ Item{
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property int font_index: 0
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property var fonts_list: fontlist
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property bool frame_reflections: true
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property real frame_reflection_strength: ((frame_reflections && framelist.get(frames_index).reflections) ? 1.0 : 0.0) * 0.4
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property var profiles_list: profileslist
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property int profiles_index: 0
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onProfiles_indexChanged: loadProfile(profiles_list.get(profiles_index).obj_name);
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@ -105,9 +108,9 @@ Item{
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ListModel{
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id: framelist
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ListElement{text: "No frame"; source: "./frames/NoFrame.qml"}
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ListElement{text: "Simple white frame"; source: "./frames/WhiteSimpleFrame.qml"}
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ListElement{text: "Rough black frame"; source: "./frames/BlackRoughFrame.qml"}
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ListElement{text: "No frame"; source: "./frames/NoFrame.qml"; reflections: false}
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ListElement{text: "Simple white frame"; source: "./frames/WhiteSimpleFrame.qml"; reflections: true}
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ListElement{text: "Rough black frame"; source: "./frames/BlackRoughFrame.qml"; reflections: true}
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}
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ListModel{
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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, 2014-04-04T01:31:42. -->
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<!-- Written by QtCreator 3.0.1, 2014-04-05T12:53:24. -->
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<qtcreator>
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<data>
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<variable>ProjectExplorer.Project.ActiveTarget</variable>
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@ -14,10 +14,17 @@ TerminalFrame{
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borderBottom: 232
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imageSource: "../images/black-frame.png"
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normalsSource: "../images/black-frame-normals.png"
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sourceRect: Qt.rect(-80 * shadersettings.total_scaling,
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-90 * shadersettings.total_scaling,
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terminal.width + 160 * shadersettings.total_scaling,
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terminal.height + 180 * shadersettings.total_scaling)
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sourceRect: Qt.rect(-15 * shadersettings.total_scaling,
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-15 * shadersettings.total_scaling,
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terminal.width + 30 * shadersettings.total_scaling,
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terminal.height + 30 * shadersettings.total_scaling)
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distortionCoefficient: 1.8
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displacementLeft: 70.0
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displacementTop: 55.0
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displacementRight: 50.0
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displacementBottom: 38.0
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shaderString: "FrameShader.qml"
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}
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@ -15,4 +15,9 @@ TerminalFrame{
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-15,
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terminal.width + 15,
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terminal.height + 15)
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displacementLeft: 0
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displacementTop: 0
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displacementRight: 0
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displacementBottom: 0
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}
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@ -13,10 +13,17 @@ TerminalFrame{
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borderBottom: 116
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imageSource: "../images/screen-frame.png"
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normalsSource: "../images/screen-frame-normals.png"
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sourceRect: Qt.rect(-65 * shadersettings.total_scaling,
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-75 * shadersettings.total_scaling,
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terminal.width + 130 * shadersettings.total_scaling,
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terminal.height + 150 * shadersettings.total_scaling)
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sourceRect: Qt.rect(-10 * shadersettings.total_scaling,
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-5 * shadersettings.total_scaling,
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terminal.width + 20 * shadersettings.total_scaling,
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terminal.height+ 10 * shadersettings.total_scaling)
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distortionCoefficient: 1.3
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displacementLeft: 43.0
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displacementTop: 40.0
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displacementRight: 35.0
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displacementBottom: 32.0
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shaderString: "FrameShader.qml"
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}
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@ -3,7 +3,7 @@ import QtQuick 2.1
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ShaderEffect{
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property variant source: framesource
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property variant normals: framesourcenormals
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property real screen_distorsion: shadersettings.screen_distortion
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property real screen_distorsion: shadersettings.screen_distortion * framecontainer.distortionCoefficient
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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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@ -12,6 +12,8 @@ ShaderEffect{
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property real brightness_flickering: shadersettings.brightness_flickering
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property real brightness: shadersettings.brightness * 1.5 + 0.5
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property real frame_reflection_strength: shadersettings.frame_reflection_strength
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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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@ -62,10 +64,12 @@ ShaderEffect{
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vec4 txt_normal = texture2D(normals, coords);
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vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
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vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
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float reflection = (dot(normal, light_dir) * 0.4 + 0.2) * brightness;
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vec3 final_color = reflection_color.rgb * reflection * 0.5;
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float reflection = (dot(normal, light_dir));
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float light = (reflection * 0.4 + 0.2) * brightness;
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vec3 final_color = reflection_color.rgb * light * 0.5;
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final_color += txt_color.rgb * ambient_light;
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gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity);
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float reflection_alpha = (1.0 - reflection*0.4);
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gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity * reflection_alpha);
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}"
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onStatusChanged: console.log(log) //Print warning messages
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@ -13,6 +13,14 @@ Item{
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property rect sourceRect
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property string shaderString
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//Values used to displace the texture in the screen. Used to make reflections correct.
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property real displacementLeft
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property real displacementTop
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property real displacementRight
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property real displacementBottom
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property real distortionCoefficient
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BorderImage{
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id: frameimage
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anchors.centerIn: parent
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@ -73,6 +73,7 @@ ApplicationWindow{
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anchors.fill: parent
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z: 2.1
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source: shadersettings.frame_source
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opacity: 1.0
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}
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Item{
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