mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2026-02-08 08:42:22 +00:00
Compare commits
7 Commits
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1d73abda51 |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -43,6 +43,7 @@ Makefile*
|
||||
# Excludes compiled files
|
||||
imports
|
||||
cool-retro-term
|
||||
build
|
||||
|
||||
# Mac OSX
|
||||
|
||||
|
||||
17
app/app.pro
17
app/app.pro
@@ -15,6 +15,23 @@ macx:ICON = icons/crt.icns
|
||||
|
||||
RESOURCES += qml/resources.qrc
|
||||
|
||||
# Shader compilation (Qt Shader Baker)
|
||||
QSB_BIN = $$[QT_HOST_BINS]/qsb
|
||||
isEmpty(QSB_BIN): QSB_BIN = $$[QT_INSTALL_BINS]/qsb
|
||||
|
||||
SHADERS_DIR = $${_PRO_FILE_PWD_}/shaders
|
||||
SHADERS += $$files($$SHADERS_DIR/*.frag) $$files($$SHADERS_DIR/*.vert)
|
||||
|
||||
qsb.input = SHADERS
|
||||
qsb.output = ../../app/shaders/${QMAKE_FILE_NAME}.qsb
|
||||
qsb.commands = $$QSB_BIN --glsl \"100 es,120,150\" --hlsl 50 --msl 12 --qt6 -o ${QMAKE_FILE_OUT} ${QMAKE_FILE_IN}
|
||||
qsb.clean = $$qsb.output
|
||||
qsb.name = qsb ${QMAKE_FILE_IN}
|
||||
qsb.variable_out = QSB_FILES
|
||||
QMAKE_EXTRA_COMPILERS += qsb
|
||||
PRE_TARGETDEPS += $$QSB_FILES
|
||||
OTHER_FILES += $$SHADERS $$QSB_FILES
|
||||
|
||||
#########################################
|
||||
## INTALLS
|
||||
#########################################
|
||||
|
||||
42
app/main.cpp
42
app/main.cpp
@@ -17,6 +17,10 @@
|
||||
#include <fileio.h>
|
||||
#include <monospacefontmanager.h>
|
||||
|
||||
#if defined(Q_OS_MAC)
|
||||
#include <CoreFoundation/CoreFoundation.h>
|
||||
#endif
|
||||
|
||||
QString getNamedArgument(QStringList args, QString name, QString defaultName)
|
||||
{
|
||||
int index = args.indexOf(name);
|
||||
@@ -31,33 +35,37 @@ QString getNamedArgument(QStringList args, QString name)
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
// Some environmental variable are necessary on certain platforms.
|
||||
|
||||
// This disables QT appmenu under Ubuntu, which is not working with QML apps.
|
||||
setenv("QT_QPA_PLATFORMTHEME", "", 1);
|
||||
|
||||
// Disable Connections slot warnings
|
||||
QLoggingCategory::setFilterRules("qt.qml.connections.warning=false");
|
||||
|
||||
#if defined (Q_OS_LINUX)
|
||||
setenv("QSG_RENDER_LOOP", "threaded", 0);
|
||||
#endif
|
||||
// TODO FILIPPO... This should not be hardcoded but handled as a fallback of sort!
|
||||
QQuickStyle::setStyle("Material");
|
||||
QGuiApplication::setHighDpiScaleFactorRoundingPolicy(Qt::HighDpiScaleFactorRoundingPolicy::Round);
|
||||
|
||||
// #if defined (Q_OS_LINUX)
|
||||
// setenv("QSG_RENDER_LOOP", "threaded", 0);
|
||||
// #endif
|
||||
|
||||
#if defined(Q_OS_MAC)
|
||||
// This allows UTF-8 characters usage in OSX.
|
||||
setenv("LC_CTYPE", "UTF-8", 1);
|
||||
|
||||
// Ensure key repeat works for letter keys (disable macOS press-and-hold for this app).
|
||||
CFPreferencesSetAppValue(CFSTR("ApplePressAndHoldEnabled"), kCFBooleanFalse, kCFPreferencesCurrentApplication);
|
||||
CFPreferencesAppSynchronize(kCFPreferencesCurrentApplication);
|
||||
#endif
|
||||
|
||||
if (argc>1 && (!strcmp(argv[1],"-h") || !strcmp(argv[1],"--help"))) {
|
||||
QTextStream cout(stdout, QIODevice::WriteOnly);
|
||||
cout << "Usage: " << argv[0] << " [--default-settings] [--workdir <dir>] [--program <prog>] [-p|--profile <prof>] [--fullscreen] [-h|--help]" << endl;
|
||||
cout << " --default-settings Run cool-retro-term with the default settings" << endl;
|
||||
cout << " --workdir <dir> Change working directory to 'dir'" << endl;
|
||||
cout << " -e <cmd> Command to execute. This option will catch all following arguments, so use it as the last option." << endl;
|
||||
cout << " -T <title> Set window title to 'title'." << endl;
|
||||
cout << " --fullscreen Run cool-retro-term in fullscreen." << endl;
|
||||
cout << " -p|--profile <prof> Run cool-retro-term with the given profile." << endl;
|
||||
cout << " -h|--help Print this help." << endl;
|
||||
cout << " --verbose Print additional information such as profiles and settings." << endl;
|
||||
cout << "Usage: " << argv[0] << " [--default-settings] [--workdir <dir>] [--program <prog>] [-p|--profile <prof>] [--fullscreen] [-h|--help]" << Qt::endl;
|
||||
cout << " --default-settings Run cool-retro-term with the default settings" << Qt::endl;
|
||||
cout << " --workdir <dir> Change working directory to 'dir'" << Qt::endl;
|
||||
cout << " -e <cmd> Command to execute. This option will catch all following arguments, so use it as the last option." << Qt::endl;
|
||||
cout << " -T <title> Set window title to 'title'." << Qt::endl;
|
||||
cout << " --fullscreen Run cool-retro-term in fullscreen." << Qt::endl;
|
||||
cout << " -p|--profile <prof> Run cool-retro-term with the given profile." << Qt::endl;
|
||||
cout << " -h|--help Print this help." << Qt::endl;
|
||||
cout << " --verbose Print additional information such as profiles and settings." << Qt::endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -65,7 +73,7 @@ int main(int argc, char *argv[])
|
||||
|
||||
if (argc>1 && (!strcmp(argv[1],"-v") || !strcmp(argv[1],"--version"))) {
|
||||
QTextStream cout(stdout, QIODevice::WriteOnly);
|
||||
cout << "cool-retro-term " << appVersion << endl;
|
||||
cout << "cool-retro-term " << appVersion << Qt::endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -31,8 +31,8 @@ QtObject {
|
||||
readonly property real minimumFontScaling: 0.25
|
||||
readonly property real maximumFontScaling: 2.50
|
||||
|
||||
readonly property real minBurnInFadeTime: 160
|
||||
readonly property real maxBurnInFadeTime: 1600
|
||||
readonly property real minBurnInFadeTime: 0.16
|
||||
readonly property real maxBurnInFadeTime: 1.6
|
||||
|
||||
property bool isMacOS: Qt.platform.os === "osx"
|
||||
|
||||
@@ -50,7 +50,7 @@ QtObject {
|
||||
property bool showTerminalSize: true
|
||||
property real windowScaling: 1.0
|
||||
|
||||
property real fps: 20
|
||||
property int effectsFrameSkip: 2
|
||||
property bool verbose: false
|
||||
|
||||
property real bloomQuality: 0.5
|
||||
@@ -229,7 +229,7 @@ QtObject {
|
||||
|
||||
function composeSettingsString() {
|
||||
var settings = {
|
||||
"fps": fps,
|
||||
"effectsFrameSkip": effectsFrameSkip,
|
||||
"x": x,
|
||||
"y": y,
|
||||
"width": width,
|
||||
@@ -315,7 +315,7 @@ QtObject {
|
||||
showTerminalSize = settings.showTerminalSize
|
||||
!== undefined ? settings.showTerminalSize : showTerminalSize
|
||||
|
||||
fps = settings.fps !== undefined ? settings.fps : fps
|
||||
effectsFrameSkip = settings.effectsFrameSkip !== undefined ? settings.effectsFrameSkip : effectsFrameSkip
|
||||
windowScaling = settings.windowScaling
|
||||
!== undefined ? settings.windowScaling : windowScaling
|
||||
|
||||
|
||||
@@ -102,58 +102,50 @@ Loader {
|
||||
}
|
||||
}
|
||||
|
||||
ShaderLibrary {
|
||||
id: shaderLibrary
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: burnInShaderEffect
|
||||
|
||||
property variant txt_source: kterminalSource
|
||||
property variant burnInSource: burnInEffectSource
|
||||
property real burnInTime: burnInFadeTime
|
||||
property real lastUpdate: burnInEffect.lastUpdate
|
||||
property real burnInLastUpdate: burnInEffect.lastUpdate
|
||||
property real prevLastUpdate: burnInEffect.prevLastUpdate
|
||||
|
||||
anchors.fill: parent
|
||||
blending: false
|
||||
|
||||
fragmentShader:
|
||||
"#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif\n" +
|
||||
// Extra uniforms required by shared block
|
||||
property real qt_Opacity: 1.0
|
||||
property real time: timeManager.time
|
||||
property color fontColor: appSettings.fontColor
|
||||
property color backgroundColor: appSettings.backgroundColor
|
||||
property real shadowLength: 0
|
||||
property size virtualResolution: Qt.size(width, height)
|
||||
property real rasterizationIntensity: 0
|
||||
property int rasterizationMode: 0
|
||||
property real burnIn: appSettings.burnIn
|
||||
property real staticNoise: 0
|
||||
property real screenCurvature: 0
|
||||
property real glowingLine: 0
|
||||
property real chromaColor: 0
|
||||
property size jitterDisplacement: Qt.size(0, 0)
|
||||
property real ambientLight: 0
|
||||
property real jitter: 0
|
||||
property real horizontalSync: 0
|
||||
property real horizontalSyncStrength: 0
|
||||
property real flickering: 0
|
||||
property real displayTerminalFrame: 0
|
||||
property size scaleNoiseSize: Qt.size(0, 0)
|
||||
property real screen_brightness: 1.0
|
||||
property real bloom: 0
|
||||
property real rbgShift: 0
|
||||
property real screenShadowCoeff: 0
|
||||
property real frameShadowCoeff: 0
|
||||
property color frameColor: backgroundColor
|
||||
property size margin: Qt.size(0, 0)
|
||||
|
||||
"uniform lowp float qt_Opacity;" +
|
||||
"uniform lowp sampler2D txt_source;" +
|
||||
|
||||
"varying highp vec2 qt_TexCoord0;
|
||||
|
||||
uniform lowp sampler2D burnInSource;
|
||||
uniform highp float burnInTime;
|
||||
|
||||
uniform highp float lastUpdate;
|
||||
|
||||
uniform highp float prevLastUpdate;" +
|
||||
|
||||
shaderLibrary.rgb2grey +
|
||||
|
||||
"void main() {
|
||||
vec2 coords = qt_TexCoord0;
|
||||
|
||||
vec3 txtColor = texture2D(txt_source, coords).rgb;
|
||||
vec4 accColor = texture2D(burnInSource, coords);
|
||||
|
||||
float prevMask = accColor.a;
|
||||
float currMask = rgb2grey(txtColor);
|
||||
|
||||
highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
|
||||
blurDecay = max(0.0, blurDecay - prevMask);
|
||||
vec3 blurColor = accColor.rgb - vec3(blurDecay);
|
||||
vec3 color = max(blurColor, txtColor);
|
||||
|
||||
gl_FragColor = vec4(color, currMask);
|
||||
}
|
||||
"
|
||||
fragmentShader: "qrc:/shaders/burn_in.frag.qsb"
|
||||
vertexShader: "qrc:/shaders/passthrough.vert.qsb"
|
||||
|
||||
onStatusChanged: if (log) console.log(log) //Print warning messages
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*******************************************************************************/
|
||||
import QtQuick 2.2
|
||||
import QtQuick.Dialogs 1.1
|
||||
import QtQuick.Dialogs
|
||||
|
||||
Item {
|
||||
id: rootItem
|
||||
@@ -31,11 +31,13 @@ Item {
|
||||
id: colorDialog
|
||||
title: qsTr("Choose a color")
|
||||
modality: Qt.ApplicationModal
|
||||
visible: false
|
||||
selectedColor: rootItem.color
|
||||
|
||||
//This is a workaround to a Qt 5.2 bug.
|
||||
onColorChanged: if (!appSettings.isMacOS) colorSelected(color)
|
||||
onAccepted: if (appSettings.isMacOS) colorSelected(color)
|
||||
onSelectedColorChanged: {
|
||||
if (!appSettings.isMacOS && visible)
|
||||
colorSelected(selectedColor)
|
||||
}
|
||||
onAccepted: colorSelected(selectedColor)
|
||||
}
|
||||
Rectangle {
|
||||
anchors.fill: parent
|
||||
@@ -57,6 +59,6 @@ Item {
|
||||
}
|
||||
MouseArea {
|
||||
anchors.fill: parent
|
||||
onClicked: colorDialog.visible = true
|
||||
onClicked: colorDialog.open()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,7 +21,7 @@ import QtQuick 2.2
|
||||
import QtQuick.Window 2.0
|
||||
import QtQuick.Controls 2.0
|
||||
import QtQuick.Layouts 1.1
|
||||
import QtQuick.Dialogs 1.1
|
||||
import QtQuick.Dialogs
|
||||
|
||||
Window {
|
||||
id: insertnamedialog
|
||||
|
||||
@@ -208,31 +208,31 @@ Item{
|
||||
acceptedButtons: Qt.LeftButton | Qt.MiddleButton | Qt.RightButton
|
||||
anchors.fill: parent
|
||||
cursorShape: kterminal.terminalUsesMouse ? Qt.ArrowCursor : Qt.IBeamCursor
|
||||
onWheel:{
|
||||
if(wheel.modifiers & Qt.ControlModifier){
|
||||
onWheel: function(wheel) {
|
||||
if (wheel.modifiers & Qt.ControlModifier) {
|
||||
wheel.angleDelta.y > 0 ? zoomIn.trigger() : zoomOut.trigger();
|
||||
} else {
|
||||
var coord = correctDistortion(wheel.x, wheel.y);
|
||||
kterminal.simulateWheel(coord.x, coord.y, wheel.buttons, wheel.modifiers, wheel.angleDelta);
|
||||
}
|
||||
}
|
||||
onDoubleClicked: {
|
||||
onDoubleClicked: function(mouse) {
|
||||
var coord = correctDistortion(mouse.x, mouse.y);
|
||||
kterminal.simulateMouseDoubleClick(coord.x, coord.y, mouse.button, mouse.buttons, mouse.modifiers);
|
||||
}
|
||||
onPressed: {
|
||||
if((!kterminal.terminalUsesMouse || mouse.modifiers & Qt.ShiftModifier) && mouse.button == Qt.RightButton) {
|
||||
onPressed: function(mouse) {
|
||||
if ((!kterminal.terminalUsesMouse || mouse.modifiers & Qt.ShiftModifier) && mouse.button == Qt.RightButton) {
|
||||
contextmenu.popup();
|
||||
} else {
|
||||
var coord = correctDistortion(mouse.x, mouse.y);
|
||||
kterminal.simulateMousePress(coord.x, coord.y, mouse.button, mouse.buttons, mouse.modifiers)
|
||||
}
|
||||
}
|
||||
onReleased: {
|
||||
onReleased: function(mouse) {
|
||||
var coord = correctDistortion(mouse.x, mouse.y);
|
||||
kterminal.simulateMouseRelease(coord.x, coord.y, mouse.button, mouse.buttons, mouse.modifiers);
|
||||
}
|
||||
onPositionChanged: {
|
||||
onPositionChanged: function(mouse) {
|
||||
var coord = correctDistortion(mouse.x, mouse.y);
|
||||
kterminal.simulateMouseMove(coord.x, coord.y, mouse.button, mouse.buttons, mouse.modifiers);
|
||||
}
|
||||
|
||||
@@ -73,24 +73,17 @@ ColumnLayout {
|
||||
Slider {
|
||||
Layout.fillWidth: true
|
||||
Layout.columnSpan: 2
|
||||
id: fpsSlider
|
||||
onValueChanged: {
|
||||
if (enabled) {
|
||||
appSettings.fps = value !== 60 ? value + 1 : 0
|
||||
}
|
||||
}
|
||||
id: effectsFpsSlider
|
||||
onValueChanged: appSettings.effectsFrameSkip = Math.round(value)
|
||||
stepSize: 1
|
||||
enabled: false
|
||||
Component.onCompleted: {
|
||||
from = 0
|
||||
to = 60
|
||||
value = appSettings.fps !== 0 ? appSettings.fps - 1 : 60
|
||||
enabled = true
|
||||
}
|
||||
enabled: true
|
||||
from: 5
|
||||
to: 1
|
||||
value: appSettings.effectsFrameSkip
|
||||
}
|
||||
|
||||
SizedLabel {
|
||||
text: appSettings.fps !== 0 ? appSettings.fps : qsTr("Max")
|
||||
text: Math.round(100 / Math.max(1, Math.round(effectsFpsSlider.value))) + "%"
|
||||
}
|
||||
Label {
|
||||
text: qsTr("Texture Quality")
|
||||
@@ -99,15 +92,11 @@ ColumnLayout {
|
||||
id: txtslider
|
||||
Layout.fillWidth: true
|
||||
Layout.columnSpan: 2
|
||||
onValueChanged: if (enabled)
|
||||
appSettings.windowScaling = value
|
||||
onValueChanged: appSettings.windowScaling = value
|
||||
stepSize: 0.05
|
||||
enabled: false
|
||||
Component.onCompleted: {
|
||||
from = 0.25 //Without this value gets set to 0.5
|
||||
value = appSettings.windowScaling
|
||||
enabled = true
|
||||
}
|
||||
enabled: true
|
||||
from: 0.25
|
||||
value: appSettings.windowScaling
|
||||
}
|
||||
SizedLabel {
|
||||
text: Math.round(txtslider.value * 100) + "%"
|
||||
@@ -120,15 +109,11 @@ ColumnLayout {
|
||||
Layout.fillWidth: true
|
||||
Layout.columnSpan: 2
|
||||
id: bloomSlider
|
||||
onValueChanged: if (enabled)
|
||||
appSettings.bloomQuality = value
|
||||
onValueChanged: appSettings.bloomQuality = value
|
||||
stepSize: 0.05
|
||||
enabled: false
|
||||
Component.onCompleted: {
|
||||
from = 0.25
|
||||
value = appSettings.bloomQuality
|
||||
enabled = true
|
||||
}
|
||||
enabled: true
|
||||
from: 0.25
|
||||
value: appSettings.bloomQuality
|
||||
}
|
||||
SizedLabel {
|
||||
text: Math.round(bloomSlider.value * 100) + "%"
|
||||
@@ -141,15 +126,11 @@ ColumnLayout {
|
||||
Layout.fillWidth: true
|
||||
id: burnInSlider
|
||||
Layout.columnSpan: 2
|
||||
onValueChanged: if (enabled)
|
||||
appSettings.burnInQuality = value
|
||||
onValueChanged: appSettings.burnInQuality = value
|
||||
stepSize: 0.05
|
||||
enabled: false
|
||||
Component.onCompleted: {
|
||||
from = 0.25
|
||||
value = appSettings.burnInQuality
|
||||
enabled = true
|
||||
}
|
||||
enabled: true
|
||||
from: 0.25
|
||||
value: appSettings.burnInQuality
|
||||
}
|
||||
SizedLabel {
|
||||
text: Math.round(burnInSlider.value * 100) + "%"
|
||||
|
||||
@@ -33,53 +33,53 @@ ColumnLayout {
|
||||
|
||||
CheckableSlider {
|
||||
name: qsTr("Bloom")
|
||||
onNewValue: appSettings.bloom = newValue
|
||||
onNewValue: function(newValue) { appSettings.bloom = newValue }
|
||||
value: appSettings.bloom
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("BurnIn")
|
||||
onNewValue: appSettings.burnIn = newValue
|
||||
onNewValue: function(newValue) { appSettings.burnIn = newValue }
|
||||
value: appSettings.burnIn
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("Static Noise")
|
||||
onNewValue: appSettings.staticNoise = newValue
|
||||
onNewValue: function(newValue) { appSettings.staticNoise = newValue }
|
||||
value: appSettings.staticNoise
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("Jitter")
|
||||
onNewValue: appSettings.jitter = newValue
|
||||
onNewValue: function(newValue) { appSettings.jitter = newValue }
|
||||
value: appSettings.jitter
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("Glow Line")
|
||||
onNewValue: appSettings.glowingLine = newValue
|
||||
onNewValue: function(newValue) { appSettings.glowingLine = newValue }
|
||||
value: appSettings.glowingLine
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("Screen Curvature")
|
||||
onNewValue: appSettings.screenCurvature = newValue
|
||||
onNewValue: function(newValue) { appSettings.screenCurvature = newValue }
|
||||
value: appSettings.screenCurvature
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("Ambient Light")
|
||||
onNewValue: appSettings.ambientLight = newValue
|
||||
onNewValue: function(newValue) { appSettings.ambientLight = newValue }
|
||||
value: appSettings.ambientLight
|
||||
enabled: appSettings.framesIndex !== 0
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("Flickering")
|
||||
onNewValue: appSettings.flickering = newValue
|
||||
onNewValue: function(newValue) { appSettings.flickering = newValue }
|
||||
value: appSettings.flickering
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("Horizontal Sync")
|
||||
onNewValue: appSettings.horizontalSync = newValue
|
||||
onNewValue: function(newValue) { appSettings.horizontalSync = newValue }
|
||||
value: appSettings.horizontalSync
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("RGB Shift")
|
||||
onNewValue: appSettings.rbgShift = newValue
|
||||
onNewValue: function(newValue) { appSettings.rbgShift = newValue }
|
||||
value: appSettings.rbgShift
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
import QtQuick 2.2
|
||||
import QtQuick.Controls 2.4
|
||||
import QtQuick.Layouts 1.1
|
||||
import QtQuick.Dialogs 1.1
|
||||
import QtQuick.Dialogs
|
||||
|
||||
ColumnLayout {
|
||||
GroupBox {
|
||||
@@ -237,6 +237,7 @@ ColumnLayout {
|
||||
MessageDialog {
|
||||
id: messageDialog
|
||||
title: qsTr("File Error")
|
||||
buttons: MessageDialog.Ok
|
||||
onAccepted: {
|
||||
messageDialog.close()
|
||||
}
|
||||
@@ -248,10 +249,8 @@ ColumnLayout {
|
||||
|
||||
sourceComponent: FileDialog {
|
||||
nameFilters: ["Json files (*.json)"]
|
||||
selectMultiple: false
|
||||
selectFolder: false
|
||||
selectExisting: fileDialog.selectExisting
|
||||
onAccepted: callBack(fileUrl)
|
||||
fileMode: fileDialog.selectExisting ? FileDialog.OpenFile : FileDialog.SaveFile
|
||||
onAccepted: callBack(selectedFile)
|
||||
}
|
||||
|
||||
onSelectExistingChanged: reload()
|
||||
|
||||
@@ -140,12 +140,12 @@ ColumnLayout {
|
||||
Layout.fillWidth: true
|
||||
CheckableSlider {
|
||||
name: qsTr("Chroma Color")
|
||||
onNewValue: appSettings.chromaColor = newValue
|
||||
onNewValue: function(newValue) { appSettings.chromaColor = newValue }
|
||||
value: appSettings.chromaColor
|
||||
}
|
||||
CheckableSlider {
|
||||
name: qsTr("Saturation Color")
|
||||
onNewValue: appSettings.saturationColor = newValue
|
||||
onNewValue: function(newValue) { appSettings.saturationColor = newValue }
|
||||
value: appSettings.saturationColor
|
||||
enabled: appSettings.chromaColor !== 0
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ import QtQuick 2.2
|
||||
import QtQuick.Controls 2.1
|
||||
import QtQuick.Window 2.1
|
||||
import QtQuick.Layouts 1.3
|
||||
import QtQuick.Dialogs 1.1
|
||||
import QtQuick.Dialogs
|
||||
|
||||
Window {
|
||||
id: settings_window
|
||||
|
||||
@@ -19,7 +19,6 @@
|
||||
*******************************************************************************/
|
||||
|
||||
import QtQuick 2.2
|
||||
import QtGraphicalEffects 1.0
|
||||
|
||||
import "utils.js" as Utils
|
||||
|
||||
@@ -45,469 +44,174 @@ Item {
|
||||
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
|
||||
|
||||
property color fontColor: parent.fontColor
|
||||
property color backgroundColor: parent.backgroundColor
|
||||
property real screenCurvature: parent.screenCurvature
|
||||
property real chromaColor: parent.chromaColor
|
||||
property real ambientLight: parent.ambientLight
|
||||
|
||||
property real flickering: appSettings.flickering
|
||||
property real horizontalSync: appSettings.horizontalSync
|
||||
property real horizontalSyncStrength: Utils.lint(0.05, 0.35, horizontalSync)
|
||||
property real glowingLine: appSettings.glowingLine * 0.2
|
||||
|
||||
// Fast burnin properties
|
||||
property real burnIn: appSettings.burnIn
|
||||
property real burnInLastUpdate: burnInEffect.lastUpdate
|
||||
property real burnInTime: burnInEffect.burnInFadeTime
|
||||
|
||||
property real jitter: appSettings.jitter
|
||||
property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
|
||||
property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight)
|
||||
property real staticNoise: appSettings.staticNoise
|
||||
property size scaleNoiseSize: Qt.size((width * 0.75) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
|
||||
(height * 0.75) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
|
||||
|
||||
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 displayTerminalFrame: appSettings._frameMargin > 0 || appSettings.screenCurvature > 0
|
||||
|
||||
property real time: timeManager.time
|
||||
property ShaderEffectSource noiseSource: noiseShaderSource
|
||||
|
||||
// If something goes wrong activate the fallback version of the shader.
|
||||
property bool fallBack: false
|
||||
|
||||
anchors.fill: parent
|
||||
blending: false
|
||||
|
||||
//Smooth random texture used for flickering effect.
|
||||
Image {
|
||||
id: noiseTexture
|
||||
source: "images/allNoise512.png"
|
||||
width: 512
|
||||
height: 512
|
||||
fillMode: Image.Tile
|
||||
visible: false
|
||||
}
|
||||
ShaderEffectSource {
|
||||
id: noiseShaderSource
|
||||
sourceItem: noiseTexture
|
||||
wrapMode: ShaderEffectSource.Repeat
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
//Print the number with a reasonable precision for the shader.
|
||||
function str(num){
|
||||
return num.toFixed(8);
|
||||
}
|
||||
|
||||
vertexShader: "
|
||||
uniform highp mat4 qt_Matrix;
|
||||
uniform highp float time;
|
||||
|
||||
attribute highp vec4 qt_Vertex;
|
||||
attribute highp vec2 qt_MultiTexCoord0;
|
||||
|
||||
varying highp vec2 qt_TexCoord0;" +
|
||||
|
||||
(!fallBack ? "
|
||||
uniform sampler2D noiseSource;" : "") +
|
||||
|
||||
(!fallBack && flickering !== 0.0 ?"
|
||||
varying lowp float brightness;
|
||||
uniform lowp float flickering;" : "") +
|
||||
|
||||
(!fallBack && horizontalSync !== 0.0 ?"
|
||||
uniform lowp float horizontalSyncStrength;
|
||||
varying lowp float distortionScale;
|
||||
varying lowp float distortionFreq;" : "") +
|
||||
|
||||
"
|
||||
void main() {
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
|
||||
|
||||
(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
|
||||
"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
|
||||
: "") +
|
||||
|
||||
(!fallBack && flickering !== 0.0 ? "
|
||||
brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
|
||||
: "") +
|
||||
|
||||
(!fallBack && horizontalSync !== 0.0 ? "
|
||||
float randval = horizontalSyncStrength - initialNoiseTexel.r;
|
||||
distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
|
||||
distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
|
||||
: "") +
|
||||
|
||||
"gl_Position = qt_Matrix * qt_Vertex;
|
||||
}"
|
||||
|
||||
fragmentShader: "
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D screenBuffer;
|
||||
uniform highp float qt_Opacity;
|
||||
uniform highp float time;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
uniform highp vec4 fontColor;
|
||||
uniform highp vec4 backgroundColor;
|
||||
uniform lowp float shadowLength;
|
||||
|
||||
uniform highp vec2 virtualResolution;
|
||||
uniform lowp float rasterizationIntensity;\n" +
|
||||
|
||||
(burnIn !== 0 ? "
|
||||
uniform sampler2D burnInSource;
|
||||
uniform highp float burnInLastUpdate;
|
||||
uniform highp float burnInTime;" : "") +
|
||||
(staticNoise !== 0 ? "
|
||||
uniform highp float staticNoise;" : "") +
|
||||
(((staticNoise !== 0 || jitter !== 0) ||(fallBack && (flickering || horizontalSync))) ? "
|
||||
uniform lowp sampler2D noiseSource;
|
||||
uniform highp vec2 scaleNoiseSize;" : "") +
|
||||
(displayTerminalFrame ? "
|
||||
uniform lowp sampler2D frameSource;" : "") +
|
||||
(screenCurvature !== 0 ? "
|
||||
uniform highp float screenCurvature;" : "") +
|
||||
(glowingLine !== 0 ? "
|
||||
uniform highp float glowingLine;" : "") +
|
||||
(chromaColor !== 0 ? "
|
||||
uniform lowp float chromaColor;" : "") +
|
||||
(jitter !== 0 ? "
|
||||
uniform lowp vec2 jitterDisplacement;" : "") +
|
||||
(ambientLight !== 0 ? "
|
||||
uniform lowp float ambientLight;" : "") +
|
||||
|
||||
(fallBack && horizontalSync !== 0 ? "
|
||||
uniform lowp float horizontalSyncStrength;" : "") +
|
||||
(fallBack && flickering !== 0.0 ?"
|
||||
uniform lowp float flickering;" : "") +
|
||||
(!fallBack && flickering !== 0 ? "
|
||||
varying lowp float brightness;"
|
||||
: "") +
|
||||
(!fallBack && horizontalSync !== 0 ? "
|
||||
varying lowp float distortionScale;
|
||||
varying lowp float distortionFreq;" : "") +
|
||||
|
||||
(glowingLine !== 0 ? "
|
||||
float randomPass(vec2 coords){
|
||||
return fract(smoothstep(-120.0, 0.0, coords.y - (virtualResolution.y + 120.0) * fract(time * 0.00015)));
|
||||
}" : "") +
|
||||
|
||||
shaderLibrary.min2 +
|
||||
shaderLibrary.rgb2grey +
|
||||
shaderLibrary.rasterizationShader +
|
||||
|
||||
"
|
||||
float isInScreen(vec2 v) {
|
||||
return min2(step(0.0, v) - step(1.0, v));
|
||||
}
|
||||
|
||||
vec2 barrel(vec2 v, vec2 cc) {" +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
return (v - cc * (1.0 + distortion) * distortion);"
|
||||
:
|
||||
"return v;") +
|
||||
"}" +
|
||||
|
||||
"vec3 convertWithChroma(vec3 inColor) {
|
||||
vec3 outColor = inColor;" +
|
||||
|
||||
(chromaColor !== 0 ?
|
||||
"outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);"
|
||||
:
|
||||
"outColor = fontColor.rgb * rgb2grey(inColor);") +
|
||||
|
||||
" return outColor;
|
||||
}" +
|
||||
|
||||
"void main() {" +
|
||||
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
|
||||
"float distance = length(cc);" +
|
||||
|
||||
//FallBack if there are problems
|
||||
(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
|
||||
"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
|
||||
vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
|
||||
: "") +
|
||||
(fallBack && flickering !== 0.0 ? "
|
||||
float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
|
||||
: "") +
|
||||
(fallBack && horizontalSync !== 0.0 ? "
|
||||
float randval = horizontalSyncStrength - initialNoiseTexel.r;
|
||||
float distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
|
||||
float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
|
||||
: "") +
|
||||
|
||||
(staticNoise ? "
|
||||
float noise = staticNoise;" : "") +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
vec2 staticCoords = barrel(qt_TexCoord0, cc);"
|
||||
:"
|
||||
vec2 staticCoords = qt_TexCoord0;") +
|
||||
|
||||
"vec2 coords = qt_TexCoord0;" +
|
||||
|
||||
(horizontalSync !== 0 ? "
|
||||
float dst = sin((coords.y + time * 0.001) * distortionFreq);
|
||||
coords.x += dst * distortionScale;" +
|
||||
|
||||
(staticNoise ? "
|
||||
noise += distortionScale * 7.0;" : "")
|
||||
|
||||
: "") +
|
||||
|
||||
(jitter !== 0 || staticNoise !== 0 ?
|
||||
"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
|
||||
: "") +
|
||||
|
||||
(jitter !== 0 ? "
|
||||
vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
|
||||
vec2 txt_coords = coords + offset * jitterDisplacement;"
|
||||
: "vec2 txt_coords = coords;") +
|
||||
ShaderEffect {
|
||||
id: dynamicShader
|
||||
|
||||
property ShaderEffectSource screenBuffer: frameBuffer
|
||||
property ShaderEffectSource burnInSource: burnInEffect.source
|
||||
property ShaderEffectSource frameSource: terminalFrameLoader.item
|
||||
|
||||
property color fontColor: parent.fontColor
|
||||
property color backgroundColor: parent.backgroundColor
|
||||
property real screenCurvature: parent.screenCurvature
|
||||
property real chromaColor: parent.chromaColor
|
||||
property real ambientLight: parent.ambientLight
|
||||
|
||||
property real flickering: appSettings.flickering
|
||||
property real horizontalSync: appSettings.horizontalSync
|
||||
property real horizontalSyncStrength: Utils.lint(0.05, 0.35, horizontalSync)
|
||||
property real glowingLine: appSettings.glowingLine * 0.2
|
||||
|
||||
// Fast burnin properties
|
||||
property real burnIn: appSettings.burnIn
|
||||
property real burnInLastUpdate: burnInEffect.lastUpdate
|
||||
property real burnInTime: burnInEffect.burnInFadeTime
|
||||
|
||||
property real jitter: appSettings.jitter
|
||||
property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
|
||||
property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight)
|
||||
property real staticNoise: appSettings.staticNoise
|
||||
property size scaleNoiseSize: Qt.size((width * 0.75) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
|
||||
(height * 0.75) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
|
||||
|
||||
"float color = 0.0001;" +
|
||||
property size virtualResolution: parent.virtualResolution
|
||||
|
||||
(staticNoise !== 0 ? "
|
||||
float noiseVal = noiseTexel.a;
|
||||
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
|
||||
|
||||
(glowingLine !== 0 ? "
|
||||
color += randomPass(coords * virtualResolution) * glowingLine;" : "") +
|
||||
|
||||
"vec3 txt_color = texture2D(screenBuffer, txt_coords).rgb;" +
|
||||
|
||||
(burnIn !== 0 ? "
|
||||
vec4 txt_blur = texture2D(burnInSource, staticCoords);
|
||||
float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
|
||||
vec3 burnInColor = 0.65 * (txt_blur.rgb - vec3(blurDecay));
|
||||
txt_color = max(txt_color, convertWithChroma(burnInColor));"
|
||||
: "") +
|
||||
|
||||
"txt_color += fontColor.rgb * vec3(color);" +
|
||||
|
||||
"txt_color = applyRasterization(staticCoords, txt_color, virtualResolution, rasterizationIntensity);\n" +
|
||||
|
||||
"vec3 finalColor = txt_color;" +
|
||||
|
||||
(flickering !== 0 ? "
|
||||
finalColor *= brightness;" : "") +
|
||||
|
||||
(ambientLight !== 0 ? "
|
||||
finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
|
||||
|
||||
(displayTerminalFrame ?
|
||||
"vec4 frameColor = texture2D(frameSource, qt_TexCoord0);
|
||||
finalColor = mix(finalColor, frameColor.rgb, frameColor.a);"
|
||||
: "") +
|
||||
|
||||
"gl_FragColor = vec4(finalColor, qt_Opacity);" +
|
||||
"}"
|
||||
|
||||
onStatusChanged: {
|
||||
// Print warning messages
|
||||
if (log)
|
||||
console.log(log);
|
||||
|
||||
// Activate fallback mode
|
||||
if (status == ShaderEffect.Error) {
|
||||
fallBack = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loader {
|
||||
id: terminalFrameLoader
|
||||
|
||||
active: dynamicShader.displayTerminalFrame
|
||||
|
||||
width: staticShader.width
|
||||
height: staticShader.height
|
||||
|
||||
sourceComponent: ShaderEffectSource {
|
||||
|
||||
sourceItem: terminalFrame
|
||||
hideSource: true
|
||||
visible: false
|
||||
format: ShaderEffectSource.RGBA
|
||||
|
||||
TerminalFrame {
|
||||
id: terminalFrame
|
||||
blending: false
|
||||
anchors.fill: parent
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ShaderLibrary {
|
||||
id: shaderLibrary
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: staticShader
|
||||
|
||||
width: parent.width * appSettings.windowScaling
|
||||
height: parent.height * appSettings.windowScaling
|
||||
|
||||
property ShaderEffectSource source: parent.source
|
||||
property ShaderEffectSource bloomSource: parent.bloomSource
|
||||
|
||||
property color fontColor: parent.fontColor
|
||||
property color backgroundColor: parent.backgroundColor
|
||||
property real bloom: appSettings.bloom * 2.5
|
||||
|
||||
property real screenCurvature: parent.screenCurvature
|
||||
|
||||
property real chromaColor: appSettings.chromaColor;
|
||||
|
||||
property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling // TODO FILIPPO width here is wrong.
|
||||
|
||||
property int rasterization: appSettings.rasterization
|
||||
|
||||
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
|
||||
|
||||
property real ambientLight: parent.ambientLight
|
||||
|
||||
property size virtualResolution: parent.virtualResolution
|
||||
|
||||
blending: false
|
||||
visible: false
|
||||
|
||||
//Print the number with a reasonable precision for the shader.
|
||||
function str(num){
|
||||
return num.toFixed(8);
|
||||
}
|
||||
|
||||
fragmentShader: "
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D source;
|
||||
uniform highp float qt_Opacity;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
uniform highp vec4 fontColor;
|
||||
uniform highp vec4 backgroundColor;
|
||||
uniform lowp float screen_brightness;
|
||||
|
||||
uniform highp vec2 virtualResolution;" +
|
||||
|
||||
(bloom !== 0 ? "
|
||||
uniform highp sampler2D bloomSource;
|
||||
uniform lowp float bloom;" : "") +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
uniform highp float screenCurvature;" : "") +
|
||||
|
||||
(chromaColor !== 0 ? "
|
||||
uniform lowp float chromaColor;" : "") +
|
||||
|
||||
(rbgShift !== 0 ? "
|
||||
uniform lowp float rbgShift;" : "") +
|
||||
|
||||
(ambientLight !== 0 ? "
|
||||
uniform lowp float ambientLight;" : "") +
|
||||
|
||||
shaderLibrary.min2 +
|
||||
shaderLibrary.sum2 +
|
||||
shaderLibrary.rgb2grey +
|
||||
|
||||
"vec3 convertWithChroma(vec3 inColor) {
|
||||
vec3 outColor = inColor;" +
|
||||
|
||||
(chromaColor !== 0 ?
|
||||
"outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);"
|
||||
:
|
||||
"outColor = fontColor.rgb * rgb2grey(inColor);") +
|
||||
|
||||
" return outColor;
|
||||
}" +
|
||||
|
||||
shaderLibrary.rasterizationShader +
|
||||
|
||||
"void main() {" +
|
||||
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
|
||||
vec2 txt_coords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
|
||||
:"
|
||||
vec2 txt_coords = qt_TexCoord0;") +
|
||||
|
||||
"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
|
||||
|
||||
(rbgShift !== 0 ? "
|
||||
vec2 displacement = vec2(12.0, 0.0) * rbgShift;
|
||||
vec3 rightColor = texture2D(source, txt_coords + displacement).rgb;
|
||||
vec3 leftColor = texture2D(source, txt_coords - displacement).rgb;
|
||||
txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60;
|
||||
txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60;
|
||||
txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60;
|
||||
" : "") +
|
||||
|
||||
"txt_color += vec3(0.0001);" +
|
||||
"float greyscale_color = rgb2grey(txt_color);" +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
float reflectionMask = sum2(step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords));
|
||||
reflectionMask = clamp(reflectionMask, 0.0, 1.0);"
|
||||
:
|
||||
"float reflectionMask = 1.0;") +
|
||||
|
||||
(chromaColor !== 0 ?
|
||||
"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
|
||||
vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color * reflectionMask);"
|
||||
:
|
||||
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color * reflectionMask);") +
|
||||
|
||||
(bloom !== 0 ?
|
||||
"vec4 bloomFullColor = texture2D(bloomSource, txt_coords);
|
||||
vec3 bloomColor = bloomFullColor.rgb;
|
||||
float bloomAlpha = bloomFullColor.a;
|
||||
bloomColor = convertWithChroma(bloomColor);
|
||||
finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);"
|
||||
: "") +
|
||||
|
||||
"finalColor *= screen_brightness;" +
|
||||
|
||||
"gl_FragColor = vec4(finalColor, qt_Opacity);" +
|
||||
"}"
|
||||
|
||||
onStatusChanged: {
|
||||
// Print warning messages
|
||||
if (log) console.log(log);
|
||||
}
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: frameBuffer
|
||||
visible: false
|
||||
sourceItem: staticShader
|
||||
hideSource: true
|
||||
}
|
||||
// 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 int rasterizationMode: appSettings.rasterization
|
||||
|
||||
property real displayTerminalFrame: appSettings._frameMargin > 0 || appSettings.screenCurvature > 0
|
||||
|
||||
property real time: timeManager.time
|
||||
property ShaderEffectSource noiseSource: noiseShaderSource
|
||||
|
||||
// Extra uniforms expected by the shared uniform block
|
||||
property real screenShadowCoeff: 0
|
||||
property real frameShadowCoeff: 0
|
||||
property color frameColor: backgroundColor
|
||||
property size margin: Qt.size(0, 0)
|
||||
property real prevLastUpdate: burnInEffect.prevLastUpdate
|
||||
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
|
||||
property real bloom: appSettings.bloom
|
||||
property real rbgShift: (appSettings.rbgShift / Math.max(width, 1)) * appSettings.totalFontScaling
|
||||
|
||||
anchors.fill: parent
|
||||
blending: false
|
||||
|
||||
Image {
|
||||
id: noiseTexture
|
||||
source: "images/allNoise512.png"
|
||||
width: 512
|
||||
height: 512
|
||||
fillMode: Image.Tile
|
||||
visible: false
|
||||
}
|
||||
ShaderEffectSource {
|
||||
id: noiseShaderSource
|
||||
sourceItem: noiseTexture
|
||||
wrapMode: ShaderEffectSource.Repeat
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
vertexShader: "qrc:/shaders/terminal_dynamic.vert.qsb"
|
||||
fragmentShader: "qrc:/shaders/terminal_dynamic.frag.qsb"
|
||||
|
||||
onStatusChanged: if (log) console.log(log)
|
||||
}
|
||||
|
||||
Loader {
|
||||
id: terminalFrameLoader
|
||||
|
||||
active: dynamicShader.displayTerminalFrame
|
||||
|
||||
width: staticShader.width
|
||||
height: staticShader.height
|
||||
|
||||
sourceComponent: ShaderEffectSource {
|
||||
|
||||
sourceItem: terminalFrame
|
||||
hideSource: true
|
||||
visible: false
|
||||
format: ShaderEffectSource.RGBA
|
||||
|
||||
TerminalFrame {
|
||||
id: terminalFrame
|
||||
blending: false
|
||||
anchors.fill: parent
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ShaderLibrary {
|
||||
id: shaderLibrary
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: staticShader
|
||||
|
||||
width: parent.width * appSettings.windowScaling
|
||||
height: parent.height * appSettings.windowScaling
|
||||
|
||||
property ShaderEffectSource source: parent.source
|
||||
property ShaderEffectSource bloomSource: parent.bloomSource
|
||||
|
||||
property color fontColor: parent.fontColor
|
||||
property color backgroundColor: parent.backgroundColor
|
||||
property real bloom: bloomSource ? appSettings.bloom * 2.5 : 0
|
||||
|
||||
property real screenCurvature: parent.screenCurvature
|
||||
|
||||
property real chromaColor: appSettings.chromaColor;
|
||||
|
||||
property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling
|
||||
|
||||
property int rasterization: appSettings.rasterization
|
||||
|
||||
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
|
||||
|
||||
property real ambientLight: parent.ambientLight
|
||||
|
||||
property size virtualResolution: parent.virtualResolution
|
||||
|
||||
// Extra uniforms to match shared uniform block
|
||||
property real time: timeManager.time
|
||||
property real shadowLength: 0
|
||||
property real rasterizationIntensity: Utils.smoothstep(2.0, 4.0, _screenDensity)
|
||||
property int rasterizationMode: appSettings.rasterization
|
||||
property real burnInLastUpdate: burnInEffect.lastUpdate
|
||||
property real burnInTime: burnInEffect.burnInFadeTime
|
||||
property real burnIn: appSettings.burnIn
|
||||
property real staticNoise: appSettings.staticNoise
|
||||
property real glowingLine: appSettings.glowingLine * 0.2
|
||||
property size jitterDisplacement: Qt.size(0, 0)
|
||||
property real jitter: appSettings.jitter
|
||||
property real horizontalSync: appSettings.horizontalSync
|
||||
property real horizontalSyncStrength: Utils.lint(0.05, 0.35, horizontalSync)
|
||||
property real flickering: appSettings.flickering
|
||||
property real displayTerminalFrame: dynamicShader.displayTerminalFrame
|
||||
property size scaleNoiseSize: Qt.size((width * 0.75) / (512 * appSettings.windowScaling * appSettings.totalFontScaling),
|
||||
(height * 0.75) / (512 * appSettings.windowScaling * appSettings.totalFontScaling))
|
||||
property real screenShadowCoeff: 0
|
||||
property real frameShadowCoeff: 0
|
||||
property color frameColor: backgroundColor
|
||||
property size margin: Qt.size(0, 0)
|
||||
property real prevLastUpdate: burnInEffect.prevLastUpdate
|
||||
|
||||
blending: false
|
||||
visible: false
|
||||
|
||||
vertexShader: "qrc:/shaders/passthrough.vert.qsb"
|
||||
fragmentShader: "qrc:/shaders/terminal_static.frag.qsb"
|
||||
|
||||
onStatusChanged: if (log) console.log(log)
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: frameBuffer
|
||||
visible: false
|
||||
sourceItem: staticShader
|
||||
hideSource: true
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*******************************************************************************/
|
||||
import QtQuick 2.2
|
||||
import QtGraphicalEffects 1.0
|
||||
import Qt5Compat.GraphicalEffects
|
||||
|
||||
import "utils.js" as Utils
|
||||
|
||||
@@ -38,6 +38,7 @@ ShaderTerminal {
|
||||
terminalWindow.width * devicePixelRatio * appSettings.windowScaling,
|
||||
terminalWindow.height * devicePixelRatio * appSettings.windowScaling
|
||||
)
|
||||
bloomSource: bloomSourceLoader.item
|
||||
|
||||
TimeManager {
|
||||
id: timeManager
|
||||
@@ -75,6 +76,4 @@ ShaderTerminal {
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
|
||||
bloomSource: bloomSourceLoader.item
|
||||
}
|
||||
|
||||
@@ -40,65 +40,36 @@ ShaderEffect {
|
||||
appSettings.frameMargin / height * appSettings.windowScaling
|
||||
)
|
||||
|
||||
ShaderLibrary {
|
||||
id: shaderLibrary
|
||||
}
|
||||
// Uniforms required by the shared block
|
||||
property real qt_Opacity: 1.0
|
||||
property real time: timeManager.time
|
||||
property color fontColor: appSettings.fontColor
|
||||
property color backgroundColor: appSettings.backgroundColor
|
||||
property real shadowLength: 0
|
||||
property size virtualResolution: Qt.size(width, height)
|
||||
property real rasterizationIntensity: 0
|
||||
property int rasterizationMode: 0
|
||||
property real burnInLastUpdate: 0
|
||||
property real burnInTime: 0
|
||||
property real burnIn: 0
|
||||
property real staticNoise: 0
|
||||
property real glowingLine: 0
|
||||
property real chromaColor: 0
|
||||
property size jitterDisplacement: Qt.size(0, 0)
|
||||
property real ambientLight: _ambientLight
|
||||
property real jitter: 0
|
||||
property real horizontalSync: 0
|
||||
property real horizontalSyncStrength: 0
|
||||
property real flickering: 0
|
||||
property real displayTerminalFrame: 0
|
||||
property size scaleNoiseSize: Qt.size(0, 0)
|
||||
property real screen_brightness: 1.0
|
||||
property real bloom: 0
|
||||
property real rbgShift: 0
|
||||
property real prevLastUpdate: 0
|
||||
|
||||
fragmentShader: "
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform lowp float screenCurvature;
|
||||
uniform lowp float screenShadowCoeff;
|
||||
uniform lowp float frameShadowCoeff;
|
||||
uniform highp float qt_Opacity;
|
||||
uniform lowp vec4 frameColor;
|
||||
uniform mediump vec2 margin;
|
||||
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
vec2 distortCoordinates(vec2 coords){
|
||||
vec2 cc = (coords - vec2(0.5));
|
||||
float dist = dot(cc, cc) * screenCurvature;
|
||||
return (coords + cc * (1.0 + dist) * dist);
|
||||
}
|
||||
" +
|
||||
|
||||
shaderLibrary.max2 +
|
||||
shaderLibrary.min2 +
|
||||
shaderLibrary.prod2 +
|
||||
shaderLibrary.sum2 +
|
||||
|
||||
"
|
||||
|
||||
vec2 positiveLog(vec2 x) {
|
||||
return clamp(log(x), vec2(0.0), vec2(100.0));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 staticCoords = qt_TexCoord0;
|
||||
vec2 coords = distortCoordinates(staticCoords) * (vec2(1.0) + margin * 2.0) - margin;
|
||||
|
||||
vec2 vignetteCoords = staticCoords * (1.0 - staticCoords.yx);
|
||||
float vignette = pow(prod2(vignetteCoords) * 15.0, 0.25);
|
||||
|
||||
vec3 color = frameColor.rgb * vec3(1.0 - vignette);
|
||||
float alpha = 0.0;
|
||||
|
||||
float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0))));
|
||||
frameShadow = max(sqrt(frameShadow), 0.0);
|
||||
color *= frameShadow;
|
||||
alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords));
|
||||
alpha = clamp(alpha, 0.0, 1.0);
|
||||
alpha *= mix(1.0, 0.9, frameShadow);
|
||||
|
||||
float screenShadow = 1.0 - prod2(positiveLog(coords * screenShadowCoeff + vec2(1.0)) * positiveLog(-coords * screenShadowCoeff + vec2(screenShadowCoeff + 1.0)));
|
||||
alpha = max(0.8 * screenShadow, alpha);
|
||||
|
||||
gl_FragColor = vec4(color * alpha, alpha);
|
||||
}
|
||||
"
|
||||
vertexShader: "qrc:/shaders/passthrough.vert.qsb"
|
||||
fragmentShader: "qrc:/shaders/terminal_frame.frag.qsb"
|
||||
|
||||
onStatusChanged: if (log) console.log(log) //Print warning messages
|
||||
}
|
||||
|
||||
@@ -17,22 +17,29 @@
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*******************************************************************************/
|
||||
import QtQuick 2.2
|
||||
import QtQuick
|
||||
|
||||
Timer {
|
||||
default property bool enableTimer: false
|
||||
property real time
|
||||
QtObject {
|
||||
id: timeManager
|
||||
|
||||
NumberAnimation on time {
|
||||
from: 0
|
||||
to: 100000
|
||||
running: appSettings.fps === 0 && enableTimer
|
||||
duration: 100000
|
||||
loops: Animation.Infinite
|
||||
property bool enableTimer: false
|
||||
property real time: 0
|
||||
|
||||
property int framesPerUpdate: Math.max(1, appSettings.effectsFrameSkip)
|
||||
property int _frameCounter: 0
|
||||
|
||||
property var frameDriver: FrameAnimation {
|
||||
running: enableTimer
|
||||
onTriggered: {
|
||||
timeManager._frameCounter += 1
|
||||
|
||||
if (timeManager._frameCounter >= timeManager.framesPerUpdate) {
|
||||
time = elapsedTime
|
||||
timeManager._frameCounter = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
onTriggered: time += interval
|
||||
running: appSettings.fps !== 0 && enableTimer
|
||||
interval: Math.round(1000 / appSettings.fps)
|
||||
repeat: true
|
||||
onEnableTimerChanged: if (!enableTimer) _frameCounter = 0
|
||||
onFramesPerUpdateChanged: _frameCounter = 0
|
||||
}
|
||||
|
||||
@@ -82,8 +82,8 @@ Menu {
|
||||
appSettings.handleFontChanged()
|
||||
}
|
||||
}
|
||||
onObjectAdded: profilesMenu.insertItem(index, object)
|
||||
onObjectRemoved: profilesMenu.removeItem(object)
|
||||
onObjectAdded: function(index, object) { profilesMenu.insertItem(index, object) }
|
||||
onObjectRemoved: function(object) { profilesMenu.removeItem(object) }
|
||||
}
|
||||
}
|
||||
Menu {
|
||||
|
||||
@@ -75,8 +75,8 @@ MenuBar {
|
||||
appSettings.handleFontChanged()
|
||||
}
|
||||
}
|
||||
onObjectAdded: profilesMenu.insertItem(index, object)
|
||||
onObjectRemoved: profilesMenu.removeItem(object)
|
||||
onObjectAdded: function(index, object) { profilesMenu.insertItem(index, object) }
|
||||
onObjectRemoved: function(object) { profilesMenu.removeItem(object) }
|
||||
}
|
||||
}
|
||||
Menu {
|
||||
|
||||
@@ -72,8 +72,8 @@ MenuBar {
|
||||
appSettings.handleFontChanged()
|
||||
}
|
||||
}
|
||||
onObjectAdded: profilesMenu.insertItem(index, object)
|
||||
onObjectRemoved: profilesMenu.removeItem(object)
|
||||
onObjectAdded: function(index, object) { profilesMenu.insertItem(index, object) }
|
||||
onObjectRemoved: function(object) { profilesMenu.removeItem(object) }
|
||||
}
|
||||
}
|
||||
Menu {
|
||||
|
||||
@@ -46,5 +46,11 @@
|
||||
<file>menus/ShortContextMenu.qml</file>
|
||||
<file>ShaderLibrary.qml</file>
|
||||
<file>menus/OSXMenu.qml</file>
|
||||
<file>../shaders/terminal_dynamic.vert.qsb</file>
|
||||
<file>../shaders/terminal_dynamic.frag.qsb</file>
|
||||
<file>../shaders/passthrough.vert.qsb</file>
|
||||
<file>../shaders/terminal_static.frag.qsb</file>
|
||||
<file>../shaders/terminal_frame.frag.qsb</file>
|
||||
<file>../shaders/burn_in.frag.qsb</file>
|
||||
</qresource>
|
||||
</RCC>
|
||||
|
||||
63
app/shaders/burn_in.frag
Normal file
63
app/shaders/burn_in.frag
Normal file
@@ -0,0 +1,63 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(binding = 1) uniform sampler2D txt_source;
|
||||
layout(binding = 2) uniform sampler2D burnInSource;
|
||||
|
||||
float rgb2grey(vec3 v) {
|
||||
return dot(v, vec3(0.21, 0.72, 0.04));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 coords = qt_TexCoord0;
|
||||
|
||||
vec3 txtColor = texture(txt_source, coords).rgb;
|
||||
vec4 accColor = texture(burnInSource, coords);
|
||||
|
||||
float prevMask = accColor.a;
|
||||
float currMask = rgb2grey(txtColor);
|
||||
|
||||
float blurDecay = clamp((burnInLastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
|
||||
blurDecay = max(0.0, blurDecay - prevMask);
|
||||
vec3 blurColor = accColor.rgb - vec3(blurDecay);
|
||||
vec3 color = max(blurColor, txtColor);
|
||||
|
||||
fragColor = vec4(color, currMask) * qt_Opacity;
|
||||
}
|
||||
BIN
app/shaders/burn_in.frag.qsb
Normal file
BIN
app/shaders/burn_in.frag.qsb
Normal file
Binary file not shown.
46
app/shaders/passthrough.vert
Normal file
46
app/shaders/passthrough.vert
Normal file
@@ -0,0 +1,46 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec4 qt_Vertex;
|
||||
layout(location = 1) in vec2 qt_MultiTexCoord0;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 qt_TexCoord0;
|
||||
|
||||
void main() {
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
gl_Position = qt_Matrix * qt_Vertex;
|
||||
}
|
||||
BIN
app/shaders/passthrough.vert.qsb
Normal file
BIN
app/shaders/passthrough.vert.qsb
Normal file
Binary file not shown.
163
app/shaders/terminal_dynamic.frag
Normal file
163
app/shaders/terminal_dynamic.frag
Normal file
@@ -0,0 +1,163 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 1) in float vBrightness;
|
||||
layout(location = 2) in float vDistortionScale;
|
||||
layout(location = 3) in float vDistortionFreq;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform sampler2D noiseSource;
|
||||
layout(binding = 1) uniform sampler2D screenBuffer;
|
||||
layout(binding = 2) uniform sampler2D burnInSource;
|
||||
layout(binding = 3) uniform sampler2D frameSource;
|
||||
|
||||
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; }
|
||||
float rgb2grey(vec3 v) { return dot(v, vec3(0.21, 0.72, 0.04)); }
|
||||
|
||||
vec3 applyRasterization(vec2 screenCoords, vec3 texel, vec2 virtualRes, float intensity, int mode) {
|
||||
if (intensity <= 0.0 || mode == 0) {
|
||||
return texel;
|
||||
}
|
||||
|
||||
const float INTENSITY = 0.30;
|
||||
const float BRIGHTBOOST = 0.30;
|
||||
|
||||
if (mode == 1) { // scanline
|
||||
vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
|
||||
vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
|
||||
|
||||
vec2 coords = fract(screenCoords * virtualRes) * 2.0 - vec2(1.0);
|
||||
float mask = 1.0 - abs(coords.y);
|
||||
|
||||
vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask);
|
||||
return mix(texel, rasterizationColor, intensity);
|
||||
} else if (mode == 2) { // pixel
|
||||
vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
|
||||
vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
|
||||
|
||||
vec2 coords = fract(screenCoords * virtualRes) * 2.0 - vec2(1.0);
|
||||
coords = coords * coords;
|
||||
float mask = 1.0 - coords.x - coords.y;
|
||||
|
||||
vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask);
|
||||
return mix(texel, rasterizationColor, intensity);
|
||||
} else if (mode == 3) { // subpixel
|
||||
const float SUBPIXELS = 3.0;
|
||||
vec3 offsets = vec3(3.141592654) * vec3(0.5, 0.5 - 2.0 / 3.0, 0.5 - 4.0 / 3.0);
|
||||
|
||||
vec2 omega = vec2(3.141592654) * vec2(2.0) * virtualRes;
|
||||
vec2 angle = screenCoords * omega;
|
||||
vec3 xfactors = (SUBPIXELS + sin(angle.x + offsets)) / (SUBPIXELS + 1.0);
|
||||
|
||||
vec3 result = texel * xfactors;
|
||||
vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * result)) * result;
|
||||
vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * result)) * result;
|
||||
|
||||
vec2 coords = fract(screenCoords * virtualRes) * 2.0 - vec2(1.0);
|
||||
float mask = 1.0 - abs(coords.y);
|
||||
|
||||
vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask);
|
||||
return mix(texel, rasterizationColor, intensity);
|
||||
}
|
||||
|
||||
return texel;
|
||||
}
|
||||
|
||||
float randomPass(vec2 coords){
|
||||
return fract(smoothstep(-120.0, 0.0, coords.y - (virtualResolution.y + 120.0) * fract(time * 0.15)));
|
||||
}
|
||||
|
||||
vec2 barrel(vec2 v, vec2 cc) {
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
return (v - cc * (1.0 + distortion) * distortion);
|
||||
}
|
||||
|
||||
vec3 convertWithChroma(vec3 inColor) {
|
||||
vec3 outColor = fontColor.rgb * rgb2grey(inColor);
|
||||
if (chromaColor != 0.0) {
|
||||
outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);
|
||||
}
|
||||
return outColor;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 cc = vec2(0.5) - qt_TexCoord0;
|
||||
float distance = length(cc);
|
||||
|
||||
vec2 staticCoords = barrel(qt_TexCoord0, cc);
|
||||
vec2 coords = qt_TexCoord0;
|
||||
|
||||
float dst = sin((coords.y + time) * vDistortionFreq);
|
||||
coords.x += dst * vDistortionScale;
|
||||
|
||||
vec4 noiseTexel = texture(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 0.051), fract(time / 0.237)));
|
||||
|
||||
vec2 txt_coords = coords + (noiseTexel.ba - vec2(0.5)) * jitterDisplacement * jitter;
|
||||
|
||||
float color = 0.0001;
|
||||
color += noiseTexel.a * staticNoise * (1.0 - distance * 1.3);
|
||||
color += randomPass(coords * virtualResolution) * glowingLine;
|
||||
|
||||
vec3 txt_color = texture(screenBuffer, txt_coords).rgb;
|
||||
|
||||
if (burnIn > 0.0) {
|
||||
vec4 txt_blur = texture(burnInSource, staticCoords);
|
||||
float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
|
||||
vec3 burnInColor = 0.65 * (txt_blur.rgb - vec3(blurDecay));
|
||||
txt_color = max(txt_color, convertWithChroma(burnInColor));
|
||||
}
|
||||
|
||||
txt_color += fontColor.rgb * vec3(color);
|
||||
txt_color = applyRasterization(staticCoords, txt_color, virtualResolution, rasterizationIntensity, rasterizationMode);
|
||||
|
||||
vec3 finalColor = txt_color;
|
||||
float brightness = mix(1.0, vBrightness, step(0.0, flickering));
|
||||
finalColor *= brightness;
|
||||
|
||||
finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);
|
||||
|
||||
if (displayTerminalFrame > 0.0) {
|
||||
vec4 frameColor = texture(frameSource, qt_TexCoord0);
|
||||
finalColor = mix(finalColor, frameColor.rgb, frameColor.a);
|
||||
}
|
||||
|
||||
fragColor = vec4(finalColor, qt_Opacity);
|
||||
}
|
||||
BIN
app/shaders/terminal_dynamic.frag.qsb
Normal file
BIN
app/shaders/terminal_dynamic.frag.qsb
Normal file
Binary file not shown.
61
app/shaders/terminal_dynamic.vert
Normal file
61
app/shaders/terminal_dynamic.vert
Normal file
@@ -0,0 +1,61 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec4 qt_Vertex;
|
||||
layout(location = 1) in vec2 qt_MultiTexCoord0;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform sampler2D noiseSource;
|
||||
|
||||
layout(location = 0) out vec2 qt_TexCoord0;
|
||||
layout(location = 1) out float vBrightness;
|
||||
layout(location = 2) out float vDistortionScale;
|
||||
layout(location = 3) out float vDistortionFreq;
|
||||
|
||||
void main() {
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
|
||||
vec2 coords = vec2(fract(time / 2.048), fract(time / 1048.576));
|
||||
vec4 initialNoiseTexel = texture(noiseSource, coords);
|
||||
|
||||
vBrightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;
|
||||
|
||||
float randval = horizontalSyncStrength - initialNoiseTexel.r;
|
||||
vDistortionScale = step(0.0, randval) * randval * horizontalSyncStrength * horizontalSync;
|
||||
vDistortionFreq = mix(4.0, 40.0, initialNoiseTexel.g) * step(0.0, horizontalSync);
|
||||
|
||||
gl_Position = qt_Matrix * qt_Vertex;
|
||||
}
|
||||
BIN
app/shaders/terminal_dynamic.vert.qsb
Normal file
BIN
app/shaders/terminal_dynamic.vert.qsb
Normal file
Binary file not shown.
77
app/shaders/terminal_frame.frag
Normal file
77
app/shaders/terminal_frame.frag
Normal file
@@ -0,0 +1,77 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
float min2(vec2 v) { return min(v.x, v.y); }
|
||||
float max2(vec2 v) { return max(v.x, v.y); }
|
||||
float prod2(vec2 v) { return v.x * v.y; }
|
||||
float sum2(vec2 v) { return v.x + v.y; }
|
||||
|
||||
vec2 distortCoordinates(vec2 coords){
|
||||
vec2 cc = (coords - vec2(0.5));
|
||||
float dist = dot(cc, cc) * screenCurvature;
|
||||
return (coords + cc * (1.0 + dist) * dist);
|
||||
}
|
||||
|
||||
vec2 positiveLog(vec2 x) {
|
||||
return clamp(log(x), vec2(0.0), vec2(100.0));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 staticCoords = qt_TexCoord0;
|
||||
vec2 coords = distortCoordinates(staticCoords) * (vec2(1.0) + margin * 2.0) - margin;
|
||||
|
||||
vec2 vignetteCoords = staticCoords * (1.0 - staticCoords.yx);
|
||||
float vignette = pow(prod2(vignetteCoords) * 15.0, 0.25);
|
||||
|
||||
vec3 color = frameColor.rgb * vec3(1.0 - vignette);
|
||||
float alpha = 0.0;
|
||||
|
||||
float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0))));
|
||||
frameShadow = max(sqrt(frameShadow), 0.0);
|
||||
color *= frameShadow;
|
||||
alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords));
|
||||
alpha = clamp(alpha, 0.0, 1.0);
|
||||
alpha *= mix(1.0, 0.9, frameShadow);
|
||||
|
||||
float screenShadow = 1.0 - prod2(positiveLog(coords * screenShadowCoeff + vec2(1.0)) * positiveLog(-coords * screenShadowCoeff + vec2(screenShadowCoeff + 1.0)));
|
||||
alpha = max(0.8 * screenShadow, alpha);
|
||||
|
||||
fragColor = vec4(color * alpha, alpha) * qt_Opacity;
|
||||
}
|
||||
BIN
app/shaders/terminal_frame.frag.qsb
Normal file
BIN
app/shaders/terminal_frame.frag.qsb
Normal file
Binary file not shown.
104
app/shaders/terminal_static.frag
Normal file
104
app/shaders/terminal_static.frag
Normal file
@@ -0,0 +1,104 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(binding = 1) uniform sampler2D source;
|
||||
layout(binding = 2) uniform sampler2D bloomSource;
|
||||
|
||||
float sum2(vec2 v) { return v.x + v.y; }
|
||||
float rgb2grey(vec3 v) { return dot(v, vec3(0.21, 0.72, 0.04)); }
|
||||
|
||||
vec3 convertWithChroma(vec3 inColor) {
|
||||
vec3 outColor = fontColor.rgb * rgb2grey(inColor);
|
||||
if (chromaColor != 0.0) {
|
||||
outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);
|
||||
}
|
||||
return outColor;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 cc = vec2(0.5) - qt_TexCoord0;
|
||||
|
||||
vec2 txt_coords = qt_TexCoord0;
|
||||
if (screenCurvature != 0.0) {
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
|
||||
txt_coords = -2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;
|
||||
}
|
||||
|
||||
vec3 txt_color = texture(source, txt_coords).rgb;
|
||||
|
||||
if (rbgShift != 0.0) {
|
||||
vec2 displacement = vec2(12.0, 0.0) * rbgShift;
|
||||
vec3 rightColor = texture(source, txt_coords + displacement).rgb;
|
||||
vec3 leftColor = texture(source, txt_coords - displacement).rgb;
|
||||
txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60;
|
||||
txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60;
|
||||
txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60;
|
||||
}
|
||||
|
||||
txt_color += vec3(0.0001);
|
||||
float greyscale_color = rgb2grey(txt_color);
|
||||
|
||||
float reflectionMask = 1.0;
|
||||
if (screenCurvature != 0.0) {
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
|
||||
reflectionMask = sum2(step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords));
|
||||
reflectionMask = clamp(reflectionMask, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 finalColor;
|
||||
if (chromaColor != 0.0) {
|
||||
vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
|
||||
finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color * reflectionMask);
|
||||
} else {
|
||||
finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color * reflectionMask);
|
||||
}
|
||||
|
||||
if (bloom != 0.0) {
|
||||
vec4 bloomFullColor = texture(bloomSource, txt_coords);
|
||||
vec3 bloomColor = convertWithChroma(bloomFullColor.rgb);
|
||||
float bloomAlpha = bloomFullColor.a;
|
||||
finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);
|
||||
}
|
||||
|
||||
finalColor *= screen_brightness;
|
||||
fragColor = vec4(finalColor, qt_Opacity);
|
||||
}
|
||||
BIN
app/shaders/terminal_static.frag.qsb
Normal file
BIN
app/shaders/terminal_static.frag.qsb
Normal file
Binary file not shown.
Submodule qmltermwidget updated: 63228027e1...290f542d23
Reference in New Issue
Block a user