mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2026-02-08 00:32:27 +00:00
206 lines
7.3 KiB
QML
206 lines
7.3 KiB
QML
/*******************************************************************************
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* Copyright (c) 2013-2021 "Filippo Scognamiglio"
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* https://github.com/Swordfish90/cool-retro-term
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*
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* This file is part of cool-retro-term.
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*
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* cool-retro-term is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*******************************************************************************/
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import QtQuick 2.2
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import "utils.js" as Utils
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Item {
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function dynamicFragmentPath() {
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var rasterMode = appSettings.rasterization;
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var burnInOn = appSettings.burnIn > 0 ? 1 : 0;
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var frameOn = (appSettings._frameSize > 0 || appSettings.screenCurvature > 0) ? 1 : 0;
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var chromaOn = appSettings.chromaColor > 0 ? 1 : 0;
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return "qrc:/shaders/terminal_dynamic_raster" + rasterMode +
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"_burn" + burnInOn +
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"_frame" + frameOn +
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"_chroma" + chromaOn +
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".frag.qsb";
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}
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function staticFragmentPath() {
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var rgbShiftOn = appSettings.rbgShift > 0 ? 1 : 0;
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var bloomOn = appSettings.bloom > 0 ? 1 : 0;
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var curvatureOn = (appSettings.screenCurvature > 0 || appSettings.frameSize > 0) ? 1 : 0;
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var shineOn = appSettings.frameShininess > 0 ? 1 : 0;
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return "qrc:/shaders/terminal_static_rgb" + rgbShiftOn +
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"_bloom" + bloomOn +
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"_curve" + curvatureOn +
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"_shine" + shineOn +
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".frag.qsb";
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}
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property ShaderEffectSource source
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property BurnInEffect burnInEffect
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property ShaderEffectSource bloomSource
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property color fontColor: appSettings.fontColor
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property color backgroundColor: appSettings.backgroundColor
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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property real chromaColor: appSettings.chromaColor
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property real ambientLight: appSettings.ambientLight * 0.2
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property size virtualResolution
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property size screenResolution
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property real _screenDensity: Math.min(
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screenResolution.width / virtualResolution.width,
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screenResolution.height / virtualResolution.height
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)
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ShaderEffect {
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id: dynamicShader
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property ShaderEffectSource screenBuffer: frameBuffer
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property ShaderEffectSource burnInSource: burnInEffect.source
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property ShaderEffectSource frameSource: terminalFrameLoader.item
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property color fontColor: parent.fontColor
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property color backgroundColor: parent.backgroundColor
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property real screenCurvature: parent.screenCurvature
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property real chromaColor: parent.chromaColor
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property real ambientLight: parent.ambientLight
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property real flickering: appSettings.flickering
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property real horizontalSync: appSettings.horizontalSync
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property real horizontalSyncStrength: Utils.lint(0.05, 0.35, horizontalSync)
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property real glowingLine: appSettings.glowingLine * 0.2
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// Fast burnin properties
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property real burnIn: appSettings.burnIn
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real burnInTime: burnInEffect.burnInFadeTime
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property real jitter: appSettings.jitter
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property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
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property real staticNoise: appSettings.staticNoise
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property size scaleNoiseSize: Qt.size((width * 0.75) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
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(height * 0.75) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
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property size virtualResolution: parent.virtualResolution
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// Rasterization might display oversamping issues if virtual resolution is close to physical display resolution.
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// We progressively disable rasterization from 4x up to 2x resolution.
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property real rasterizationIntensity: Utils.smoothstep(2.0, 4.0, _screenDensity)
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property real displayTerminalFrame: appSettings._frameSize > 0 || appSettings.screenCurvature > 0
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property real time: timeManager.time
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property ShaderEffectSource noiseSource: noiseShaderSource
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property real frameSize: appSettings.frameSize
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property real frameShininess: appSettings.frameShininess
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property real bloom: parent.bloomSource ? appSettings.bloom * 2.5 : 0
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anchors.fill: parent
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blending: false
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Image {
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id: noiseTexture
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source: "images/allNoise512.png"
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width: 512
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height: 512
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fillMode: Image.Tile
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visible: false
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}
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ShaderEffectSource {
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id: noiseShaderSource
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sourceItem: noiseTexture
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wrapMode: ShaderEffectSource.Repeat
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visible: false
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smooth: true
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}
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vertexShader: "qrc:/shaders/terminal_dynamic.vert.qsb"
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fragmentShader: dynamicFragmentPath()
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onStatusChanged: if (log) console.log(log)
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}
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Loader {
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id: terminalFrameLoader
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active: dynamicShader.displayTerminalFrame
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width: staticShader.width
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height: staticShader.height
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sourceComponent: ShaderEffectSource {
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sourceItem: terminalFrame
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hideSource: true
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visible: false
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format: ShaderEffectSource.RGBA
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TerminalFrame {
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id: terminalFrame
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blending: false
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anchors.fill: parent
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}
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}
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}
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ShaderLibrary {
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id: shaderLibrary
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}
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ShaderEffect {
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id: staticShader
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width: parent.width * appSettings.windowScaling
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height: parent.height * appSettings.windowScaling
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property ShaderEffectSource source: parent.source
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property ShaderEffectSource bloomSource: parent.bloomSource
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property color fontColor: parent.fontColor
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property color backgroundColor: parent.backgroundColor
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property real bloom: bloomSource ? appSettings.bloom * 2.5 : 0
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property real screenCurvature: parent.screenCurvature
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property real chromaColor: appSettings.chromaColor;
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property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling
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property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
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property real frameShininess: appSettings.frameShininess
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property real frameSize: appSettings.frameSize
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blending: false
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visible: false
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vertexShader: "qrc:/shaders/terminal_static.vert.qsb"
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fragmentShader: staticFragmentPath()
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onStatusChanged: if (log) console.log(log)
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}
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ShaderEffectSource {
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id: frameBuffer
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visible: false
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sourceItem: staticShader
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hideSource: true
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}
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}
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