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mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2024-10-06 19:10:51 +01:00
cool-retro-term/qml/cool-old-term/main.qml

298 lines
11 KiB
QML

/****************************************************************************
* This file is part of Terminal.
*
* Copyright (C) 2013 Pier Luigi Fiorini <pierluigi.fiorini@gmail.com>
*
* Author(s):
* Pier Luigi Fiorini
*
* $BEGIN_LICENSE:GPL2+$
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* $END_LICENSE$
***************************************************************************/
import QtQuick 2.1
import QtQuick.Window 2.0
import QtQuick.Controls 1.0
import QtGraphicalEffects 1.0
ApplicationWindow{
id: mainwindow
width: 1024
height: 768
title: qsTr("Terminal")
menuBar: MenuBar {
id: menubar
Menu {
title: qsTr("File")
MenuItem { text: "Close"; onTriggered: mainwindow.close()}
}
Menu {
title: qsTr("Edit")
MenuItem {
text: qsTr("Settings")
onTriggered: {
var component = Qt.createComponent("SettingsWindow.qml");
component.createObject(mainwindow);
}
}
}
}
visible: true
Item{
id: maincontainer
anchors.fill: parent
anchors.top: menuBar.bottom
clip: true
ShaderSettings{
id: shadersettings
}
ShaderEffectSource{
id: theSource
sourceItem: terminal
sourceRect: Qt.rect(-65, -75, terminal.width + 130, terminal.height + 150)
}
ShaderEffect {
id: shadercontainer
anchors.fill: terminal
blending: true
z: 2
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property variant source: theSource
property size txt_Size: Qt.size(terminal.width, terminal.height)
property real time: 0
property real noise_strength: shadersettings.noise_strength
property real screen_distorsion: shadersettings.screen_distortion
property real glowing_line_strength: shadersettings.glowing_line_strength
property real brightness: 1.0
property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
NumberAnimation on brightness{
property real randval: 0
to: 1.0
duration: 300
onStopped: {
to = 1 - Math.random() * shadersettings.brightness_flickering;
start();
}
running: false
}
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
//property real faulty_screen_prob: shadersettings.faulty_screen_prob
NumberAnimation on time{
from: -1
to: 100
duration: 5000
loops: Animation.Infinite
}
fragmentShader: "
uniform sampler2D source;
uniform highp float qt_Opacity;
uniform highp float time;
uniform highp vec2 txt_Size;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp float noise_strength;
uniform highp float screen_distorsion;
uniform highp float glowing_line_strength;
uniform highp float brightness;
uniform highp float deltax;
uniform highp float deltay;
uniform highp float scanlines;
float rand(vec2 co, float time){
return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
}
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.25;
return rand(floor(newP), time);
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5;
}
vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion ;
return (coords + cc * (1.0 + dist) * dist);
}
float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
}
vec4 blurredColor(sampler2D source, vec2 coords){
vec4 sum = vec4(0.0);
sum += texture2D(source, coords - vec2(-deltax, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(-deltax, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(-deltax, +deltay)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, +deltay)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, +deltay)) * 0.11;
return sum;
}
void main() {
vec2 coords = distortCoordinates(qt_TexCoord0);
//Emulate faulty screen
//coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
//vec4 color = texture2D(source, coords);
float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
float scanline_alpha = getScanlineIntensity(coords) * scanlines;
//float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
float noise = stepNoise(coords) * noise_strength;
float randomPass = randomPass(coords) * glowing_line_strength;
color += noise + randomPass;
vec3 finalColor = mix(background_color, font_color, color).rgb;
finalColor = mix(finalColor, vec3(0.0), scanline_alpha);
gl_FragColor = vec4(finalColor * brightness, 1.0);
}"
}
ShaderEffect{
z: 2.1
anchors.centerIn: parent
anchors.fill: frame
clip: true
blending: true
property variant source: framesource
property variant normals: framesourcenormals
property real screen_distorsion: shadersettings.screen_distortion
property real ambient_light: shadersettings.ambient_light
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property real brightness: shadercontainer.brightness
fragmentShader: "
uniform sampler2D source;
uniform sampler2D normals;
uniform highp float screen_distorsion;
uniform highp float ambient_light;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp float brightness;
varying highp vec2 qt_TexCoord0;
vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion;
return (coords + cc * (1.0 + dist) * dist);
}
void main(){
vec2 coords = distortCoordinates(qt_TexCoord0);
vec4 txt_color = texture2D(source, coords);
vec4 normala = texture2D(normals, coords);
vec3 normal = normalize(normala.rgb) * txt_color.a;
float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.3 * brightness;
vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection;
vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
gl_FragColor = vec4(final_color, txt_color.a);
}"
}
ShaderEffectSource{
id: framesource
sourceItem: frame
hideSource: true
}
ShaderEffectSource{
id: framesourcenormals
sourceItem: framenormals
hideSource: true
}
BorderImage{
id: frame
width: parent.width + 140
height: parent.height + 140
anchors.centerIn: parent
source: "../images/screen-frame.png"
border {left: 116; right: 116; top: 116; bottom: 116}
horizontalTileMode: BorderImage.Stretch
verticalTileMode: BorderImage.Stretch
visible: false
}
BorderImage{
id: framenormals
anchors.fill: frame
source: "../images/screen-frame-normals.png"
border.bottom: frame.border.bottom
border.top: frame.border.top
border.left: frame.border.left
border.right: frame.border.right
horizontalTileMode: BorderImage.Stretch
verticalTileMode: BorderImage.Stretch
visible: false
}
TerminalScreen {
id: terminal
anchors.centerIn: parent
width: mainwindow.width
height: mainwindow.height
visible: false
//FIXME: Ugly forced clear terminal at the beginning
Component.onCompleted: terminal.screen.sendKey("l", 76, 67108864);
}
RadialGradient{
z: 4
anchors.fill: parent
cached: true
opacity: 0.1
gradient: Gradient{
GradientStop{position: 0.0; color: shadersettings.font_color}
GradientStop{position: 1.0; color: "#00000000"}
}
}
}
}