mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-19 04:30:44 +00:00
128 lines
3.9 KiB
QML
128 lines
3.9 KiB
QML
import QtQuick 2.0
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import "utils.js" as Utils
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Loader {
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id: burnInEffect
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property ShaderEffectSource source: item ? item.source : null
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property real lastUpdate: 0
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property real prevLastUpdate: 0
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property real delay: (1.0 / appSettings.fps) * 1000
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property real burnIn: appSettings.burnIn
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property real burnInFadeTime: 1 / Utils.lint(_minBurnInFadeTime, _maxBurnInFadeTime, burnIn)
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property real _minBurnInFadeTime: appSettings.minBurnInFadeTime
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property real _maxBurnInFadeTime: appSettings.maxBurnInFadeTime
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active: appSettings.useFastBurnIn && appSettings.burnIn !== 0
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anchors.fill: parent
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function completelyUpdate() {
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prevLastUpdate = lastUpdate;
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lastUpdate = timeManager.time;
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item.source.scheduleUpdate();
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}
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function restartBlurSource(){
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prevLastUpdate = timeManager.time;
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lastUpdate = prevLastUpdate;
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completelyUpdate();
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}
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sourceComponent: Item {
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property alias source: burnInEffectSource
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ShaderEffectSource {
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id: burnInEffectSource
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anchors.fill: parent
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sourceItem: burnInShaderEffect
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live: false
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recursive: true
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hideSource: true
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wrapMode: ShaderEffectSource.ClampToEdge
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format: ShaderEffectSource.RGBA
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smooth: true
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visible: false
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Connections {
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target: kterminal
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onImagePainted: completelyUpdate()
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}
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// Restart blurred source settings change.
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Connections{
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target: appSettings
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onBurnInChanged: burnInEffect.restartBlurSource();
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onTerminalFontChanged: burnInEffect.restartBlurSource();
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onRasterizationChanged: burnInEffect.restartBlurSource();
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onBurnInQualityChanged: burnInEffect.restartBlurSource();
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}
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Connections {
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target: kterminalScrollbar
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onOpacityChanged: completelyUpdate()
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}
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}
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ShaderEffect {
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id: burnInShaderEffect
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property variant txt_source: kterminalSource
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property variant burnInSource: burnInEffectSource
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property real burnInTime: burnInFadeTime
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property real lastUpdate: burnInEffect.lastUpdate
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property real prevLastUpdate: burnInEffect.prevLastUpdate
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anchors.fill: parent
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blending: false
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fragmentShader:
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"#ifdef GL_ES
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precision mediump float;
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#endif\n" +
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"uniform lowp float qt_Opacity;" +
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"uniform lowp sampler2D txt_source;" +
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"varying highp vec2 qt_TexCoord0;
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uniform lowp sampler2D burnInSource;
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uniform highp float burnInTime;
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uniform highp float lastUpdate;
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uniform highp float prevLastUpdate;" +
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"float rgb2grey(vec3 v){
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return dot(v, vec3(0.21, 0.72, 0.04));
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}" +
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"void main() {
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vec2 coords = qt_TexCoord0;
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vec3 txtColor = texture2D(txt_source, coords).rgb;
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vec4 accColor = texture2D(burnInSource, coords);
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float prevMask = accColor.a;
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float currMask = rgb2grey(txtColor);
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highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
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blurDecay = max(0.0, blurDecay - prevMask);
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vec3 blurColor = accColor.rgb - vec3(blurDecay);
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vec3 color = max(blurColor, txtColor);
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gl_FragColor = vec4(color, currMask);
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}
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"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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}
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}
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}
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