mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-31 10:11:20 +00:00
218 lines
7.9 KiB
QML
218 lines
7.9 KiB
QML
/****************************************************************************
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* This file is part of Terminal.
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*
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* Copyright (C) 2013 Pier Luigi Fiorini <pierluigi.fiorini@gmail.com>
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*
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* Author(s):
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* Pier Luigi Fiorini
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*
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* $BEGIN_LICENSE:GPL2+$
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*
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* This program 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 2 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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* $END_LICENSE$
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***************************************************************************/
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import QtQuick 2.1
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import QtQuick.Window 2.0
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import QtQuick.Controls 1.0
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import QtGraphicalEffects 1.0
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ApplicationWindow{
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id: mainwindow
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width: 1024
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height: 768
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title: qsTr("Terminal")
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menuBar: MenuBar {
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Menu {
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title: qsTr("File")
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MenuItem { text: "Close"; onTriggered: mainwindow.close()}
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}
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Menu {
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title: qsTr("Edit")
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MenuItem {
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text: qsTr("Settings")
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onTriggered: {
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var component = Qt.createComponent("SettingsWindow.qml");
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component.createObject(mainwindow);
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}
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}
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}
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}
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visible: true
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ShaderSettings{
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id: shadersettings
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}
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ShaderEffectSource{
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id: theSource
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sourceItem: terminal
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//sourceRect: Qt.rect(-20, -20, terminal.width + 40, terminal.height + 40)
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}
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ShaderEffect {
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id: shadercontainer
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anchors.fill: terminal
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blending: true
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z: 2
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property color font_color: shadersettings.font_color
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property color background_color: shadersettings.background_color
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property variant source: theSource
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property size txt_Size: Qt.size(terminal.width, terminal.height)
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property real time: 0
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property real noise_strength: shadersettings.noise_strength
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property real screen_distorsion: shadersettings.screen_distortion
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property real glowing_line_strength: shadersettings.glowing_line_strength
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property real brightness: 1.0
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NumberAnimation on brightness{
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to: 1.0
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duration: 300
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onStopped: {to = 1 - Math.random() * shadersettings.brightness_flickering; start();}
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running: true
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}
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property real deltay: 1.0 / terminal.height
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property real deltax: 1.0 / terminal.width
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//property real faulty_screen_prob: shadersettings.faulty_screen_prob
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NumberAnimation on time{
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from: -1
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to: 100
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duration: 5000
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loops: Animation.Infinite
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}
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fragmentShader: "
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uniform sampler2D source;
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uniform highp float qt_Opacity;
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uniform highp float time;
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uniform highp vec2 txt_Size;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec4 font_color;
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uniform highp vec4 background_color;
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uniform highp float noise_strength;
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uniform highp float screen_distorsion;
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uniform highp float glowing_line_strength;
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uniform highp float brightness;
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uniform highp float deltax;
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uniform highp float deltay;
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float rand(vec2 co, float time){
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return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
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}
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float stepNoise(vec2 p){
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vec2 newP = p * txt_Size*0.25;
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return rand(floor(newP), time);
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}
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float getScanlineIntensity(vec2 pos){
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return 0.5 + abs(sin(pos.y * txt_Size.y)) * 0.5;
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}
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vec2 distortCoordinates(vec2 coords){
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vec2 cc = coords - vec2(0.5);
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float dist = dot(cc, cc) * screen_distorsion;
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return (coords + cc * (1.0 + dist) * dist);
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}
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float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
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}
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vec4 blurredColor(sampler2D source, vec2 coords){
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vec4 sum = vec4(0.0);
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sum += texture2D(source, coords - vec2(-deltax, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(-deltax, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(-deltax, +deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(0.0, +deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, -deltay)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, 0.0)) * 0.11;
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sum += texture2D(source, coords - vec2(+deltax, +deltay)) * 0.11;
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return sum;
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}
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void main() {
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vec2 coords = distortCoordinates(qt_TexCoord0);
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//Emulate faulty screen
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//coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
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//vec4 color = texture2D(source, coords);
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vec4 color = blurredColor(source, coords) * brightness;
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float scanline_alpha = getScanlineIntensity(coords);
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float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
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float noise = stepNoise(coords) * noise_strength;
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float randomPass = randomPass(coords) * glowing_line_strength;
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vec4 added_color = (noise + randomPass) * font_color;
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vec4 finalColor = color + added_color;
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finalColor = mix(finalColor, background_color, 1.0 - scanline_alpha);
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gl_FragColor = vec4(finalColor.rgb * inside, inside);
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}"
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}
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Rectangle{
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z: 1
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anchors.fill: parent
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color: "black"
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}
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Image{
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id: frame
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source: "../images/frame.png"
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anchors.centerIn: parent
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width: parent.width * 1.05
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height: parent.height * 1.05
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z: 10
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visible: true
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opacity: shadersettings.ambient_light
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}
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TerminalScreen {
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id: terminal
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anchors.centerIn: parent
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width: mainwindow.width * 0.95
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height: mainwindow.height * 0.93
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visible: false
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//FIXME: Ugly forced clear terminal at the beginning
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Component.onCompleted: terminal.screen.sendKey("l", 76, 67108864);
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}
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RadialGradient{
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z: 4
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anchors.fill: parent
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cached: true
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opacity: 0.25
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gradient: Gradient{
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GradientStop{position: 0.0; color: shadersettings.font_color}
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GradientStop{position: 1.0; color: shadersettings.background_color}
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}
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}
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}
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