mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-02-15 01:18:49 +00:00
224 lines
8.1 KiB
QML
224 lines
8.1 KiB
QML
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: terminalWindow
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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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id: menubar
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Menu {
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title: qsTr("File")
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MenuItem { text: "Close"; onTriggered: terminalWindow.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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settingswindow.show();
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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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Item{
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id: maincontainer
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anchors.fill: parent
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anchors.top: menuBar.bottom
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clip: true
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ShaderEffectSource{
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id: theSource
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sourceItem: terminal
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sourceRect: frame.sourceRect
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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: 1.9
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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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property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
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Behavior on brightness {
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NumberAnimation{
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duration: 250
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onRunningChanged:
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if(!running) shadercontainer.brightness = 1.0;
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}
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}
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Behavior on horizontal_distortion {
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NumberAnimation{
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duration: 150
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onRunningChanged:
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if(!running) shadercontainer.horizontal_distortion = 0.0;
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}
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}
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Loader{
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active: shadersettings.screen_flickering != 0
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sourceComponent: Timer{
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property real randval
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id: flickertimer
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interval: 500
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onTriggered: {
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randval = Math.random();
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if(randval < shadersettings.screen_flickering){
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shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
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}
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randval = Math.random();
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if(randval < shadersettings.screen_flickering)
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shadercontainer.brightness = Math.random() * 0.5 + 0.5;
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}
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repeat: true
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running: true
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}
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}
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property real deltay: 3 / terminal.height
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property real deltax: 3 / terminal.width
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property real horizontal_distortion: 0.0
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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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uniform highp float scanlines;
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uniform highp float horizontal_distortion;
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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 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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//TODO This formula could be improved
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float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
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coords.x = coords.x + distortion * 0.3 * horizontal_distortion;
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float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
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float scanline_alpha = getScanlineIntensity(coords) * scanlines;
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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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color += noise + randomPass;
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vec3 finalColor = mix(background_color, font_color, color).rgb;
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finalColor = mix(finalColor, vec3(0.0), scanline_alpha);
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gl_FragColor = vec4(finalColor * brightness, 1.0);
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}"
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}
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Loader{
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property rect sourceRect: item.sourceRect
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id: frame
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anchors.fill: parent
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z: 2.1
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source: shadersettings.frame_source
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}
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TerminalScreen {
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id: terminal
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anchors.fill: parent
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//FIXME: Ugly forced clear terminal at the beginning
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Component.onCompleted: {
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terminal.screen.sendKey("l", 76, 67108864);
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terminal.setTerminalHeight();
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terminal.setTerminalWidth();
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}
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}
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RadialGradient{
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id: ambientreflection
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z: 2.0
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anchors.fill: parent
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cached: true
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opacity: shadersettings.ambient_light * 0.66
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gradient: Gradient{
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GradientStop{position: 0.0; color: "white"}
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GradientStop{position: 0.7; color: "#00000000"}
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}
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}
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}
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}
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