cool-retro-term/qml/cool-old-term/main.qml

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/****************************************************************************
* 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 2.1
import QtQuick.Controls 1.0
import QtGraphicalEffects 1.0
ApplicationWindow{
id: mainwindow
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width: 1024
height: 768
title: qsTr("Terminal")
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visible: true
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ShaderSettings{
id: shadersettings
}
ShaderEffectSource{
id: theSource
sourceItem: terminal
//sourceRect: Qt.rect(-20, -20, terminal.width + 40, terminal.height + 40)
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}
ShaderEffect {
id: shadercontainer
anchors.fill: parent
blending: true
z: 2
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
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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 deltay: 1.0 / terminal.height
property real deltax: 1.0 / terminal.width
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//property real faulty_screen_prob: shadersettings.faulty_screen_prob
NumberAnimation on time{
from: -1
to: 100
duration: 5000
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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;
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uniform highp float noise_strength;
uniform highp float screen_distorsion;
uniform highp float glowing_line_strength;
uniform highp float deltax;
uniform highp float deltay;
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float rand(vec2 co, float time){
return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
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}
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.25;
return rand(floor(newP), time);
}
float getScanlineIntensity(vec2 pos){
return 0.5 + abs(sin(pos.y * txt_Size.y * 0.6)) * 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;
}
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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);
vec4 color = blurredColor(source, coords);
float scanline_alpha = getScanlineIntensity(coords);
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;
float randomPass = randomPass(coords) * glowing_line_strength;
vec4 added_color = (noise + randomPass) * font_color;
vec4 finalColor = color + added_color;
finalColor = mix(finalColor, background_color, 1.0 - scanline_alpha);
gl_FragColor = vec4(finalColor.rgb * inside, inside);
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}"
}
Rectangle{
z: 1
anchors.fill: parent
color: "black"
}
TerminalScreen {
id: terminal
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: terminal
// cached: true
// opacity: 0.3
// gradient: Gradient{
// GradientStop{position: 0.0; color: shadersettings.font_color}
// GradientStop{position: 0.7; color: shadersettings.background_color}
// }
// }
}