Shader is now dynamic. Modifing settings actually modify the program. This results in a much more optimized gpu code.

This commit is contained in:
Filippo Scognamiglio 2013-12-28 14:37:43 +01:00
parent 10401481e5
commit 234ed58b61
5 changed files with 165 additions and 148 deletions

View File

@ -48,4 +48,5 @@ OTHER_FILES += \
qml/cool-old-term/frames/images/black-frame-normals.png \
qml/cool-old-term/frames/NoFrame.qml \
qml/cool-old-term/TerminalWindow.qml \
qml/cool-old-term/Storage.qml
qml/cool-old-term/Storage.qml \
qml/cool-old-term/ShaderManager.qml

View File

@ -121,27 +121,27 @@ ApplicationWindow {
SettingComponent{
name: "Noise"
onValueChanged: shadersettings.noise_strength = value
Component.onCompleted: _value = shadersettings.noise_strength
_value: shadersettings.noise_strength
}
SettingComponent{
name: "Glow"
onValueChanged: shadersettings.glowing_line_strength = value;
Component.onCompleted: _value = shadersettings.glowing_line_strength
_value: shadersettings.glowing_line_strength
}
SettingComponent{
name: "Ambient light"
onValueChanged: shadersettings.ambient_light = value;
Component.onCompleted: _value = shadersettings.ambient_light
_value: shadersettings.ambient_light
}
SettingComponent{
name: "Screen distortion"
onValueChanged: shadersettings.screen_distortion = value;
Component.onCompleted: _value = shadersettings.screen_distortion;
_value: shadersettings.screen_distortion;
}
SettingComponent{
name: "Screen flickering"
onValueChanged: shadersettings.screen_flickering = value;
Component.onCompleted: _value = shadersettings.screen_flickering;
_value: shadersettings.screen_flickering;
}
}
}

View File

@ -0,0 +1,154 @@
import QtQuick 2.0
ShaderEffect {
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
Behavior on brightness {
NumberAnimation{
duration: 250
onRunningChanged:
if(!running) shadercontainer.brightness = 1.0;
}
}
Behavior on horizontal_distortion {
NumberAnimation{
duration: 150
onRunningChanged:
if(!running) shadercontainer.horizontal_distortion = 0.0;
}
}
Loader{
active: shadersettings.screen_flickering !== 0
sourceComponent: Timer{
property real randval
id: flickertimer
interval: 500
onTriggered: {
randval = Math.random();
if(randval < shadersettings.screen_flickering){
shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
}
randval = Math.random();
if(randval < shadersettings.screen_flickering)
shadercontainer.brightness = Math.random() * 0.5 + 0.5;
}
repeat: true
running: true
}
}
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
property real horizontal_distortion: 0.0
//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 deltax;
uniform highp float deltay;" +
(noise_strength !== 0 ? "uniform highp float noise_strength;" : "") +
(screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+
(glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+
"uniform highp float brightness;" +
(scanlines != 0 ? "uniform highp float scanlines;" : "") +
(shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
"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;
}" +
(screen_distorsion !== 0 ?
"vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion ;
return (coords + cc * (1.0 + dist) * dist);
}" : "") +
(glowing_line_strength !== 0 ?
"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() {" +
(screen_distorsion !== 0 ? "vec2 coords = distortCoordinates(qt_TexCoord0);" : "vec2 coords = qt_TexCoord0;") +
(horizontal_distortion !== 0 ?
"float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
coords.x = coords.x + distortion * 0.3 * horizontal_distortion; " : "") +
"float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;" +
(scanlines !== 0 ?
"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") +
(noise_strength !== 0 ?
"color += stepNoise(coords) * noise_strength;" : "") +
(glowing_line_strength !== 0 ?
"color += randomPass(coords) * glowing_line_strength;" : "") +
"vec3 finalColor = mix(background_color, font_color, color).rgb;
finalColor = mix(finalColor, vec3(0.0), scanline_alpha);" +
(brightness !== 1.0 ?
"finalColor = finalColor * brightness;" : "") +
"gl_FragColor = vec4(finalColor, 1.0);
}"
}

View File

@ -6,7 +6,7 @@ Item{
property string background_color: "#002200"
property string font_color: "#00ff00"
property real screen_flickering: 0.07
property real screen_flickering: 0.05
property real noise_strength: 0.1
property real screen_distortion: 0.15
property real glowing_line_strength: 0.4
@ -14,13 +14,13 @@ Item{
property bool scanlines: true
property string frame_source: frames_list.get(frames_index).source
property int frames_index: 1
property int frames_index: 2
property var frames_list: framelist
property real font_scaling: 1.0
property var font: currentfont
property real fontSize: currentfont.pixelSize * font_scaling
property int font_index: 2
property int font_index: 0
property var fonts_list: fontlist
property var profiles_list: profileslist

View File

@ -42,149 +42,11 @@ ApplicationWindow{
sourceRect: frame.sourceRect
}
ShaderEffect {
ShaderManager{
id: shadercontainer
anchors.fill: terminal
blending: true
z: 1.9
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
Behavior on brightness {
NumberAnimation{
duration: 250
onRunningChanged:
if(!running) shadercontainer.brightness = 1.0;
}
}
Behavior on horizontal_distortion {
NumberAnimation{
duration: 150
onRunningChanged:
if(!running) shadercontainer.horizontal_distortion = 0.0;
}
}
Loader{
active: shadersettings.screen_flickering != 0
sourceComponent: Timer{
property real randval
id: flickertimer
interval: 500
onTriggered: {
randval = Math.random();
if(randval < shadersettings.screen_flickering){
shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
}
randval = Math.random();
if(randval < shadersettings.screen_flickering)
shadercontainer.brightness = Math.random() * 0.5 + 0.5;
}
repeat: true
running: true
}
}
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
property real horizontal_distortion: 0.0
//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;
uniform highp float horizontal_distortion;
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);
//TODO This formula could be improved
float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
coords.x = coords.x + distortion * 0.3 * horizontal_distortion;
float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
float scanline_alpha = getScanlineIntensity(coords) * scanlines;
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);
}"
}
Loader{