Add subpixel rasterization.

This commit is contained in:
Filippo Scognamiglio 2021-07-07 00:09:10 +02:00
parent 7714f7b503
commit 3104abd4ad
3 changed files with 15 additions and 12 deletions

View File

@ -104,7 +104,7 @@ QtObject {
readonly property int no_rasterization: 0
readonly property int scanline_rasterization: 1
readonly property int pixel_rasterization: 2
readonly property int lcd_rasterization: 3
readonly property int subpixel_rasterization: 3
property int rasterization: no_rasterization
@ -148,7 +148,7 @@ QtObject {
}
},
State {
when: rasterization == lcd_rasterization
when: rasterization == subpixel_rasterization
PropertyChanges {
target: fontManager
source: "FontPixels.qml"

View File

@ -41,7 +41,7 @@ ColumnLayout {
property string selectedElement: model[currentIndex]
Layout.fillWidth: true
model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels"), qsTr("LCD")]
model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels"), qsTr("Sub-Pixels")]
currentIndex: appSettings.rasterization
onCurrentIndexChanged: {
appSettings.rasterization = currentIndex

View File

@ -12,8 +12,6 @@ QtObject {
#define BRIGHTBOOST 0.30
lowp vec3 applyRasterization(vec2 screenCoords, lowp vec3 texel, vec2 virtualResolution, float intensity) {
lowp vec3 result = texel;
lowp vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
lowp vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
@ -42,20 +40,25 @@ QtObject {
return mix(texel, rasterizationColor, intensity);
}" : "") +
(appSettings.rasterization === appSettings.lcd_rasterization ? "
#define brighten_scanlines 16.0
#define brighten_lcd 4.0
(appSettings.rasterization === appSettings.subpixel_rasterization ? "
#define INTENSITY 0.30
#define BRIGHTBOOST 0.30
#define SUBPIXELS 3.0
const vec3 offsets = vec3(3.141592654) * vec3(1.0/2.0,1.0/2.0 - 2.0/3.0,1.0/2.0-4.0/3.0);
lowp vec3 applyRasterization(vec2 screenCoords, lowp vec3 texel, vec2 virtualResolution, float intensity) {
vec2 omega = vec2(3.141592654) * vec2(2.0) * virtualResolution;
vec2 angle = screenCoords * omega;
vec3 xfactors = (SUBPIXELS + sin(angle.x + offsets)) / (SUBPIXELS + 1.0);
float yfactor = (brighten_scanlines + sin(angle.y)) / (brighten_scanlines + 1.0);
vec3 xfactors = (brighten_lcd + sin(angle.x + offsets)) / (brighten_lcd + 1.0);
lowp vec3 result = texel * xfactors;
lowp vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * result)) * result;
lowp vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * result)) * result;
lowp vec3 rasterizationColor = yfactor * xfactors * texel;
vec2 coords = fract(screenCoords * virtualResolution) * 2.0 - vec2(1.0);
lowp float mask = 1.0 - abs(coords.y);
lowp vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask);
return mix(texel, rasterizationColor, intensity);
}" : "") +