Great preprocessiong optimizations. Simpler code and big performance improvements.

This commit is contained in:
Filippo Scognamiglio 2014-09-13 22:18:11 +02:00
parent eb413f79e4
commit 67ea080c2e
2 changed files with 84 additions and 81 deletions

View File

@ -26,7 +26,7 @@ import org.crt.konsole 0.1
Item{
id: terminalContainer
property variant theSource: finalSource
property variant theSource: mBlur !== 0 ? blurredSourceLoader.item : kterminalSource
property variant bloomSource: bloomSourceLoader.item
property variant rasterizationSource: rasterizationEffectSource
property variant staticNoiseSource: staticNoiseSource
@ -57,9 +57,8 @@ Item{
onMBlurChanged: restartBlurredSource()
function restartBlurredSource(){
if(!blurredSource) return;
blurredSource.live = true;
livetimer.restart()
if(!blurredSourceLoader.item) return;
blurredSourceLoader.item.restartBlurSource();
}
function pasteClipboard(){
kterminal.pasteClipboard();
@ -73,7 +72,6 @@ Item{
width: parent.width
height: parent.height
smooth: false
colorScheme: "cool-retro-term"
session: KSession {
@ -167,83 +165,92 @@ Item{
}
}
ShaderEffectSource{
id: source
id: kterminalSource
sourceItem: kterminal
hideSource: true
smooth: false
}
ShaderEffectSource{
id: blurredSource
sourceItem: blurredterminal
recursive: true
live: false
Loader{
id: blurredSourceLoader
active: mBlur !== 0
hideSource: true
sourceComponent: ShaderEffectSource{
id: _blurredSourceEffect
sourceItem: blurredTerminalLoader.item
recursive: true
live: false
hideSource: true
smooth: false
smooth: false
antialiasing: false
function restartBlurSource(){
livetimer.restart();
}
Timer{
id: livetimer
running: true
onRunningChanged: running ?
timeManager.onTimeChanged.connect(blurredSource.scheduleUpdate) :
timeManager.onTimeChanged.disconnect(blurredSource.scheduleUpdate)
Timer{
id: livetimer
running: true
onRunningChanged: {
running ?
timeBinding.target = timeManager :
timeBinding.target = null
}
}
Component.onCompleted: kterminal.updatedImage.connect(restart);
Connections{
id: timeBinding
target: timeManager
onTimeChanged: {
_blurredSourceEffect.scheduleUpdate();
}
}
Connections{
target: kterminal
onUpdatedImage:{
livetimer.restart();
}
}
}
}
ShaderEffectSource{
id: finalSource
sourceItem: blurredterminal
//sourceRect: frame.sourceRect
hideSource: true
//Smooth looks ugly when rasterization is used.
smooth: shadersettings.rasterization == shadersettings.no_rasterization
}
ShaderEffect {
id: blurredterminal
Loader{
id: blurredTerminalLoader
anchors.fill: kterminal
property variant source: source
property variant blurredSource: (mBlur !== 0) ? blurredSource : undefined
property real blurCoefficient: (1.0 - motionBlurCoefficient) * fpsAttenuation
property size virtual_resolution: Qt.size(kterminal.width, kterminal.height)
active: mBlur !== 0
blending: false
sourceComponent: ShaderEffect {
property variant txt_source: kterminalSource
property variant blurredSource: blurredSourceLoader.item
property real blurCoefficient: (1.0 - motionBlurCoefficient) * fpsAttenuation
fragmentShader:
"uniform lowp float qt_Opacity;" +
"uniform lowp sampler2D source;" +
blending: false
"varying highp vec2 qt_TexCoord0;
fragmentShader:
"uniform lowp float qt_Opacity;" +
"uniform lowp sampler2D txt_source;" +
uniform highp vec2 virtual_resolution;" +
"varying highp vec2 qt_TexCoord0;
(mBlur !== 0 ?
"uniform lowp sampler2D blurredSource;
uniform lowp float blurCoefficient;"
: "") +
uniform lowp sampler2D blurredSource;
uniform highp float blurCoefficient;" +
"float rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
}" +
"float rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
}" +
"void main() {" +
"vec2 coords = qt_TexCoord0;" +
"vec4 color = texture2D(source, coords) * 256.0;
color.a = rgb2grey(color.rgb);" +
"void main() {" +
"vec2 coords = qt_TexCoord0;" +
"vec3 color = texture2D(txt_source, coords).rgb * 256.0;" +
(mBlur !== 0 ?
"vec4 blur_color = texture2D(blurredSource, coords) * 256.0;" +
"blur_color.a = blur_color.a - blur_color.a * blurCoefficient;" +
"color = step(1.0, color.a) * color + step(color.a, 1.0) * blur_color;"
: "") +
"vec3 blur_color = texture2D(blurredSource, coords).rgb * 256.0;" +
"blur_color = blur_color - blur_color * blurCoefficient;" +
"color = step(vec3(1.0), color) * color + step(color, vec3(1.0)) * blur_color;" +
"gl_FragColor = vec4(floor(color) / 256.0, 1.0);" +
"}"
"gl_FragColor = floor(color) / 256.0;" +
"}"
onStatusChanged: if (log) console.log(log) //Print warning messages
onStatusChanged: if (log) console.log(log) //Print warning messages
}
}
///////////////////////////////////////////////////////////////////////////
// EFFECTS //////////////////////////////////////////////////////////////
@ -268,7 +275,6 @@ Item{
sourceComponent: ShaderEffectSource{
sourceItem: bloomEffectLoader.item
hideSource: true
//sourceRect: frame.sourceRect
smooth: false
}
}
@ -403,8 +409,8 @@ Item{
// }
ShaderEffect {
id: rasterizationEffect
width: parent.width * 2
height: parent.height * 2
width: parent.width
height: parent.height
property size virtual_resolution: Qt.size(kterminal.width, kterminal.height)
blending: false

View File

@ -41,7 +41,6 @@ ShaderEffect {
property real glowing_line_strength: shadersettings.glowing_line_strength
property real chroma_color: shadersettings.chroma_color;
property real saturation_color: shadersettings.saturation_color;
property real rgb_shift: shadersettings.rgb_shift * 0.2
@ -136,7 +135,7 @@ ShaderEffect {
uniform lowp float bloom_strength;" : "") +
(noise_strength !== 0 ? "
uniform highp float noise_strength;" : "") +
(noise_strength !== 0 || jitter !== 0 ? "
(noise_strength !== 0 || jitter !== 0 || rgb_shift ? "
uniform lowp sampler2D noiseSource;" : "") +
(screen_distorsion !== 0 ? "
uniform highp float screen_distorsion;" : "") +
@ -202,26 +201,24 @@ ShaderEffect {
(glowing_line_strength !== 0 ? "
color += randomPass(coords) * glowing_line_strength;" : "") +
"vec3 txt_color = texture2D(source, txt_coords).rgb;
float greyscale_color = rgb2grey(txt_color) + color;" +
(chroma_color !== 0 ?
(rgb_shift !== 0 ? "
float rgb_noise = abs(texture2D(noiseSource, vec2(fract(time/(1024.0 * 256.0)), fract(time/(1024.0*1024.0)))).a - 0.5);
vec4 realBackColor = texture2D(source, txt_coords);
vec2 rcolor = texture2D(source, txt_coords + vec2(0.1, 0.0) * rgb_shift * rgb_noise).ra;
vec2 bcolor = texture2D(source, txt_coords - vec2(0.1, 0.0) * rgb_shift * rgb_noise).ba;
realBackColor.r = rcolor.x;
realBackColor.b = bcolor.x;
realBackColor.a = 0.33 * (realBackColor.a + rcolor.y + bcolor.y);"
:
"vec4 realBackColor = texture2D(source, txt_coords);") +
float rcolor = texture2D(source, txt_coords + vec2(0.1, 0.0) * rgb_shift * rgb_noise).r;
float bcolor = texture2D(source, txt_coords - vec2(0.1, 0.0) * rgb_shift * rgb_noise).b;
txt_color.r = rcolor;
txt_color.b = bcolor;
greyscale_color = 0.33 * (rcolor + bcolor);" : "") +
"vec4 mixedColor = mix(font_color, realBackColor * font_color, chroma_color);" +
"vec4 finalBackColor = mix(background_color, mixedColor, realBackColor.a);" +
"vec3 finalColor = mix(finalBackColor, font_color, color).rgb;"
"vec3 mixedColor = mix(font_color.rgb, txt_color * font_color.rgb, chroma_color);
vec3 finalBackColor = mix(background_color.rgb, mixedColor, greyscale_color);
vec3 finalColor = mix(finalBackColor, font_color.rgb, color).rgb;"
:
"color += texture2D(source, txt_coords).a;" +
"vec3 finalColor = mix(background_color, font_color, color).rgb;"
) +
"vec3 finalColor = mix(background_color.rgb, font_color.rgb, greyscale_color);") +
"finalColor *= texture2D(rasterizationSource, coords).a;" +