Removed javascript rand function, replaced with a much faster and gpu related random texture lookup. Other small improvements

This commit is contained in:
Filippo Scognamiglio 2014-03-31 14:13:51 +02:00
parent 5cb3c0c6ba
commit 9ff1bcb074
8 changed files with 165 additions and 99 deletions

View File

@ -180,9 +180,9 @@ ApplicationWindow {
_value: shadersettings.screen_distortion;
}
SettingComponent{
name: "Screen flickering"
onValueChanged: shadersettings.screen_flickering = value;
_value: shadersettings.screen_flickering;
name: "Brightness flickering"
onValueChanged: shadersettings.brightness_flickering= value;
_value: shadersettings.brightness_flickering;
}
SettingComponent{
name: "Horizontal flickering"

View File

@ -27,7 +27,6 @@ ShaderEffect {
property variant source: theSource
property variant bloomSource: bloomSource
property size txt_Size: Qt.size(terminal.width, terminal.height)
property real time: 0
property real bloom: shadersettings.bloom_strength
@ -37,28 +36,15 @@ ShaderEffect {
property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
//Manage brightness (the function might be improved)
property real screen_flickering: shadersettings.screen_flickering
property real _A: 0.4 + Math.random() * 0.4
property real _B: 0.2 + Math.random() * 0.4
property real _C: 1.2 - _A - _B
property real a: (0.0 + Math.random() * 0.4) * 0.05
property real b: (0.1 + Math.random() * 0.4) * 0.05
property real c: (0.4 + Math.random() * 0.4) * 0.05
property real randval: (_A * Math.cos(a * time + _B) +
_B * Math.sin(b * time + _C) +
_C * Math.cos(c * time + _A))
property real brightness: screen_flickering * randval
property real brightness_flickering: shadersettings.brightness_flickering
property real horizontal_sincronization: shadersettings.horizontal_sincronization
property real _neg_sinc: 1 - horizontal_sincronization
property real horizontal_distortion: randval > (_neg_sinc) ? (randval - _neg_sinc) * horizontal_sincronization : 0
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
property real time: timetimer.time
property variant randomFunctionSource: randfuncsource
//Blurred texture used for bloom
Loader{
anchors.fill: parent
@ -76,13 +62,34 @@ ShaderEffect {
}
}
Timer{
id: timetimer
onTriggered: time += interval
interval: 16
running: true
repeat: true
}
vertexShader: "
uniform highp mat4 qt_Matrix;
uniform highp float time;
uniform sampler2D randomFunctionSource;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;" +
(brightness_flickering !== 0.0 ?"
varying lowp float brightness;" : "") +
(horizontal_sincronization !== 0.0 ?"
varying lowp float horizontal_distortion;" : "") +
"
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)));" +
(brightness_flickering !== 0.0 ? "
brightness = texture2D(randomFunctionSource, coords).g * "+brightness_flickering+";"
: "") +
(horizontal_sincronization !== 0.0 ? "
float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) -coords) * 0.5).g;
float negsinc = 1.0 - "+0.6*horizontal_sincronization+";
horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * "+0.3*horizontal_sincronization+";"
: "") +
"gl_Position = qt_Matrix * qt_Vertex;
}"
fragmentShader: "
uniform sampler2D source;
@ -96,77 +103,89 @@ ShaderEffect {
uniform highp float deltax;
uniform highp float deltay;" +
(bloom !== 0 ? "uniform highp sampler2D bloomSource;" : "") +
(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 lowp float brightness;" +
(bloom !== 0 ? "
uniform highp sampler2D bloomSource;" : "") +
(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;" : "")+
(brightness_flickering !== 0 ? "
varying lowp float brightness;" : "") +
(horizontal_sincronization !== 0 ? "
varying lowp float horizontal_distortion;" : "") +
(scanlines != 0 ? "uniform highp float scanlines;" : "") +
(shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
"
highp float rand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.5;
return rand(floor(newP) + fract(time / 100.0));
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
}" +
"highp float rand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.5;
return rand(floor(newP) + fract(time / 100.0));
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
}" +
(glowing_line_strength !== 0 ?
"float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
}" : "") +
(glowing_line_strength !== 0 ? "
float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
}" : "") +
"void main() {" +
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
"float distance = length(cc);" +
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
"float distance = length(cc);" +
(screen_distorsion !== 0 ?
"float distortion = dot(cc, cc) * screen_distorsion;
vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
:"vec2 coords = qt_TexCoord0;") +
(screen_distorsion !== 0 ? "
float distortion = dot(cc, cc) * screen_distorsion;
vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
:"
vec2 coords = qt_TexCoord0;") +
(shadersettings.horizontal_sincronization !== 0 ?
"float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
coords.x = coords.x + h_distortion * 0.3 * horizontal_distortion;" +
(noise_strength ? "noise_strength += horizontal_distortion * 0.5;" : "")
: "") +
(horizontal_sincronization !== 0 ? "
float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
coords.x = coords.x + h_distortion * horizontal_distortion;" +
(noise_strength ? "
noise_strength += horizontal_distortion * 0.5;" : "")
: "") +
"float color = texture2D(source, coords).r;" +
(bloom !== 0 ? "color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
"float color = texture2D(source, coords).r;" +
(scanlines !== 0 ?
"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 1.0;") +
(bloom !== 0 ? "
color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
(noise_strength !== 0 ?
"color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
(scanlines !== 0 ? "
float scanline_alpha = getScanlineIntensity(coords);"
:
"float scanline_alpha = 1.0;") +
(glowing_line_strength !== 0 ?
"color += randomPass(coords) * glowing_line_strength;" : "") +
(noise_strength !== 0 ? "
color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
(glowing_line_strength !== 0 ? "
color += randomPass(coords) * glowing_line_strength;" : "") +
(screen_flickering !== 0 ?
"finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
"gl_FragColor = vec4(finalColor, 1.0);
}"
"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
(brightness_flickering !== 0 ? "
finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
"
gl_FragColor = vec4(finalColor, 1.0);
}"
}

View File

@ -46,7 +46,7 @@ Item{
property real bloom_strength: 0.6
property real horizontal_sincronization: 0.1
property real screen_flickering: 0.12
property real brightness_flickering: 0.12
property bool scanlines: false
@ -147,7 +147,7 @@ Item{
background_color = settings.background_color ? settings.background_color : background_color;
font_color = settings.font_color ? settings.font_color : font_color;
screen_flickering = settings.screen_flickering ? settings.screen_flickering : screen_flickering;
brightness_flickering = settings.brightness_flickering ? settings.brightness_flickering : brightness_flickering;
noise_strength = settings.noise_strength ? settings.noise_strength : noise_strength;
screen_distortion = settings.screen_distortion ? settings.screen_distortion : screen_distortion;
glowing_line_strength = settings.glowing_line_strength ? settings.glowing_line_strength : glowing_line_strength;
@ -168,7 +168,7 @@ Item{
contrast : contrast,
background_color: background_color,
font_color: font_color,
screen_flickering: screen_flickering,
brightness_flickering: brightness_flickering,
noise_strength: noise_strength,
screen_distortion: screen_distortion,
glowing_line_strength: glowing_line_strength,
@ -204,17 +204,17 @@ Item{
ListElement{
text: "Default"
obj_name: "DEFAULT"
obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":true,"screen_distortion":0.15,"screen_flickering":0.07}'
obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":true,"screen_distortion":0.15,"brightness_flickering":0.07}'
}
ListElement{
text: "Commodore 64"
obj_name: "COMMODORE64"
obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":false,"screen_distortion":0.1,"screen_flickering":0.03}'
obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":false,"screen_distortion":0.1,"brightness_flickering":0.03}'
}
ListElement{
text: "IBM Dos"
obj_name: "IBMDOS"
obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":false,"screen_distortion":0.05,"screen_flickering":0.00}'
obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":false,"screen_distortion":0.05,"brightness_flickering":0.00}'
}
}
}

View File

@ -10,6 +10,7 @@ Item{
property real motionBlurCoefficient: (_minBlurCoefficient)*mBlur + (_maxBlurCoefficient)*(1.0-mBlur)
property real _minBlurCoefficient: 0.015
property real _maxBlurCoefficient: 0.10
anchors.fill: parent
function loadKTerminal(){
kterminal.active = true;
@ -22,7 +23,9 @@ Item{
id: kterminal
active: false
anchors.fill: parent
sourceComponent: KTerminal {
id: ktermitem
font.pointSize: shadersettings.fontSize
font.family: shadersettings.font.name

View File

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject>
<!-- Written by QtCreator 3.0.1, 2014-03-30T21:12:33. -->
<!-- Written by QtCreator 3.0.1, 2014-03-31T13:42:02. -->
<qtcreator>
<data>
<variable>ProjectExplorer.Project.ActiveTarget</variable>

Binary file not shown.

After

Width:  |  Height:  |  Size: 132 KiB

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@ -7,13 +7,36 @@ ShaderEffect{
property real ambient_light: shadersettings.ambient_light
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property real brightness: shadercontainer.brightness
property real time: timetimer.time
property variant randomFunctionSource: randfuncsource
property real brightness_flickering: shadersettings.brightness_flickering
property color reflection_color: Qt.rgba((font_color.r*0.3 + background_color.r*0.7),
(font_color.g*0.3 + background_color.g*0.7),
(font_color.b*0.3 + background_color.b*0.7),
1.0)
vertexShader: "
uniform highp mat4 qt_Matrix;
uniform highp float time;
uniform sampler2D randomFunctionSource;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;
varying lowp float brightness;
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;" +
(brightness_flickering !== 0 ?
"brightness = texture2D(randomFunctionSource, vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)))).r * "+brightness_flickering+";"
:
"brightness = 0.0;") + "
gl_Position = qt_Matrix * qt_Vertex;
}"
fragmentShader: "
uniform sampler2D source;
@ -22,7 +45,7 @@ ShaderEffect{
uniform highp float ambient_light;
uniform vec4 reflection_color;
uniform highp float brightness;
varying lowp float brightness;
varying highp vec2 qt_TexCoord0;

View File

@ -71,6 +71,27 @@ ApplicationWindow{
id: maincontainer
anchors.fill: parent
clip: true
Image{
id: randtexture
source: "frames/images/randfunction.png"
width: 512
height: 512
}
ShaderEffectSource{
id: randfuncsource
sourceItem: randtexture
live: false
hideSource: true
wrapMode: ShaderEffectSource.Repeat
}
Timer{
id: timetimer
property real time: 0
onTriggered: time += interval
interval: 16
running: true
repeat: true
}
Terminal{
id: terminal
width: parent.width
@ -81,12 +102,6 @@ ApplicationWindow{
sourceItem: terminal
sourceRect: frame.sourceRect
}
ShaderManager{
id: shadercontainer
anchors.fill: terminal
blending: true
z: 1.9
}
Loader{
id: frame
property rect sourceRect: item.sourceRect
@ -95,6 +110,12 @@ ApplicationWindow{
z: 2.1
source: shadersettings.frame_source
}
ShaderManager{
id: shadercontainer
anchors.fill: parent
blending: true
z: 1.9
}
RadialGradient{
id: ambientreflection
z: 2.0