Burnin is now subtractive. Better looking and more predictable.

This commit is contained in:
Filippo Scognamiglio 2015-01-06 01:35:35 +01:00
parent 17b70b47ce
commit a24cbbcc93
2 changed files with 20 additions and 9 deletions

View File

@ -23,6 +23,8 @@ import QtQuick.Controls 1.1
import QMLTermWidget 1.0
import "utils.js" as Utils
Item{
id: terminalContainer
@ -43,10 +45,10 @@ Item{
anchors.bottomMargin: frame.displacementBottom * appSettings.windowScaling
//The blur effect has to take into account the framerate
property real mBlur: appSettings.burnIn
property real motionBlurCoefficient: (_maxBlurCoefficient * Math.sqrt(mBlur) + _minBlurCoefficient * (1 - Math.sqrt(mBlur)))
property real _minBlurCoefficient: 0.50
property real _maxBlurCoefficient: 0.90
property real mBlur: Math.sqrt(appSettings.burnIn)
property real motionBlurCoefficient: Utils.lint(_minBlurCoefficient, _maxBlurCoefficient, mBlur)
property real _minBlurCoefficient: 0.2
property real _maxBlurCoefficient: 0.02
property size terminalSize: kterminal.terminalSize
property size fontMetrics: kterminal.fontMetrics
@ -244,6 +246,12 @@ Item{
Timer{
id: livetimer
// The interval assumes 60 fps. This is the time needed burnout a white pixel.
// We multiply 1.1 to have a little bit of margin over the theoretical value.
// This solution is not extremely clean, but it's probably the best to avoid measuring fps.
interval: (1 / motionBlurCoefficient) * 60 * 1.1
running: true
onTriggered: _blurredSourceEffect.live = false;
}
@ -287,7 +295,7 @@ Item{
sourceComponent: ShaderEffect {
property variant txt_source: kterminalSource
property variant blurredSource: blurredSourceLoader.item
property real blurCoefficient: (1.0 - motionBlurCoefficient)
property real blurCoefficient: motionBlurCoefficient
blending: false
@ -307,10 +315,10 @@ Item{
"void main() {" +
"vec2 coords = qt_TexCoord0;" +
"vec3 origColor = texture2D(txt_source, coords).rgb;" +
"vec3 blur_color = texture2D(blurredSource, coords).rgb * (1.0 - blurCoefficient);" +
"vec3 blur_color = texture2D(blurredSource, coords).rgb - vec3(blurCoefficient);" +
"vec3 color = min(origColor + blur_color, max(origColor, blur_color));" +
"gl_FragColor = vec4(color, step(0.02, rgb2grey(color - origColor)));" +
"gl_FragColor = vec4(color, rgb2grey(color - origColor));" +
"}"
onStatusChanged: if (log) console.log(log) //Print warning messages

View File

@ -26,6 +26,8 @@ ShaderEffect {
property ShaderEffectSource blurredSource
property ShaderEffectSource bloomSource
property real liveBlur: blurredSource && blurredSource.live ? 1.0 : 0.0
property color fontColor: appSettings.fontColor
property color backgroundColor: appSettings.backgroundColor
property real bloom: appSettings.bloom * 2.5
@ -160,7 +162,8 @@ ShaderEffect {
uniform highp sampler2D bloomSource;
uniform lowp float bloom;" : "") +
(burnIn !== 0 ? "
uniform sampler2D blurredSource;" : "") +
uniform sampler2D blurredSource;
uniform lowp float liveBlur;" : "") +
(staticNoise !== 0 ? "
uniform highp float staticNoise;" : "") +
(((staticNoise !== 0 || jitter !== 0 || rbgShift)
@ -266,7 +269,7 @@ ShaderEffect {
"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
(burnIn !== 0 ? "
vec4 txt_blur = texture2D(blurredSource, txt_coords);
vec4 txt_blur = liveBlur * texture2D(blurredSource, txt_coords);
txt_color = txt_color + txt_blur.rgb * txt_blur.a;"
: "") +