Refactoring of build system and use of native executable instead of qmlscene.

This commit is contained in:
Filippo Scognamiglio
2014-09-02 18:10:04 +02:00
parent 98b2511660
commit 5e07c98919
76 changed files with 136 additions and 151 deletions

View File

@@ -0,0 +1,102 @@
import QtQuick 2.2
import QtGraphicalEffects 1.0
ShaderEffect{
property variant source: framesource
property variant normals: framesourcenormals
property real screen_distorsion: shadersettings.screen_distortion * framecontainer.distortionCoefficient
property real ambient_light: shadersettings.ambient_light
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property real brightness: shadersettings.brightness * 1.5 + 0.5
property bool frameReflections: shadersettings.frameReflections
property variant lightSource: reflectionEffectSourceLoader.item
property real chroma_color: shadersettings.chroma_color
Loader{
id: reflectionEffectLoader
width: parent.width * 0.33
height: parent.height * 0.33
active: frameReflections
sourceComponent: FastBlur{
id: frameReflectionEffect
radius: 128
source: terminal.kterminal
smooth: false
}
}
Loader{
id: reflectionEffectSourceLoader
active: frameReflections
sourceComponent: ShaderEffectSource{
id: frameReflectionSource
sourceItem: reflectionEffectLoader.item
hideSource: true
smooth: true
}
}
blending: true
fragmentShader: "
uniform sampler2D source;
uniform sampler2D normals;
uniform highp float screen_distorsion;
uniform highp float ambient_light;
uniform highp float qt_Opacity;
uniform lowp float chroma_color;" +
(frameReflections ?
"uniform sampler2D lightSource;" : "") + "
uniform vec4 font_color;
uniform vec4 background_color;
varying lowp float brightness;
varying highp vec2 qt_TexCoord0;
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 rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
}
void main(){
vec2 coords = distortCoordinates(qt_TexCoord0);
vec4 txt_color = texture2D(source, coords);
vec4 txt_normal = texture2D(normals, coords);
vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
vec3 light_direction = normalize(vec3(0.5, 0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
float dotProd = dot(normal, light_direction);" +
(frameReflections ? "
vec3 realLightColor = texture2D(lightSource, coords).rgb;
float screenLight = rgb2grey(realLightColor);
float clampedDotProd = clamp(dotProd, 0.05, 1.0);
float diffuseReflection = clamp(screenLight * 1.5 * clampedDotProd, 0.0, 0.35);
float reflectionAlpha = mix(1.0, 0.90, dotProd);
vec3 lightColor = mix(font_color.rgb * screenLight, font_color.rgb * realLightColor, chroma_color);"
: "
float diffuseReflection = 0.0;
float reflectionAlpha = 1.0;
vec3 lightColor = font_color.rgb;") + "
vec3 back_color = background_color.rgb * (0.2 + 0.5 * dotProd);
vec3 front_color = lightColor * (0.05 + diffuseReflection);
vec4 dark_color = vec4((back_color + front_color) * txt_normal.a, txt_normal.a * reflectionAlpha);
gl_FragColor = mix(dark_color, txt_color, ambient_light);
}"
onStatusChanged: if (log) console.log(log) //Print warning messages
}

View File

@@ -0,0 +1,23 @@
import QtQuick 2.2
ShaderEffect{
property variant source: framesource
property real screen_distorsion: shadersettings.screen_distortion
fragmentShader: "
uniform sampler2D source;
uniform highp float screen_distorsion;
varying highp vec2 qt_TexCoord0;
vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion;
return (coords + cc * (1.0 + dist) * dist);
}
void main(){
vec2 coords = distortCoordinates(qt_TexCoord0);
float inside = texture2D(source, coords).a;
gl_FragColor = vec4(vec3(0.0), inside);
}"
}

View File

@@ -0,0 +1,81 @@
import QtQuick 2.2
Item{
id: framecontainer
property int textureWidth: terminalWindow.width
property int textureHeight: terminalWindow.height
property int addedWidth
property int addedHeight
property int borderLeft
property int borderRight
property int borderTop
property int borderBottom
property string imageSource
property string normalsSource
property string shaderString
//Value used to create the rect used to add the border to the texture
property real rectX
property real rectY
//Values used to displace the texture in the screen. Used to make reflections correct.
property real displacementLeft
property real displacementTop
property real displacementRight
property real displacementBottom
property real distortionCoefficient
property rect sourceRect: Qt.rect(-rectX * shadersettings.window_scaling,
-rectY * shadersettings.window_scaling,
terminal.width + 2*rectX * shadersettings.window_scaling,
terminal.height + 2*rectY * shadersettings.window_scaling)
BorderImage{
id: frameimage
anchors.centerIn: parent
width: textureWidth + addedWidth
height: textureHeight + addedHeight
border.bottom: borderBottom
border.top: borderTop
border.left: borderLeft
border.right: borderRight
source: imageSource
horizontalTileMode: BorderImage.Stretch
verticalTileMode: BorderImage.Stretch
}
BorderImage{
id: framenormals
anchors.fill: frameimage
border.bottom: borderBottom
border.top: borderTop
border.left: borderLeft
border.right: borderRight
source: normalsSource
horizontalTileMode: BorderImage.Stretch
verticalTileMode: BorderImage.Stretch
}
ShaderEffectSource{
id: framesource
sourceItem: frameimage
hideSource: true
textureSize: Qt.size(parent.width, parent.height)
}
ShaderEffectSource{
id: framesourcenormals
sourceItem: framenormals
hideSource: true
textureSize: Qt.size(parent.width, parent.height)
}
Loader{
anchors.centerIn: parent
width: parent.width + (addedWidth / textureWidth) * parent.width
height: parent.height + (addedHeight / textureHeight) * parent.height
source: shaderString
}
}