Improve rasterization rendering and add LCD rasterization (with subpixels).

This commit is contained in:
Filippo Scognamiglio
2021-07-03 16:14:02 +02:00
parent 701cb540e5
commit 7714f7b503
9 changed files with 159 additions and 57 deletions

View File

@@ -38,11 +38,19 @@ Item {
property real ambientLight: appSettings.ambientLight * 0.2
property size virtual_resolution
property size virtualResolution
property size screenResolution
property real _screenDensity: Math.min(
screenResolution.width / virtualResolution.width,
screenResolution.height / virtualResolution.height
)
ShaderEffect {
id: dynamicShader
property ShaderLibrary shaderLibrary: ShaderLibrary { }
property ShaderEffectSource screenBuffer: frameBuffer
property ShaderEffectSource burnInSource: burnInEffect.source
property ShaderEffectSource frameSource: terminalFrameLoader.item
@@ -74,7 +82,11 @@ Item {
property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
property size virtual_resolution: parent.virtual_resolution
property size virtualResolution: parent.virtualResolution
// Rasterization might display oversamping issues if virtual resolution is close to physical display resolution.
// We progressively disable rasterization from 4x up to 2x resolution.
property real rasterizationIntensity: Utils.smoothstep(2.0, 4.0, _screenDensity)
property real time: timeManager.time
property ShaderEffectSource noiseSource: noiseShaderSource
@@ -164,7 +176,8 @@ Item {
uniform highp vec4 backgroundColor;
uniform lowp float shadowLength;
uniform highp vec2 virtual_resolution;" +
uniform highp vec2 virtualResolution;
uniform lowp float rasterizationIntensity;\n" +
(burnIn !== 0 ? "
uniform sampler2D burnInSource;
@@ -174,8 +187,7 @@ Item {
uniform sampler2D slowBurnInSource;" : "") +
(staticNoise !== 0 ? "
uniform highp float staticNoise;" : "") +
(((staticNoise !== 0 || jitter !== 0)
||(fallBack && (flickering || horizontalSync))) ? "
(((staticNoise !== 0 || jitter !== 0) ||(fallBack && (flickering || horizontalSync))) ? "
uniform lowp sampler2D noiseSource;
uniform highp vec2 scaleNoiseSize;" : "") +
(screenCurvature !== 0 ? "
@@ -203,17 +215,14 @@ Item {
(glowingLine !== 0 ? "
float randomPass(vec2 coords){
return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
return fract(smoothstep(-120.0, 0.0, coords.y - (virtualResolution.y + 120.0) * fract(time * 0.00015)));
}" : "") +
"float min2(vec2 v) {
return min(v.x, v.y);
}
float rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
}
shaderLibrary.min2 +
shaderLibrary.rgb2grey +
shaderLibrary.rasterizationShader +
"
float isInScreen(vec2 v) {
return min2(step(0.0, v) - step(1.0, v));
}
@@ -291,7 +300,7 @@ Item {
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
(glowingLine !== 0 ? "
color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
color += randomPass(coords * virtualResolution) * glowingLine;" : "") +
"vec3 txt_color = texture2D(screenBuffer, txt_coords).rgb;" +
@@ -309,6 +318,8 @@ Item {
"txt_color += fontColor.rgb * vec3(color);" +
"txt_color = applyRasterization(staticCoords, txt_color, virtualResolution, rasterizationIntensity);\n" +
"vec3 finalColor = txt_color;" +
(flickering !== 0 ? "
@@ -360,6 +371,10 @@ Item {
}
}
ShaderLibrary {
id: shaderLibrary
}
ShaderEffect {
id: staticShader
@@ -385,7 +400,7 @@ Item {
property real ambientLight: parent.ambientLight
property size virtual_resolution: parent.virtual_resolution
property size virtualResolution: parent.virtualResolution
blending: false
visible: false
@@ -408,7 +423,7 @@ Item {
uniform highp vec4 backgroundColor;
uniform lowp float screen_brightness;
uniform highp vec2 virtual_resolution;" +
uniform highp vec2 virtualResolution;" +
(bloom !== 0 ? "
uniform highp sampler2D bloomSource;
@@ -426,25 +441,7 @@ Item {
(ambientLight !== 0 ? "
uniform lowp float ambientLight;" : "") +
"highp float getScanlineIntensity(vec2 coords) {
float result = 1.0;" +
(appSettings.rasterization != appSettings.no_rasterization ?
"float val = 0.0;
vec2 rasterizationCoords = fract(coords * virtual_resolution);
val += smoothstep(0.0, 0.5, rasterizationCoords.y);
val -= smoothstep(0.5, 1.0, rasterizationCoords.y);
result *= mix(0.5, 1.0, val);" : "") +
(appSettings.rasterization == appSettings.pixel_rasterization ?
"val = 0.0;
val += smoothstep(0.0, 0.5, rasterizationCoords.x);
val -= smoothstep(0.5, 1.0, rasterizationCoords.x);
result *= mix(0.5, 1.0, val);" : "") + "
return result;
}
"
float min2(vec2 v) {
return min(v.x, v.y);
}
@@ -468,6 +465,7 @@ Item {
" return outColor;
}" +
shaderLibrary.rasterizationShader +
"void main() {" +
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
@@ -490,8 +488,6 @@ Item {
txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60;
" : "") +
"txt_color *= getScanlineIntensity(txt_coords);" +
"txt_color += vec3(0.0001);" +
"float greyscale_color = rgb2grey(txt_color);" +