Added realtime reflections on the frame. They are a little bit hacky but don't have any impact on performances.

This commit is contained in:
Filippo Scognamiglio
2014-04-05 15:14:52 +02:00
parent 80404ffe89
commit e62ee54aea
10 changed files with 77 additions and 19 deletions

View File

@@ -14,10 +14,17 @@ TerminalFrame{
borderBottom: 232
imageSource: "../images/black-frame.png"
normalsSource: "../images/black-frame-normals.png"
sourceRect: Qt.rect(-80 * shadersettings.total_scaling,
-90 * shadersettings.total_scaling,
terminal.width + 160 * shadersettings.total_scaling,
terminal.height + 180 * shadersettings.total_scaling)
sourceRect: Qt.rect(-15 * shadersettings.total_scaling,
-15 * shadersettings.total_scaling,
terminal.width + 30 * shadersettings.total_scaling,
terminal.height + 30 * shadersettings.total_scaling)
distortionCoefficient: 1.8
displacementLeft: 70.0
displacementTop: 55.0
displacementRight: 50.0
displacementBottom: 38.0
shaderString: "FrameShader.qml"
}

View File

@@ -15,4 +15,9 @@ TerminalFrame{
-15,
terminal.width + 15,
terminal.height + 15)
displacementLeft: 0
displacementTop: 0
displacementRight: 0
displacementBottom: 0
}

View File

@@ -13,10 +13,17 @@ TerminalFrame{
borderBottom: 116
imageSource: "../images/screen-frame.png"
normalsSource: "../images/screen-frame-normals.png"
sourceRect: Qt.rect(-65 * shadersettings.total_scaling,
-75 * shadersettings.total_scaling,
terminal.width + 130 * shadersettings.total_scaling,
terminal.height + 150 * shadersettings.total_scaling)
sourceRect: Qt.rect(-10 * shadersettings.total_scaling,
-5 * shadersettings.total_scaling,
terminal.width + 20 * shadersettings.total_scaling,
terminal.height+ 10 * shadersettings.total_scaling)
distortionCoefficient: 1.3
displacementLeft: 43.0
displacementTop: 40.0
displacementRight: 35.0
displacementBottom: 32.0
shaderString: "FrameShader.qml"
}

View File

@@ -3,7 +3,7 @@ import QtQuick 2.1
ShaderEffect{
property variant source: framesource
property variant normals: framesourcenormals
property real screen_distorsion: shadersettings.screen_distortion
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
@@ -12,6 +12,8 @@ ShaderEffect{
property real brightness_flickering: shadersettings.brightness_flickering
property real brightness: shadersettings.brightness * 1.5 + 0.5
property real frame_reflection_strength: shadersettings.frame_reflection_strength
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),
@@ -62,10 +64,12 @@ ShaderEffect{
vec4 txt_normal = texture2D(normals, coords);
vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
float reflection = (dot(normal, light_dir) * 0.4 + 0.2) * brightness;
vec3 final_color = reflection_color.rgb * reflection * 0.5;
float reflection = (dot(normal, light_dir));
float light = (reflection * 0.4 + 0.2) * brightness;
vec3 final_color = reflection_color.rgb * light * 0.5;
final_color += txt_color.rgb * ambient_light;
gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity);
float reflection_alpha = (1.0 - reflection*0.4);
gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity * reflection_alpha);
}"
onStatusChanged: console.log(log) //Print warning messages

View File

@@ -13,6 +13,14 @@ Item{
property rect sourceRect
property string shaderString
//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
BorderImage{
id: frameimage
anchors.centerIn: parent