32 Commits

Author SHA1 Message Date
Filippo Scognamiglio
ff3f02fb8c Improve highdpi support. 2019-01-09 19:26:02 +01:00
Filippo Scognamiglio
0af2b20b3a Settings optin for old burinin version. It seems to be working better on osx. 2019-01-09 19:01:11 +01:00
Filippo Scognamiglio
f2f38c0e0d Fixes issue #491. 2019-01-02 22:01:57 +01:00
Filippo Scognamiglio
4046bdbc6a Merge pull request #488 from tgerczei/master
new ebuild available for 1.1.0
2018-12-19 21:56:50 +01:00
Tamás Gérczei
c83cc206fd new ebuild available for 1.1.0 2018-12-19 18:15:10 +01:00
Filippo Scognamiglio
41ac14fbd3 Merge pull request #482 from dagostinelli/patch-1
Update README.md
2018-12-19 09:30:27 +01:00
Filippo Scognamiglio
e4c1cad1a7 Update README.md 2018-12-18 23:40:24 +01:00
Filippo Scognamiglio
863c1ac27a Reduce horizontal sync possible minimum value. 2018-12-18 23:09:06 +01:00
Filippo Scognamiglio
c85eba617c Revert "Change burnin masking function to max. Should preseve darker colors."
This reverts commit 3cee186663.
2018-12-18 23:03:52 +01:00
Filippo Scognamiglio
dcb7b7c309 Reduce horizontal sync maximum strength. 2018-12-17 19:44:28 +01:00
Filippo Scognamiglio
3cee186663 Change burnin masking function to max. Should preseve darker colors. 2018-12-17 19:21:26 +01:00
Filippo Scognamiglio
06afe507f6 Change the way margin is used. This slightly improves quality. 2018-12-17 19:09:19 +01:00
Filippo Scognamiglio
4268d4d770 Remove comment. 2018-12-17 19:06:49 +01:00
Filippo Scognamiglio
d61dae5ab4 Let's reenable smoothing in burnin to see which artifact is actually better. 2018-12-17 00:36:22 +01:00
Filippo Scognamiglio
b5f39c1d53 Force integer values for new margins. 2018-12-17 00:10:26 +01:00
Filippo Scognamiglio
767a61b86e Improve settings layout. 2018-12-16 23:46:05 +01:00
Filippo Scognamiglio
0d3c0a2233 Allow screen margin customization. 2018-12-16 22:30:03 +01:00
Filippo Scognamiglio
0431103a1d Move frame to separate framebuffer. This fixes some glitches in terminal
frame.
2018-12-15 18:27:35 +01:00
Filippo Scognamiglio
633e4e642c Merge pull request #487 from Swordfish90/framebuffer
Separate dynamic effects (the one based on time) from static ones. This caches a lot of computations and reduce resource consumption.
2018-12-03 22:18:43 +01:00
Filippo Scognamiglio
77dc82a381 Unload frame when not needed. 2018-12-03 19:28:50 +01:00
Filippo Scognamiglio
44a63d4aaa Change default curvature values. 2018-12-03 17:12:41 +01:00
Filippo Scognamiglio
5b3297f916 Tweak some shader constants. 2018-12-03 16:55:44 +01:00
Filippo Scognamiglio
41413d4712 Rearrange settings window. 2018-12-03 16:39:20 +01:00
Filippo Scognamiglio
fd2e5ce71e Reduce default fps to 20. It looks good with new burnin and saves some gpu. 2018-12-03 16:06:48 +01:00
Filippo Scognamiglio
e9ddd7d3b8 Split effects into static (cached) and dynamic computed at every frame. 2018-12-03 14:58:34 +01:00
Filippo Scognamiglio
da6795f002 Use window scaling parameter for framebuffer size. 2018-12-03 12:43:40 +01:00
Filippo Scognamiglio
f497bb4b44 First wrong framebuffer implementation. 2018-12-02 19:57:24 +01:00
Filippo Scognamiglio
4aea85649f Merge branch 'master' of https://github.com/Swordfish90/cool-retro-term 2018-12-01 19:56:13 +01:00
Filippo Scognamiglio
b9ffae25e3 Merge pull request #427 from suve/add-T-option-to-man-page
Add the -T option to the debian man page
2018-11-26 22:55:03 +01:00
Darryl T. Agostinelli
db7a7f38f7 Update README.md
Make it easier for the eye to pick up the instructions for the various Linux distros.  Presently, the eye skips over them and all you see are the Ubuntu things.  Also adjusted the help text a little.
2018-11-23 19:13:39 -06:00
suve
e2c4392c6d Fix alphabetically incorrect ordering of options in man page 2018-02-25 12:40:46 +01:00
suve
7e771b1cfc Add a description of the -T option to the man page 2018-02-25 12:40:42 +01:00
17 changed files with 854 additions and 526 deletions

View File

@@ -13,18 +13,18 @@ It uses the QML port of qtermwidget (Konsole) developed by me: https://github.co
This terminal emulator works under Linux and macOS and requires Qt 5.2 or higher.
## Screenshots
![Image](<http://i.imgur.com/I6wq1cC.png>)
![Image](<http://i.imgur.com/12EqlpL.png>)
![Image](<http://i.imgur.com/Lx0acQz.jpg>)
![Image](<https://i.imgur.com/TNumkDn.png>)
![Image](<https://i.imgur.com/hfjWOM4.png>)
![Image](<https://i.imgur.com/GYRDPzJ.jpg>)
## Get cool-retro-term
You can either build cool-retro-term yourself (see below) or walk the easy way and install one of these packages:
## Install
Walk the easy way and install cool-retro-term using one of these convenient packages:
Fedora has the `cool-retro-term` in the offcial repositories. All you have to do is `sudo dnf install cool-retro-term`.
**Fedora** has the `cool-retro-term` in the offcial repositories. All you have to do is `sudo dnf install cool-retro-term`.
Users of openSUSE can grab a package from [Open Build Service](http://software.opensuse.org/package/cool-retro-term).
Users of **openSUSE** can grab a package from [Open Build Service](http://software.opensuse.org/package/cool-retro-term).
Arch users can install this [package](https://aur.archlinux.org/packages/cool-retro-term-git/) directly via the [AUR](https://aur.archlinux.org):
**Arch** users can install this [package](https://aur.archlinux.org/packages/cool-retro-term-git/) directly via the [AUR](https://aur.archlinux.org):
yaourt -S aur/cool-retro-term-git
@@ -34,25 +34,27 @@ or use:
to install precompiled from community repository.
Gentoo users can now install the second release "1.0.1" from a 3rd-party repository preferably via layman:
**Gentoo** users can now install the third release "1.1.0" from a 3rd-party repository preferably via layman:
USE="git" emerge app-portage/layman
wget https://www.gerczei.eu/files/gerczei.xml -O /etc/layman/overlays/gerczei.xml
layman -f -a qt -a gerczei # those who've added the repo before 27/08/17 should remove, update and add it again as its source has changed
ACCEPT_KEYWORDS="~*" emerge =x11-terms/cool-retro-term-1.0.1::gerczei
ACCEPT_KEYWORDS="~*" emerge =x11-terms/cool-retro-term-1.1.0::gerczei
The live ebuild (version 9999-r1) tracking the bleeding-edge WIP codebase also remains available.
A word of warning: USE flags and keywords are to be added to portage's configuration files and every emerge operation should be executed with '-p' (short option for --pretend) appended to the command line first as per best practice!
Ubuntu users of 14.04 LTS (Trusty) up to 15.10 (Wily) can use [this PPA](https://launchpad.net/~bugs-launchpad-net-falkensweb).
Users of **Ubuntu 14.04 LTS (Trusty) up to 15.10 (Wily)** can use [this PPA](https://launchpad.net/~bugs-launchpad-net-falkensweb).
Ubuntu 17.10 can use [this PPA](https://launchpad.net/%7Evantuz/+archive/ubuntu/cool-retro-term)
**Ubuntu 17.10** can use [this PPA](https://launchpad.net/%7Evantuz/+archive/ubuntu/cool-retro-term)
macOS users can grab the latest dmg from the release page: https://github.com/Swordfish90/cool-retro-term/releases
**macOS** users can grab the latest dmg from the release page: https://github.com/Swordfish90/cool-retro-term/releases
## Build instructions (Linux)
Build cool-retro-term yourself, you know, the retro way.
## Dependencies
Make sure to install these first.

View File

@@ -33,6 +33,9 @@ QtObject{
readonly property real minimumFontScaling: 0.25
readonly property real maximumFontScaling: 2.50
readonly property real minBurnInFadeTime: 160
readonly property real maxBurnInFadeTime: 1600
// GENERAL SETTINGS ///////////////////////////////////////////////////////
property int x: 100
@@ -48,11 +51,13 @@ QtObject{
property bool showTerminalSize: true
property real windowScaling: 1.0
property real fps: 24
property real fps: 20
property bool verbose: false
property real bloomQuality: 0.5
property real burnInQuality: 0.5
property bool useFastBurnIn: Qt.platform.os === "osx" ? false : true
onWindowScalingChanged: handleFontChanged();
@@ -73,7 +78,7 @@ QtObject{
property color backgroundColor: Utils.mix(Utils.strToColor(_backgroundColor), Utils.strToColor(saturatedColor), 0.7 + (contrast * 0.3))
property real staticNoise: 0.12
property real screenCurvature: 0.2
property real screenCurvature: 0.3
property real glowingLine: 0.2
property real burnIn: 0.25
property real bloom: 0.55
@@ -88,6 +93,9 @@ QtObject{
property real rbgShift: 0.0
property real _margin: 0.5
property real margin: Utils.lint(1.0, 20.0, _margin)
readonly property int no_rasterization: 0
readonly property int scanline_rasterization: 1
readonly property int pixel_rasterization: 2
@@ -155,7 +163,7 @@ QtObject{
if (index === undefined) return;
fontManager.item.selectedFontIndex = index;
fontManager.item.scaling = totalFontScaling * windowScaling;
fontManager.item.scaling = totalFontScaling;
var fontSource = fontManager.item.source;
var pixelSize = fontManager.item.pixelSize;
@@ -199,7 +207,8 @@ QtObject{
bloomQuality: bloomQuality,
burnInQuality: burnInQuality,
useCustomCommand: useCustomCommand,
customCommand: customCommand
customCommand: customCommand,
useFastBurnIn: useFastBurnIn
}
return stringify(settings);
}
@@ -225,7 +234,8 @@ QtObject{
ambientLight: ambientLight,
windowOpacity: windowOpacity,
fontName: fontNames[rasterization],
fontWidth: fontWidth
fontWidth: fontWidth,
margin: _margin
}
return settings;
}
@@ -284,6 +294,8 @@ QtObject{
useCustomCommand = settings.useCustomCommand !== undefined ? settings.useCustomCommand : useCustomCommand
customCommand = settings.customCommand !== undefined ? settings.customCommand : customCommand
useFastBurnIn = settings.useFastBurnIn !== undefined ? settings.useFastBurnIn : useFastBurnIn;
}
function loadProfileString(profileString){
@@ -317,6 +329,8 @@ QtObject{
fontNames[rasterization] = settings.fontName !== undefined ? settings.fontName : fontNames[rasterization];
fontWidth = settings.fontWidth !== undefined ? settings.fontWidth : fontWidth;
_margin = settings.margin !== undefined ? settings.margin : _margin;
handleFontChanged();
}
@@ -384,9 +398,10 @@ QtObject{
"rasterization": 0,
"rbgShift": 0,
"saturationColor": 0.2483,
"screenCurvature": 0.1997,
"screenCurvature": 0.3,
"staticNoise": 0.1198,
"windowOpacity": 1
"windowOpacity": 1,
"margin": 0.5
}'
builtin: true
}
@@ -411,9 +426,10 @@ QtObject{
"rasterization": 0,
"rbgShift": 0,
"saturationColor": 0.0,
"screenCurvature": 0.1997,
"screenCurvature": 0.3,
"staticNoise": 0.1198,
"windowOpacity": 1
"windowOpacity": 1,
"margin": 0.5
}'
builtin: true
}
@@ -438,9 +454,10 @@ QtObject{
"rasterization": 1,
"rbgShift": 0,
"saturationColor": 0.5,
"screenCurvature": 0.2,
"screenCurvature": 0.3,
"staticNoise": 0.15,
"windowOpacity": 1
"windowOpacity": 1,
"margin": 0.5
}'
builtin: true
}
@@ -466,8 +483,9 @@ QtObject{
"rbgShift": 0,
"saturationColor": 0,
"screenCurvature": 0,
"staticNoise": 0.1545,
"windowOpacity": 1
"staticNoise": 0.15,
"windowOpacity": 1,
"margin": 0.5
}'
builtin: true
}
@@ -492,9 +510,10 @@ QtObject{
"rasterization": 1,
"rbgShift": 0,
"saturationColor": 0,
"screenCurvature": 0.8976,
"screenCurvature": 0.5,
"staticNoise": 0.099,
"windowOpacity": 1
"windowOpacity": 1,
"margin": 0.5
}'
builtin: true
}
@@ -519,9 +538,10 @@ QtObject{
"rasterization": 1,
"rbgShift": 0.2969,
"saturationColor": 0,
"screenCurvature": 0.3003,
"screenCurvature": 0.5,
"staticNoise": 0.2969,
"windowOpacity": 1
"windowOpacity": 1,
"margin": 0.5
}'
builtin: true
}
@@ -546,9 +566,10 @@ QtObject{
"rasterization": 0,
"rbgShift": 0.3524,
"saturationColor": 0,
"screenCurvature": 0.401,
"screenCurvature": 0.4,
"staticNoise": 0.0503,
"windowOpacity": 1
"windowOpacity": 1,
"margin": 0.5
}'
builtin: true
}
@@ -573,9 +594,10 @@ QtObject{
"rasterization": 0,
"rbgShift": 0,
"saturationColor": 0,
"screenCurvature": 0.1997,
"screenCurvature": 0.2,
"staticNoise": 0,
"windowOpacity": 1
"windowOpacity": 1,
"margin": 0.5
}'
builtin: true
}
@@ -600,9 +622,10 @@ QtObject{
"rasterization": 0,
"rbgShift": 0,
"saturationColor": 0.4983,
"screenCurvature": 0.05,
"screenCurvature": 0,
"staticNoise": 0.0955,
"windowOpacity": 0.7
"windowOpacity": 0.7,
"margin": 0.1
}'
builtin: true
}

View File

@@ -13,10 +13,12 @@ Loader {
property real delay: (1.0 / appSettings.fps) * 1000
property real burnIn: appSettings.burnIn
property real burnInFadeTime: 1 / Utils.lint(_minBurnInFadeTime, _maxBurnInFadeTime, burnIn)
property real _minBurnInFadeTime: 160
property real _maxBurnInFadeTime: 1600
property real _minBurnInFadeTime: appSettings.minBurnInFadeTime
property real _maxBurnInFadeTime: appSettings.maxBurnInFadeTime
active: appSettings.burnIn !== 0
active: appSettings.useFastBurnIn && appSettings.burnIn !== 0
anchors.fill: parent
function completelyUpdate() {
prevLastUpdate = lastUpdate;
@@ -33,16 +35,6 @@ Loader {
sourceComponent: Item {
property alias source: burnInEffectSource
property int burnInScaling: scaleTexture * appSettings.burnInQuality
width: appSettings.lowResolutionFont
? kterminal.width * Math.max(1, burnInScaling)
: kterminal.width * scaleTexture * appSettings.burnInQuality
height: appSettings.lowResolutionFont
? kterminal.height * Math.max(1, burnInScaling)
: kterminal.height * scaleTexture * appSettings.burnInQuality
ShaderEffectSource {
id: burnInEffectSource
@@ -52,13 +44,10 @@ Loader {
live: false
recursive: true
hideSource: true
wrapMode: kterminalSource.wrapMode
wrapMode: ShaderEffectSource.ClampToEdge
format: ShaderEffectSource.RGBA
// Enabling smooth with a low burnInQuality causes bad artifacts because the FBO
// has different values when it's read back. This lowers the quality, but makes it more consistent.
smooth: appSettings.burnInQuality === 1.0
smooth: true
visible: false
@@ -91,7 +80,6 @@ Loader {
property real prevLastUpdate: burnInEffect.prevLastUpdate
anchors.fill: parent
blending: false
fragmentShader:

View File

@@ -3,7 +3,7 @@ import QtQuick 2.0
import "utils.js" as Utils
ShaderEffect {
property color _staticFrameColor: "#dedede"
property color _staticFrameColor: "#ffffff"
property color _backgroundColor: appSettings.backgroundColor
property color _fontColor: appSettings.fontColor
property color _lightColor: Utils.mix(_fontColor, _backgroundColor, 0.2)
@@ -13,7 +13,7 @@ ShaderEffect {
property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
property real shadowLength: 0.5 * screenCurvature * Utils.lint(0.50, 1.5, _ambientLight)
visible: screenCurvature != 0
property size aadelta: Qt.size(1.0 / width, 1.0 / height)
fragmentShader: "
#ifdef GL_ES
@@ -24,6 +24,7 @@ ShaderEffect {
uniform lowp float shadowLength;
uniform highp float qt_Opacity;
uniform lowp vec4 frameColor;
uniform mediump vec2 aadelta;
varying highp vec2 qt_TexCoord0;
@@ -41,6 +42,10 @@ ShaderEffect {
return min(v.x, v.y);
}
float prod2(vec2 v) {
return v.x * v.y;
}
float sum2(vec2 v) {
return v.x + v.y;
}
@@ -53,17 +58,17 @@ ShaderEffect {
float alpha = 0.0;
float outShadowLength = shadowLength;
float inShadowLength = 0.5 * shadowLength;
float inShadowLength = shadowLength * 0.5;
float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
outShadow = clamp(0.0, 1.0, outShadow);
color += frameColor.rgb * sqrt(outShadow);
alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow));
outShadow = clamp(sqrt(outShadow), 0.0, 1.0);
color += frameColor.rgb * outShadow;
alpha = sum2(1.0 - smoothstep(vec2(0.0), aadelta, coords) + smoothstep(vec2(1.0) - aadelta, vec2(1.0), coords));
alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, outShadow);
float inShadow = min2(step(vec2(0.0), coords) - step(vec2(1.0), coords));
inShadow -= min2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords));
alpha += 0.35 * inShadow;
float inShadow = 1.0 - prod2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords));
inShadow = 0.5 * inShadow * inShadow;
alpha = max(alpha, inShadow);
gl_FragColor = vec4(color * alpha, alpha);
}

View File

@@ -28,11 +28,12 @@ import "utils.js" as Utils
Item{
id: terminalContainer
property size virtualResolution: Qt.size(kterminal.width, kterminal.height)
property size virtualResolution: Qt.size(kterminal.totalWidth, kterminal.totalHeight)
property alias mainTerminal: kterminal
property ShaderEffectSource mainSource: kterminalSource
property BurnInEffect burnInEffect: burnInEffect
property SlowBurnIn slowBurnInEffect: slowBurnInEffect
property real fontWidth: 1.0
property real screenScaling: 1.0
property real scaleTexture: 1.0
@@ -69,8 +70,24 @@ Item{
QMLTermWidget {
id: kterminal
width: Math.floor(parent.width / (screenScaling * fontWidth))
height: Math.floor(parent.height / screenScaling)
property int textureResolutionScale: appSettings.lowResolutionFont ? devicePixelRatio : 1
property int margin: appSettings.margin / screenScaling
property int totalWidth: Math.floor(parent.width / (screenScaling * fontWidth))
property int totalHeight: Math.floor(parent.height / screenScaling)
property int rawWidth: totalWidth - 2 * margin
property int rawHeight: totalHeight - 2 * margin
textureSize: Qt.size(width / textureResolutionScale, height / textureResolutionScale)
width: ensureMultiple(rawWidth, devicePixelRatio)
height: ensureMultiple(rawHeight, devicePixelRatio)
/** Ensure size is a multiple of factor. This is needed for pixel perfect scaling on highdpi screens. */
function ensureMultiple(size, factor) {
return Math.round(size / factor) * factor;
}
colorScheme: "cool-retro-term"
@@ -167,6 +184,8 @@ Item{
property alias contextmenu: menuLoader.item
MouseArea{
property real margin: appSettings.margin
acceptedButtons: Qt.LeftButton | Qt.MiddleButton | Qt.RightButton
anchors.fill: parent
cursorShape: kterminal.terminalUsesMouse ? Qt.ArrowCursor : Qt.IBeamCursor
@@ -200,14 +219,14 @@ Item{
}
function correctDistortion(x, y){
x = x / width;
y = y / height;
x = (x - margin) / width;
y = (y - margin) / height;
var cc = Qt.size(0.5 - x, 0.5 - y);
var distortion = (cc.height * cc.height + cc.width * cc.width) * appSettings.screenCurvature * appSettings.screenCurvatureSize;
return Qt.point((x - cc.width * (1+distortion) * distortion) * kterminal.width,
(y - cc.height * (1+distortion) * distortion) * kterminal.height)
return Qt.point((x - cc.width * (1+distortion) * distortion) * kterminal.totalWidth,
(y - cc.height * (1+distortion) * distortion) * kterminal.totalHeight)
}
}
ShaderEffectSource{
@@ -216,10 +235,30 @@ Item{
hideSource: true
wrapMode: ShaderEffectSource.Repeat
visible: false
textureSize: Qt.size(kterminal.width * scaleTexture, kterminal.height * scaleTexture);
textureSize: Qt.size(kterminal.totalWidth * scaleTexture, kterminal.totalHeight * scaleTexture)
sourceRect: Qt.rect(-kterminal.margin, -kterminal.margin, kterminal.totalWidth, kterminal.totalHeight)
}
BurnInEffect {
id: burnInEffect
Item {
id: burnInContainer
property int burnInScaling: scaleTexture * appSettings.burnInQuality
width: Math.round(appSettings.lowResolutionFont
? kterminal.totalWidth * Math.max(1, burnInScaling)
: kterminal.totalWidth * scaleTexture * appSettings.burnInQuality)
height: Math.round(appSettings.lowResolutionFont
? kterminal.totalHeight * Math.max(1, burnInScaling)
: kterminal.totalHeight * scaleTexture * appSettings.burnInQuality)
BurnInEffect {
id: burnInEffect
}
SlowBurnIn {
id: slowBurnInEffect
}
}
}

View File

@@ -27,13 +27,48 @@ import "Components"
Tab{
ColumnLayout{
anchors.fill: parent
GroupBox{
title: qsTr("General")
Layout.fillWidth: true
title: qsTr("Command")
ColumnLayout {
anchors.fill: parent
CheckBox{
id: useCustomCommand
text: qsTr("Use custom command instead of shell at startup")
checked: appSettings.useCustomCommand
onCheckedChanged: appSettings.useCustomCommand = checked
}
// Workaround for QTBUG-31627 for pre 5.3.0
Binding{
target: useCustomCommand
property: "checked"
value: appSettings.useCustomCommand
}
TextField{
id: customCommand
Layout.fillWidth: true
text: appSettings.customCommand
enabled: useCustomCommand.checked
onEditingFinished: appSettings.customCommand = text
// Save text even if user forgets to press enter or unfocus
function saveSetting() {
appSettings.customCommand = text;
}
Component.onCompleted: settings_window.closing.connect(saveSetting)
}
}
}
GroupBox{
title: qsTr("Performance")
Layout.fillWidth: true
GridLayout{
anchors.fill: parent
rows: 2
columns: 3
Label{text: qsTr("Effects FPS")}
Slider{
Layout.fillWidth: true
@@ -52,6 +87,7 @@ Tab{
enabled = true;
}
}
SizedLabel{text: appSettings.fps !== 0 ? appSettings.fps : qsTr("Max")}
Label{text: qsTr("Texture Quality")}
Slider{
@@ -67,14 +103,7 @@ Tab{
}
}
SizedLabel{text: Math.round(txtslider.value * 100) + "%"}
}
}
GroupBox{
title: qsTr("Bloom")
Layout.fillWidth: true
GridLayout{
id: bloomQualityContainer
anchors.fill: parent
Label{text: qsTr("Bloom Quality")}
Slider{
Layout.fillWidth: true
@@ -89,14 +118,6 @@ Tab{
}
}
SizedLabel{text: Math.round(bloomSlider.value * 100) + "%"}
}
}
GroupBox{
title: qsTr("BurnIn")
Layout.fillWidth: true
GridLayout{
id: blurQualityContainer
anchors.fill: parent
Label{text: qsTr("BurnIn Quality")}
Slider{
@@ -112,6 +133,12 @@ Tab{
}
}
SizedLabel{text: Math.round(burnInSlider.value * 100) + "%"}
CheckBox{
Layout.columnSpan: 2
text: qsTr("Burnin optimization (Might display timing artifacts)")
checked: appSettings.useFastBurnIn
onCheckedChanged: appSettings.useFastBurnIn = checked
}
}
}
}

View File

@@ -23,62 +23,68 @@ import QtQuick.Controls 1.1
import QtQuick.Layouts 1.1
Tab{
GroupBox{
title: qsTr("Effects")
ColumnLayout{
anchors.fill: parent
ColumnLayout{
anchors.fill: parent
spacing: 2
CheckableSlider{
name: qsTr("Bloom")
onNewValue: appSettings.bloom = newValue
value: appSettings.bloom
}
CheckableSlider{
name: qsTr("BurnIn")
onNewValue: appSettings.burnIn = newValue
value: appSettings.burnIn
}
CheckableSlider{
name: qsTr("Static Noise")
onNewValue: appSettings.staticNoise = newValue
value: appSettings.staticNoise
}
CheckableSlider{
name: qsTr("Jitter")
onNewValue: appSettings.jitter = newValue
value: appSettings.jitter
}
CheckableSlider{
name: qsTr("Glow Line")
onNewValue: appSettings.glowingLine = newValue;
value: appSettings.glowingLine
}
CheckableSlider{
name: qsTr("Screen Curvature")
onNewValue: appSettings.screenCurvature = newValue;
value: appSettings.screenCurvature;
}
CheckableSlider{
name: qsTr("Ambient Light")
onNewValue: appSettings.ambientLight = newValue;
value: appSettings.ambientLight
enabled: appSettings.framesIndex !== 0
}
CheckableSlider{
name: qsTr("Flickering")
onNewValue: appSettings.flickering = newValue;
value: appSettings.flickering;
}
CheckableSlider{
name: qsTr("Horizontal Sync")
onNewValue: appSettings.horizontalSync = newValue;
value: appSettings.horizontalSync;
}
CheckableSlider{
name: qsTr("RGB Shift")
onNewValue: appSettings.rbgShift = newValue;
value: appSettings.rbgShift;
spacing: 2
GroupBox{
title: qsTr("Effects")
Layout.fillWidth: true
ColumnLayout {
anchors.fill: parent
CheckableSlider{
name: qsTr("Bloom")
onNewValue: appSettings.bloom = newValue
value: appSettings.bloom
}
CheckableSlider{
name: qsTr("BurnIn")
onNewValue: appSettings.burnIn = newValue
value: appSettings.burnIn
}
CheckableSlider{
name: qsTr("Static Noise")
onNewValue: appSettings.staticNoise = newValue
value: appSettings.staticNoise
}
CheckableSlider{
name: qsTr("Jitter")
onNewValue: appSettings.jitter = newValue
value: appSettings.jitter
}
CheckableSlider{
name: qsTr("Glow Line")
onNewValue: appSettings.glowingLine = newValue;
value: appSettings.glowingLine
}
CheckableSlider{
name: qsTr("Screen Curvature")
onNewValue: appSettings.screenCurvature = newValue;
value: appSettings.screenCurvature;
}
CheckableSlider{
name: qsTr("Ambient Light")
onNewValue: appSettings.ambientLight = newValue;
value: appSettings.ambientLight
enabled: appSettings.framesIndex !== 0
}
CheckableSlider{
name: qsTr("Flickering")
onNewValue: appSettings.flickering = newValue;
value: appSettings.flickering;
}
CheckableSlider{
name: qsTr("Horizontal Sync")
onNewValue: appSettings.horizontalSync = newValue;
value: appSettings.horizontalSync;
}
CheckableSlider{
name: qsTr("RGB Shift")
onNewValue: appSettings.rbgShift = newValue;
value: appSettings.rbgShift;
}
}
}
}

View File

@@ -52,7 +52,7 @@ Tab{
Layout.fillWidth: false
Button{
Layout.fillWidth: true
text: qsTr("New")
text: qsTr("Save")
onClicked: {
insertname.profileName = "";
insertname.show()
@@ -164,34 +164,30 @@ Tab{
}
GroupBox{
title: qsTr("Screen")
Layout.fillWidth: true
title: qsTr("Command")
ColumnLayout {
GridLayout{
anchors.fill: parent
CheckBox{
id: useCustomCommand
text: qsTr("Use custom command instead of shell at startup")
checked: appSettings.useCustomCommand
onCheckedChanged: appSettings.useCustomCommand = checked
columns: 2
Label{ text: qsTr("Brightness") }
SimpleSlider{
onValueChanged: appSettings.brightness = value
value: appSettings.brightness
}
// Workaround for QTBUG-31627 for pre 5.3.0
Binding{
target: useCustomCommand
property: "checked"
value: appSettings.useCustomCommand
Label{ text: qsTr("Contrast") }
SimpleSlider{
onValueChanged: appSettings.contrast = value
value: appSettings.contrast
}
TextField{
id: customCommand
Layout.fillWidth: true
text: appSettings.customCommand
enabled: useCustomCommand.checked
onEditingFinished: appSettings.customCommand = text
// Save text even if user forgets to press enter or unfocus
function saveSetting() {
appSettings.customCommand = text;
}
Component.onCompleted: settings_window.closing.connect(saveSetting)
Label{ text: qsTr("Margin") }
SimpleSlider{
onValueChanged: appSettings._margin = value
value: appSettings._margin
}
Label{ text: qsTr("Opacity") }
SimpleSlider{
onValueChanged: appSettings.windowOpacity = value
value: appSettings.windowOpacity
}
}
}

View File

@@ -1,67 +0,0 @@
/*******************************************************************************
* Copyright (c) 2013 "Filippo Scognamiglio"
* https://github.com/Swordfish90/cool-retro-term
*
* This file is part of cool-retro-term.
*
* cool-retro-term is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*******************************************************************************/
import QtQuick 2.2
import QtQuick.Controls 1.1
import QtQuick.Layouts 1.1
import QtQuick.Dialogs 1.1
Tab{
ColumnLayout{
anchors.fill: parent
GroupBox{
title: qsTr("Rasterization Mode")
Layout.fillWidth: true
ComboBox {
id: rasterizationBox
property string selectedElement: model[currentIndex]
anchors.fill: parent
model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels")]
currentIndex: appSettings.rasterization
onCurrentIndexChanged: {
appSettings.rasterization = currentIndex
}
}
}
GroupBox{
title: qsTr("Lights")
Layout.fillWidth: true
GridLayout{
anchors.fill: parent
columns: 2
Label{ text: qsTr("Brightness") }
SimpleSlider{
onValueChanged: appSettings.brightness = value
value: appSettings.brightness
}
Label{ text: qsTr("Contrast") }
SimpleSlider{
onValueChanged: appSettings.contrast = value
value: appSettings.contrast
}
Label{ text: qsTr("Opacity") }
SimpleSlider{
onValueChanged: appSettings.windowOpacity = value
value: appSettings.windowOpacity
}
}
}
}
}

View File

@@ -27,13 +27,26 @@ import "Components"
Tab{
ColumnLayout{
anchors.fill: parent
GroupBox{
property var rasterization: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels")][appSettings.rasterization]
title: qsTr("Font " + "(" + rasterization + ")")
title: qsTr("Font")
Layout.fillWidth: true
GridLayout{
anchors.fill: parent
columns: 2
Label { text: qsTr("Rasterization") }
ComboBox {
id: rasterizationBox
property string selectedElement: model[currentIndex]
Layout.fillWidth: true
model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels")]
currentIndex: appSettings.rasterization
onCurrentIndexChanged: {
appSettings.rasterization = currentIndex
}
}
Label{ text: qsTr("Name") }
ComboBox{
id: fontChanger

View File

@@ -36,33 +36,27 @@ Window {
id: tabView
anchors.fill: parent
anchors.margins: 10
SettingsGeneralTab{
SettingsGeneralTab {
id: generalTab
title: qsTr("General")
anchors.fill: parent
anchors.margins: tabmargins
}
SettingsScreenTab{
id: screenTab
title: qsTr("Screen")
anchors.fill: parent
anchors.margins: tabmargins
}
SettingsTerminalTab{
SettingsTerminalTab {
id: terminalTab
title: qsTr("Terminal")
anchors.fill: parent
anchors.margins: tabmargins
}
SettingsEffectsTab{
SettingsEffectsTab {
id: effectsTab
title: qsTr("Effects")
anchors.fill: parent
anchors.margins: tabmargins
}
SettingsPerformanceTab{
SettingsAdvancedTab {
id: performanceTab
title: qsTr("Performance")
title: qsTr("Advanced")
anchors.fill: parent
anchors.margins: tabmargins
}

View File

@@ -23,330 +23,513 @@ import QtGraphicalEffects 1.0
import "utils.js" as Utils
ShaderEffect {
Item {
property SlowBurnIn slowBurnInEffect
property ShaderEffectSource source
property BurnInEffect burnInEffect
property ShaderEffectSource bloomSource
property color fontColor: appSettings.fontColor
property color backgroundColor: appSettings.backgroundColor
property real bloom: appSettings.bloom * 2.5
property ShaderEffectSource burnInSource: burnInEffect.source
property real burnIn: appSettings.burnIn
property real burnInLastUpdate: burnInEffect.lastUpdate
property real burnInTime: burnInEffect.burnInFadeTime
property real jitter: appSettings.jitter
property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
property real staticNoise: appSettings.staticNoise
property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
property real glowingLine: appSettings.glowingLine * 0.2
property real chromaColor: appSettings.chromaColor;
property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling
property real flickering: appSettings.flickering
property real horizontalSync: appSettings.horizontalSync * 0.5
property int rasterization: appSettings.rasterization
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
property real chromaColor: appSettings.chromaColor
property real ambientLight: appSettings.ambientLight * 0.2
property size virtual_resolution
property real time: timeManager.time
property ShaderEffectSource noiseSource: noiseShaderSource
ShaderEffect {
id: dynamicShader
// If something goes wrong activate the fallback version of the shader.
property bool fallBack: false
property ShaderEffectSource screenBuffer: frameBuffer
property ShaderEffectSource burnInSource: burnInEffect.source
property ShaderEffectSource frameSource: terminalFrameLoader.item
blending: false
property color fontColor: parent.fontColor
property color backgroundColor: parent.backgroundColor
property real screenCurvature: parent.screenCurvature
property real chromaColor: parent.chromaColor
property real ambientLight: parent.ambientLight
//Smooth random texture used for flickering effect.
Image{
id: noiseTexture
source: "images/allNoise512.png"
width: 512
height: 512
fillMode: Image.Tile
visible: false
}
ShaderEffectSource{
id: noiseShaderSource
sourceItem: noiseTexture
wrapMode: ShaderEffectSource.Repeat
visible: false
smooth: true
}
property real flickering: appSettings.flickering
property real horizontalSync: appSettings.horizontalSync
property real horizontalSyncStrength: Utils.lint(0.05, 0.35, horizontalSync)
property real glowingLine: appSettings.glowingLine * 0.2
//Print the number with a reasonable precision for the shader.
function str(num){
return num.toFixed(8);
}
// Fast burnin properties
property real burnIn: appSettings.useFastBurnIn ? appSettings.burnIn : 0
property real burnInLastUpdate: burnInEffect.lastUpdate
property real burnInTime: burnInEffect.burnInFadeTime
vertexShader: "
uniform highp mat4 qt_Matrix;
uniform highp float time;
// Slow burnin properties
property real slowBurnIn: appSettings.useFastBurnIn ? 0 : appSettings.burnIn
property ShaderEffectSource slowBurnInSource: slowBurnInEffect.source
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
property real jitter: appSettings.jitter
property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight)
property real staticNoise: appSettings.staticNoise
property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
varying highp vec2 qt_TexCoord0;" +
property size virtual_resolution: parent.virtual_resolution
(!fallBack ? "
uniform sampler2D noiseSource;" : "") +
property real time: timeManager.time
property ShaderEffectSource noiseSource: noiseShaderSource
(!fallBack && rbgShift !== 0.0 ?"
varying lowp vec4 constantNoise;" : "") +
// If something goes wrong activate the fallback version of the shader.
property bool fallBack: false
(!fallBack && flickering !== 0.0 ?"
varying lowp float brightness;
uniform lowp float flickering;" : "") +
anchors.fill: parent
blending: false
(!fallBack && horizontalSync !== 0.0 ?"
uniform lowp float horizontalSync;
varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") +
//Smooth random texture used for flickering effect.
Image{
id: noiseTexture
source: "images/allNoise512.png"
width: 512
height: 512
fillMode: Image.Tile
visible: false
}
ShaderEffectSource{
id: noiseShaderSource
sourceItem: noiseTexture
wrapMode: ShaderEffectSource.Repeat
visible: false
smooth: true
}
"
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
//Print the number with a reasonable precision for the shader.
function str(num){
return num.toFixed(8);
}
(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0) ?
"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
: "") +
vertexShader: "
uniform highp mat4 qt_Matrix;
uniform highp float time;
(!fallBack && rbgShift !== 0.0 ?"
constantNoise = initialNoiseTexel;" : "") +
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
(!fallBack && flickering !== 0.0 ? "
brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
: "") +
varying highp vec2 qt_TexCoord0;" +
(!fallBack && horizontalSync !== 0.0 ? "
float randval = horizontalSync - initialNoiseTexel.r;
distortionScale = step(0.0, randval) * randval * horizontalSync;
distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") +
(!fallBack ? "
uniform sampler2D noiseSource;" : "") +
"gl_Position = qt_Matrix * qt_Vertex;
}"
(!fallBack && flickering !== 0.0 ?"
varying lowp float brightness;
uniform lowp float flickering;" : "") +
fragmentShader: "
#ifdef GL_ES
precision mediump float;
#endif
(!fallBack && horizontalSync !== 0.0 ?"
uniform lowp float horizontalSyncStrength;
varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") +
uniform sampler2D source;
uniform highp float qt_Opacity;
uniform highp float time;
varying highp vec2 qt_TexCoord0;
"
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
uniform highp vec4 fontColor;
uniform highp vec4 backgroundColor;
uniform lowp float screen_brightness;
(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
: "") +
uniform highp vec2 virtual_resolution;" +
(!fallBack && flickering !== 0.0 ? "
brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
: "") +
(bloom !== 0 ? "
uniform highp sampler2D bloomSource;
uniform lowp float bloom;" : "") +
(burnIn !== 0 ? "
uniform sampler2D burnInSource;
uniform highp float burnInLastUpdate;
uniform highp float burnInTime;" : "") +
(staticNoise !== 0 ? "
uniform highp float staticNoise;" : "") +
(((staticNoise !== 0 || jitter !== 0 || rbgShift)
||(fallBack && (flickering || horizontalSync))) ? "
uniform lowp sampler2D noiseSource;
uniform highp vec2 scaleNoiseSize;" : "") +
(screenCurvature !== 0 ? "
uniform highp float screenCurvature;" : "") +
(glowingLine !== 0 ? "
uniform highp float glowingLine;" : "") +
(chromaColor !== 0 ? "
uniform lowp float chromaColor;" : "") +
(jitter !== 0 ? "
uniform lowp vec2 jitterDisplacement;" : "") +
(rbgShift !== 0 ? "
uniform lowp float rbgShift;" : "") +
(ambientLight !== 0 ? "
uniform lowp float ambientLight;" : "") +
(!fallBack && horizontalSync !== 0.0 ? "
float randval = horizontalSyncStrength - initialNoiseTexel.r;
distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") +
(fallBack && horizontalSync !== 0 ? "
uniform lowp float horizontalSync;" : "") +
(fallBack && flickering !== 0.0 ?"
uniform lowp float flickering;" : "") +
(!fallBack && flickering !== 0 ? "
varying lowp float brightness;"
: "") +
(!fallBack && horizontalSync !== 0 ? "
varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") +
"gl_Position = qt_Matrix * qt_Vertex;
}"
(!fallBack && rbgShift !== 0.0 ?"
varying lowp vec4 constantNoise;" : "") +
fragmentShader: "
#ifdef GL_ES
precision mediump float;
#endif
(glowingLine !== 0 ? "
float randomPass(vec2 coords){
return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
}" : "") +
uniform sampler2D screenBuffer;
uniform highp float qt_Opacity;
uniform highp float time;
varying highp vec2 qt_TexCoord0;
"highp float getScanlineIntensity(vec2 coords) {
float result = 1.0;" +
uniform highp vec4 fontColor;
uniform highp vec4 backgroundColor;
uniform lowp float shadowLength;
(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);" : "") + "
uniform highp vec2 virtual_resolution;" +
return result;
}
(burnIn !== 0 ? "
uniform sampler2D burnInSource;
uniform highp float burnInLastUpdate;
uniform highp float burnInTime;" : "") +
(slowBurnIn !== 0 ? "
uniform sampler2D slowBurnInSource;" : "") +
(staticNoise !== 0 ? "
uniform highp float staticNoise;" : "") +
(((staticNoise !== 0 || jitter !== 0)
||(fallBack && (flickering || horizontalSync))) ? "
uniform lowp sampler2D noiseSource;
uniform highp vec2 scaleNoiseSize;" : "") +
(screenCurvature !== 0 ? "
uniform highp float screenCurvature;
uniform lowp sampler2D frameSource;" : "") +
(glowingLine !== 0 ? "
uniform highp float glowingLine;" : "") +
(chromaColor !== 0 ? "
uniform lowp float chromaColor;" : "") +
(jitter !== 0 ? "
uniform lowp vec2 jitterDisplacement;" : "") +
(ambientLight !== 0 ? "
uniform lowp float ambientLight;" : "") +
float min2(vec2 v) {
return min(v.x, v.y);
}
(fallBack && horizontalSync !== 0 ? "
uniform lowp float horizontalSyncStrength;" : "") +
(fallBack && flickering !== 0.0 ?"
uniform lowp float flickering;" : "") +
(!fallBack && flickering !== 0 ? "
varying lowp float brightness;"
: "") +
(!fallBack && horizontalSync !== 0 ? "
varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") +
float rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
}" +
(glowingLine !== 0 ? "
float randomPass(vec2 coords){
return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
}" : "") +
"void main() {" +
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
"float distance = length(cc);" +
"float min2(vec2 v) {
return min(v.x, v.y);
}
//FallBack if there are problems
(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0.0) ?
"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
: "") +
(fallBack && flickering !== 0.0 ? "
float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
: "") +
(fallBack && horizontalSync !== 0.0 ? "
float randval = horizontalSync - initialNoiseTexel.r;
float distortionScale = step(0.0, randval) * randval * horizontalSync;
float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") +
(fallBack && rbgShift !== 0.0 ?"
lowp vec4 constantNoise = initialNoiseTexel;" : "") +
float rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
}
(staticNoise ? "
float noise = staticNoise;" : "") +
float isInScreen(vec2 v) {
return min2(step(0.0, v) - step(1.0, v));
}
(screenCurvature !== 0 ? "
float distortion = dot(cc, cc) * screenCurvature;
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
vec2 staticCoords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
:"
vec2 staticCoords = qt_TexCoord0;") +
vec2 barrel(vec2 v, vec2 cc) {" +
"vec2 coords = staticCoords;" +
(screenCurvature !== 0 ? "
float distortion = dot(cc, cc) * screenCurvature;
return (v - cc * (1.0 + distortion) * distortion);"
:
"return v;") +
"}" +
(horizontalSync !== 0 ? "
float dst = sin((coords.y + time * 0.001) * distortionFreq);
coords.x += dst * distortionScale;" +
(staticNoise ? "
noise += distortionScale * 7.0;" : "")
: "") +
"vec3 convertWithChroma(vec3 inColor) {
vec3 outColor = inColor;" +
(jitter !== 0 || staticNoise !== 0 || rbgShift !== 0 ?
"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
: "") +
(chromaColor !== 0 ?
"outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);"
:
"outColor = fontColor.rgb * rgb2grey(inColor);") +
(jitter !== 0 ? "
vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
vec2 txt_coords = coords + offset * jitterDisplacement;"
: "vec2 txt_coords = coords;") +
" return outColor;
}" +
"float color = 0.0001;" +
"void main() {" +
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
"float distance = length(cc);" +
(staticNoise !== 0 ? "
float noiseVal = noiseTexel.a;
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
//FallBack if there are problems
(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
: "") +
(fallBack && flickering !== 0.0 ? "
float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
: "") +
(fallBack && horizontalSync !== 0.0 ? "
float randval = horizontalSyncStrength - initialNoiseTexel.r;
float distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") +
(glowingLine !== 0 ? "
color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
(staticNoise ? "
float noise = staticNoise;" : "") +
"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
(screenCurvature !== 0 ? "
vec2 staticCoords = barrel(qt_TexCoord0, cc);"
:"
vec2 staticCoords = qt_TexCoord0;") +
(rbgShift !== 0 ? "
vec2 displacement = vec2(12.0, 0.0) * rbgShift * (0.6 * constantNoise.r + 0.4);
vec3 rightColor = texture2D(source, txt_coords + displacement).rgb;
vec3 leftColor = texture2D(source, txt_coords - displacement).rgb;
txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60;
txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60;
txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60;
" : "") +
"vec2 coords = qt_TexCoord0;" +
(burnIn !== 0 ? "
vec4 txt_blur = texture2D(burnInSource, staticCoords);
float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));"
: "") +
(horizontalSync !== 0 ? "
float dst = sin((coords.y + time * 0.001) * distortionFreq);
coords.x += dst * distortionScale;" +
"txt_color *= getScanlineIntensity(coords);" +
(staticNoise ? "
noise += distortionScale * 7.0;" : "")
"txt_color += vec3(color);" +
"float greyscale_color = rgb2grey(txt_color);" +
: "") +
(chromaColor !== 0 ?
"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color);"
:
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
(jitter !== 0 || staticNoise !== 0 ?
"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
: "") +
(bloom !== 0 ?
"vec4 bloomFullColor = texture2D(bloomSource, coords);
vec3 bloomColor = bloomFullColor.rgb;
float bloomAlpha = bloomFullColor.a;" +
(chromaColor !== 0 ?
"bloomColor = fontColor.rgb * mix(vec3(rgb2grey(bloomColor)), bloomColor, chromaColor);"
:
"bloomColor = fontColor.rgb * rgb2grey(bloomColor);") +
"finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);"
: "") +
(jitter !== 0 ? "
vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
vec2 txt_coords = coords + offset * jitterDisplacement;"
: "vec2 txt_coords = coords;") +
(screenCurvature !== 0 ? "
vec2 curvatureMask = step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords);
finalColor *= clamp(0.0, 1.0, curvatureMask.x + curvatureMask.y);"
:"") +
"float color = 0.0001;" +
(flickering !== 0 ? "
finalColor *= brightness;" : "") +
(staticNoise !== 0 ? "
float noiseVal = noiseTexel.a;
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
(ambientLight !== 0 ? "
finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
(glowingLine !== 0 ? "
color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
"vec3 txt_color = texture2D(screenBuffer, txt_coords).rgb;" +
"gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" +
"}"
(burnIn !== 0 ? "
vec4 txt_blur = texture2D(burnInSource, staticCoords);
float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
vec3 burnInColor = 0.65 * (txt_blur.rgb - vec3(blurDecay));
txt_color = max(txt_color, convertWithChroma(burnInColor));"
: "") +
onStatusChanged: {
// Print warning messages
if (log)
console.log(log);
(slowBurnIn !== 0 ? "
vec4 txt_blur = texture2D(slowBurnInSource, staticCoords);
txt_color = max(txt_color, convertWithChroma(txt_blur.rgb * txt_blur.a));
" : "") +
// Activate fallback mode
if (status == ShaderEffect.Error) {
fallBack = true;
"txt_color += fontColor.rgb * vec3(color);" +
"vec3 finalColor = txt_color;" +
(flickering !== 0 ? "
finalColor *= brightness;" : "") +
(ambientLight !== 0 ? "
finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
(screenCurvature !== 0 ?
"vec4 frameColor = texture2D(frameSource, qt_TexCoord0);
finalColor = mix(finalColor, frameColor.rgb, frameColor.a);"
: "") +
"gl_FragColor = vec4(finalColor, qt_Opacity);" +
"}"
onStatusChanged: {
// Print warning messages
if (log)
console.log(log);
// Activate fallback mode
if (status == ShaderEffect.Error) {
fallBack = true;
}
}
}
Loader {
id: terminalFrameLoader
active: screenCurvature !== 0
width: staticShader.width
height: staticShader.height
sourceComponent: ShaderEffectSource {
sourceItem: terminalFrame
hideSource: true
visible: false
format: ShaderEffectSource.RGBA
NewTerminalFrame {
id: terminalFrame
blending: false
anchors.fill: parent
}
}
}
ShaderEffect {
id: staticShader
width: parent.width * appSettings.windowScaling
height: parent.height * appSettings.windowScaling
property ShaderEffectSource source: parent.source
property ShaderEffectSource bloomSource: parent.bloomSource
property color fontColor: parent.fontColor
property color backgroundColor: parent.backgroundColor
property real bloom: appSettings.bloom * 2.5
property real screenCurvature: parent.screenCurvature
property real chromaColor: appSettings.chromaColor;
property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling // TODO FILIPPO width here is wrong.
property int rasterization: appSettings.rasterization
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
property real ambientLight: parent.ambientLight
property size virtual_resolution: parent.virtual_resolution
blending: false
visible: false
//Print the number with a reasonable precision for the shader.
function str(num){
return num.toFixed(8);
}
fragmentShader: "
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D source;
uniform highp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 fontColor;
uniform highp vec4 backgroundColor;
uniform lowp float screen_brightness;
uniform highp vec2 virtual_resolution;" +
(bloom !== 0 ? "
uniform highp sampler2D bloomSource;
uniform lowp float bloom;" : "") +
(screenCurvature !== 0 ? "
uniform highp float screenCurvature;" : "") +
(chromaColor !== 0 ? "
uniform lowp float chromaColor;" : "") +
(rbgShift !== 0 ? "
uniform lowp float rbgShift;" : "") +
(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);
}
float sum2(vec2 v) {
return v.x + v.y;
}
float rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
}" +
"vec3 convertWithChroma(vec3 inColor) {
vec3 outColor = inColor;" +
(chromaColor !== 0 ?
"outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);"
:
"outColor = fontColor.rgb * rgb2grey(inColor);") +
" return outColor;
}" +
"void main() {" +
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
(screenCurvature !== 0 ? "
float distortion = dot(cc, cc) * screenCurvature;
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
vec2 txt_coords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
:"
vec2 txt_coords = qt_TexCoord0;") +
"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
(rbgShift !== 0 ? "
vec2 displacement = vec2(12.0, 0.0) * rbgShift;
vec3 rightColor = texture2D(source, txt_coords + displacement).rgb;
vec3 leftColor = texture2D(source, txt_coords - displacement).rgb;
txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60;
txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60;
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);" +
(screenCurvature !== 0 ? "
float reflectionMask = sum2(step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords));
reflectionMask = clamp(reflectionMask, 0.0, 1.0);"
:
"float reflectionMask = 1.0;") +
(chromaColor !== 0 ?
"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color * reflectionMask);"
:
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color * reflectionMask);") +
(bloom !== 0 ?
"vec4 bloomFullColor = texture2D(bloomSource, txt_coords);
vec3 bloomColor = bloomFullColor.rgb;
float bloomAlpha = bloomFullColor.a;
bloomColor = convertWithChroma(bloomColor);
finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);"
: "") +
"finalColor *= screen_brightness;" +
"gl_FragColor = vec4(finalColor, qt_Opacity);" +
"}"
onStatusChanged: {
// Print warning messages
if (log) console.log(log);
}
}
ShaderEffectSource {
id: frameBuffer
visible: false
sourceItem: staticShader
hideSource: true
}
}

122
app/qml/SlowBurnIn.qml Normal file
View File

@@ -0,0 +1,122 @@
import QtQuick 2.0
import "utils.js" as Utils
Loader {
property ShaderEffectSource source: item ? item.source : null
active: !appSettings.useFastBurnIn && appSettings.burnIn !== 0
anchors.fill: parent
sourceComponent: Item {
property alias source: burnInSourceEffect
property int burnInScaling: scaleTexture * appSettings.burnInQuality
ShaderEffectSource {
property bool updateBurnIn: false
property real burnIn: appSettings.burnIn
property real fps: appSettings.fps !== 0 ? appSettings.fps : 60
property real burnInFadeTime: Utils.lint(minBurnInFadeTime, maxBurnInFadeTime, burnIn)
property real burnInCoefficient: 1000 / (fps * burnInFadeTime)
property real minBurnInFadeTime: appSettings.minBurnInFadeTime
property real maxBurnInFadeTime: appSettings.maxBurnInFadeTime
id: burnInSourceEffect
anchors.fill: parent
sourceItem: burnInEffect
recursive: true
live: false
hideSource: true
wrapMode: kterminalSource.wrapMode
visible: false
function restartBlurSource(){
livetimer.restart();
}
// This updates the burnin synched with the timer.
Connections {
target: burnInSourceEffect.updateBurnIn ? timeManager : null
ignoreUnknownSignals: false
onTimeChanged: {
burnInSourceEffect.scheduleUpdate();
}
}
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: burnInSourceEffect.burnInFadeTime * 1.1
running: true
onTriggered: burnInSourceEffect.updateBurnIn = false;
}
Connections{
target: kterminal
onImagePainted:{
burnInSourceEffect.scheduleUpdate();
burnInSourceEffect.updateBurnIn = true;
livetimer.restart();
}
}
// Restart blurred source settings change.
Connections{
target: appSettings
onBurnInChanged: burnInSourceEffect.restartBlurSource();
onTerminalFontChanged: burnInSourceEffect.restartBlurSource();
onRasterizationChanged: burnInSourceEffect.restartBlurSource();
onBurnInQualityChanged: burnInSourceEffect.restartBlurSource();
}
Connections {
target: kterminalScrollbar
onOpacityChanged: burnInSourceEffect.restartBlurSource();
}
ShaderEffect {
id: burnInEffect
property variant txt_source: kterminalSource
property variant blurredSource: burnInSourceEffect
property real burnInCoefficient: burnInSourceEffect.burnInCoefficient
anchors.fill: parent
blending: false
fragmentShader:
"#ifdef GL_ES
precision mediump float;
#endif\n" +
"uniform lowp float qt_Opacity;" +
"uniform lowp sampler2D txt_source;" +
"varying highp vec2 qt_TexCoord0;
uniform lowp sampler2D blurredSource;
uniform highp float burnInCoefficient;" +
"float max3(vec3 v) {
return max (max (v.x, v.y), v.z);
}" +
"void main() {" +
"vec2 coords = qt_TexCoord0;" +
"vec3 origColor = texture2D(txt_source, coords).rgb;" +
"vec3 blur_color = texture2D(blurredSource, coords).rgb - vec3(burnInCoefficient);" +
"vec3 color = min(origColor + blur_color, max(origColor, blur_color));" +
"gl_FragColor = vec4(color, max3(color - origColor));" +
"}"
onStatusChanged: if (log) console.log(log) //Print warning messages
}
}
}
}

View File

@@ -10,10 +10,9 @@ ShaderTerminal {
id: mainShader
opacity: appSettings.windowOpacity * 0.3 + 0.7
blending: false
source: terminal.mainSource
burnInEffect: terminal.burnInEffect
slowBurnInEffect: terminal.slowBurnInEffect
virtual_resolution: terminal.virtualResolution
TimeManager{
@@ -36,7 +35,7 @@ ShaderTerminal {
height: parent.height * appSettings.bloomQuality
sourceComponent: FastBlur{
radius: Utils.lint(16, 64, appSettings.bloomQuality * appSettings.windowScaling);
radius: Utils.lint(16, 64, appSettings.bloomQuality);
source: terminal.mainSource
transparentBorder: true
}
@@ -56,11 +55,11 @@ ShaderTerminal {
bloomSource: bloomSourceLoader.item
NewTerminalFrame {
id: terminalFrame
anchors.fill: parent
blending: true
}
// NewTerminalFrame {
// id: terminalFrame
// anchors.fill: parent
// blending: true
// }
// This shader might be useful in the future. Since we used it only for a couple
// of calculations is probably best to move those in the main shader. If in the future

View File

@@ -137,13 +137,8 @@ ApplicationWindow{
TerminalContainer{
id: terminalContainer
y: appSettings.showMenubar ? 0 : -2 // Workaroud to hide the margin in the menubar.
width: parent.width * appSettings.windowScaling
height: (parent.height + Math.abs(y)) * appSettings.windowScaling
transform: Scale {
xScale: 1 / appSettings.windowScaling
yScale: 1 / appSettings.windowScaling
}
width: parent.width
height: (parent.height + Math.abs(y))
}
SettingsWindow{
id: settingswindow

View File

@@ -23,7 +23,7 @@
<file>fonts/1971-ibm-3278/3270Medium.ttf</file>
<file>Storage.qml</file>
<file>CRTMainMenuBar.qml</file>
<file>SettingsPerformanceTab.qml</file>
<file>SettingsAdvancedTab.qml</file>
<file>TerminalContainer.qml</file>
<file>images/crt256.png</file>
<file>utils.js</file>
@@ -32,7 +32,6 @@
<file>fonts/modern-pro-font-win-tweaked/ProFontWindows.ttf</file>
<file>fonts/modern-hermit/Hermit-medium.otf</file>
<file>fonts/modern-inconsolata/Inconsolata.otf</file>
<file>SettingsScreenTab.qml</file>
<file>fonts/modern-fixedsys-excelsior/FSEX301-L2.ttf</file>
<file>../icons/32x32/cool-retro-term.png</file>
<file>Components/SizedLabel.qml</file>
@@ -44,5 +43,6 @@
<file>BurnInEffect.qml</file>
<file>fonts/modern-terminus/TerminusTTF-4.46.0.ttf</file>
<file>NewTerminalFrame.qml</file>
<file>SlowBurnIn.qml</file>
</qresource>
</RCC>

View File

@@ -30,14 +30,17 @@ Print a help screen and exit.
\fB\-p\fR \fIPROFILE\fR, \fB\-\-profile\fR \fIPROFILE\fR
Run with the given profile.
.TP
\fB\-\-workdir\fR \fIDIR\fR
Start with \fIDIR\fR as the working directory.
\fB\-T\fR \fITITLE\fR
Use \fITITLE\fR as the window title.
.TP
\fB\-\-verbose\fR
Print additional information such as profiles and settings.
.TP
\fB\-v\fR, \fB\-\-version\fR
Print the version number and exit.
.TP
\fB\-\-workdir\fR \fIDIR\fR
Start with \fIDIR\fR as the working directory.
.SH LICENCE
This program is available under the terms of the GNU General Public License,
version 3 or any later version, as published by the Free Software Foundation.