cool-retro-term/app/qml/BurnInEffect.qml

162 lines
4.8 KiB
QML

/*******************************************************************************
* Copyright (c) 2013-2021 "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 2.0
import "utils.js" as Utils
Loader {
id: burnInEffect
property ShaderEffectSource source: item ? item.source : null
property real lastUpdate: 0
property real prevLastUpdate: 0
property real burnIn: appSettings.burnIn
property real burnInFadeTime: 1 / Utils.lint(_minBurnInFadeTime, _maxBurnInFadeTime, burnIn)
property real _minBurnInFadeTime: appSettings.minBurnInFadeTime
property real _maxBurnInFadeTime: appSettings.maxBurnInFadeTime
active: appSettings.burnIn !== 0
anchors.fill: parent
function completelyUpdate() {
let newTime = timeManager.time
if (newTime > lastUpdate) {
prevLastUpdate = lastUpdate
lastUpdate = newTime
}
item.source.scheduleUpdate()
}
function restartBlurSource() {
prevLastUpdate = timeManager.time
lastUpdate = prevLastUpdate
completelyUpdate()
}
sourceComponent: Item {
property alias source: burnInEffectSource
ShaderEffectSource {
id: burnInEffectSource
anchors.fill: parent
sourceItem: burnInShaderEffect
live: false
recursive: true
hideSource: true
wrapMode: ShaderEffectSource.ClampToEdge
format: ShaderEffectSource.RGBA
smooth: true
visible: false
Connections {
target: kterminal
onImagePainted: {
completelyUpdate()
}
}
// Restart blurred source settings change.
Connections {
target: appSettings
onBurnInChanged: {
burnInEffect.restartBlurSource()
}
onTerminalFontChanged: {
burnInEffect.restartBlurSource()
}
onRasterizationChanged: {
burnInEffect.restartBlurSource()
}
onBurnInQualityChanged: {
burnInEffect.restartBlurSource()
}
}
}
ShaderLibrary {
id: shaderLibrary
}
ShaderEffect {
id: burnInShaderEffect
property variant txt_source: kterminalSource
property variant burnInSource: burnInEffectSource
property real burnInTime: burnInFadeTime
property real lastUpdate: burnInEffect.lastUpdate
property real prevLastUpdate: burnInEffect.prevLastUpdate
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 burnInSource;
uniform highp float burnInTime;
uniform highp float lastUpdate;
uniform highp float prevLastUpdate;" +
shaderLibrary.rgb2grey +
"void main() {
vec2 coords = qt_TexCoord0;
vec3 txtColor = texture2D(txt_source, coords).rgb;
vec4 accColor = texture2D(burnInSource, coords);
float prevMask = accColor.a;
float currMask = rgb2grey(txtColor);
highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
blurDecay = max(0.0, blurDecay - prevMask);
vec3 blurColor = accColor.rgb - vec3(blurDecay);
vec3 color = max(blurColor, txtColor);
gl_FragColor = vec4(color, currMask);
}
"
onStatusChanged: if (log) console.log(log) //Print warning messages
}
}
}