Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add setting to retro terminal shader to enable drawing scanlines #3929

Closed
zadjii-msft opened this issue Dec 12, 2019 · 0 comments · Fixed by #8565
Closed

Add setting to retro terminal shader to enable drawing scanlines #3929

zadjii-msft opened this issue Dec 12, 2019 · 0 comments · Fixed by #8565
Labels
Area-Rendering Text rendering, emoji, complex glyph & font-fallback issues Issue-Task It's a feature request, but it doesn't really need a major design. Product-Terminal The new Windows Terminal. Resolution-Fix-Committed Fix is checked in, but it might be 3-4 weeks until a release.

Comments

@zadjii-msft
Copy link
Member

Follow-up from #3468.

@zadjii-msft zadjii-msft added Area-Rendering Text rendering, emoji, complex glyph & font-fallback issues Product-Terminal The new Windows Terminal. Issue-Task It's a feature request, but it doesn't really need a major design. labels Dec 12, 2019
@zadjii-msft zadjii-msft added this to the Terminal Backlog milestone Dec 12, 2019
@ghost ghost added the Needs-Triage It's a new issue that the core contributor team needs to triage at the next triage meeting label Dec 12, 2019
@zadjii-msft zadjii-msft removed the Needs-Triage It's a new issue that the core contributor team needs to triage at the next triage meeting label Dec 12, 2019
@ghost ghost added the In-PR This issue has a related PR label Dec 11, 2020
@ghost ghost closed this as completed in #8565 Dec 15, 2020
@ghost ghost added Resolution-Fix-Committed Fix is checked in, but it might be 3-4 weeks until a release. and removed In-PR This issue has a related PR labels Dec 15, 2020
ghost pushed a commit that referenced this issue Dec 15, 2020
Co-authored-by: mrange <[email protected]>

I loved the pixel shaders in #7058, but that PR needed a bit of polish
to be ready for ingestion. This PR is almost _exactly_ that PR, with
some small changes.

* It adds a new pre-profile setting `"experimental.pixelShaderPath"`,
  which lets the user set a pixel shader to use with the Terminal.
    - CHANGED FROM #7058: It does _not_ add any built-in shaders.
    - CHANGED FROM #7058: it will _override_
      `experimental.retroTerminalEffect`
* It adds a bunch of sample shaders in `samples/shaders`. Included: 
    - A NOP shader as a base to build from.
    - An "invert" shader that inverts the colors, as a simple example
    - An "grayscale" shader that converts all colors to grayscale, as a
      simple example
    - An "raster bars" shader that draws some colored bars on the screen
      with a drop shadow, as a more involved example
    - The original retro terminal effects, as a more involved example
    - It also includes a broken shader, as an example of what heppens
      when the shader fails to compile
    - CHANGED FROM #7058: It does _not_ add the "retroII" shader we were
      all worried about.
* When a shader fails to be found or fails to compile, we'll display an
  error dialog to the user with a relevant error message.
    - CHANGED FROM #7058: Originally, #7058 would display "error bars"
      on the screen. I've removed that, and had the Terminal disable the
      shader entirely then.
* Renames the `toggleRetroEffect` action to `toggleShaderEffect`.
  (`toggleRetroEffect` is now an alias to `toggleShaderEffect`). This
  action will turn the shader OR the retro effects on/off. 

`toggleShaderEffect` works the way you'd expect it to, but the mental
math on _how_ is a little weird. The logic is basically:

```
useShader = shaderEffectsEnabled ? 
                (pixelShaderProvided ? 
                    pixelShader : 
                    (retroEffectEnabled ? 
                        retroEffect : null
                    )
                ) : 
                null
```

and `toggleShaderEffect` toggles `shaderEffectsEnabled`.

* If you've got both a shader and retro enabled, `toggleShaderEffect`
  will toggle between the shader on/off.
* If you've got a shader and retro disabled, `toggleShaderEffect` will
  toggle between the shader on/off.

References #6191
References #7058

Closes #7013

Closes #3930 "Add setting to retro terminal shader to control blur
radius, color" 
Closes #3929 "Add setting to retro terminal shader to enable drawing
scanlines" 
     - At this point, just roll your own version of the shader.
mpela81 pushed a commit to mpela81/terminal that referenced this issue Jan 28, 2021
Co-authored-by: mrange <[email protected]>

I loved the pixel shaders in microsoft#7058, but that PR needed a bit of polish
to be ready for ingestion. This PR is almost _exactly_ that PR, with
some small changes.

* It adds a new pre-profile setting `"experimental.pixelShaderPath"`,
  which lets the user set a pixel shader to use with the Terminal.
    - CHANGED FROM microsoft#7058: It does _not_ add any built-in shaders.
    - CHANGED FROM microsoft#7058: it will _override_
      `experimental.retroTerminalEffect`
* It adds a bunch of sample shaders in `samples/shaders`. Included: 
    - A NOP shader as a base to build from.
    - An "invert" shader that inverts the colors, as a simple example
    - An "grayscale" shader that converts all colors to grayscale, as a
      simple example
    - An "raster bars" shader that draws some colored bars on the screen
      with a drop shadow, as a more involved example
    - The original retro terminal effects, as a more involved example
    - It also includes a broken shader, as an example of what heppens
      when the shader fails to compile
    - CHANGED FROM microsoft#7058: It does _not_ add the "retroII" shader we were
      all worried about.
* When a shader fails to be found or fails to compile, we'll display an
  error dialog to the user with a relevant error message.
    - CHANGED FROM microsoft#7058: Originally, microsoft#7058 would display "error bars"
      on the screen. I've removed that, and had the Terminal disable the
      shader entirely then.
* Renames the `toggleRetroEffect` action to `toggleShaderEffect`.
  (`toggleRetroEffect` is now an alias to `toggleShaderEffect`). This
  action will turn the shader OR the retro effects on/off. 

`toggleShaderEffect` works the way you'd expect it to, but the mental
math on _how_ is a little weird. The logic is basically:

```
useShader = shaderEffectsEnabled ? 
                (pixelShaderProvided ? 
                    pixelShader : 
                    (retroEffectEnabled ? 
                        retroEffect : null
                    )
                ) : 
                null
```

and `toggleShaderEffect` toggles `shaderEffectsEnabled`.

* If you've got both a shader and retro enabled, `toggleShaderEffect`
  will toggle between the shader on/off.
* If you've got a shader and retro disabled, `toggleShaderEffect` will
  toggle between the shader on/off.

References microsoft#6191
References microsoft#7058

Closes microsoft#7013

Closes microsoft#3930 "Add setting to retro terminal shader to control blur
radius, color" 
Closes microsoft#3929 "Add setting to retro terminal shader to enable drawing
scanlines" 
     - At this point, just roll your own version of the shader.
This issue was closed.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Area-Rendering Text rendering, emoji, complex glyph & font-fallback issues Issue-Task It's a feature request, but it doesn't really need a major design. Product-Terminal The new Windows Terminal. Resolution-Fix-Committed Fix is checked in, but it might be 3-4 weeks until a release.
Projects
None yet
Development

Successfully merging a pull request may close this issue.

1 participant