mirror of
https://github.com/YACReader/yacreader
synced 2026-03-01 10:22:58 -05:00
Use the fragment shader to calculate the shading effect for a more uniform shading than the one based on vertex
This commit is contained in:
@ -2,8 +2,11 @@
|
||||
|
||||
// Inputs from vertex shader
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec4 vColor;
|
||||
layout(location = 2) in float vIsReflection;
|
||||
layout(location = 1) in flat vec4 vInstanceShading;
|
||||
layout(location = 2) in flat float vInstanceOpacity;
|
||||
layout(location = 3) in flat float vIsReflection;
|
||||
layout(location = 4) in flat float vInstanceRotation;
|
||||
layout(location = 5) in vec2 vLocalPos;
|
||||
|
||||
// Output
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
@ -29,16 +32,30 @@ void main()
|
||||
{
|
||||
vec4 texColor = texture(coverTexture, vTexCoord);
|
||||
|
||||
// Apply shading: multiply texture by vColor.r to darken
|
||||
float shadingAmount = vColor.r;
|
||||
// Compute per-pixel shading using per-instance corner shading values
|
||||
float leftUp = vInstanceShading.x;
|
||||
float leftDown = vInstanceShading.y;
|
||||
float rightUp = vInstanceShading.z;
|
||||
float rightDown = vInstanceShading.w;
|
||||
|
||||
// For reflections, apply gradient fade (darker at bottom, fading to black)
|
||||
// Use interpolated local vertex position to match original vertex-based shading.
|
||||
// position.y in vertex ranges [-0.5..0.5], so map to [0..1] with +0.5
|
||||
float y = clamp(vLocalPos.y + 0.5, 0.0, 1.0);
|
||||
float x = clamp(vLocalPos.x + 0.5, 0.0, 1.0);
|
||||
float leftShading = mix(leftDown, leftUp, y);
|
||||
float rightShading = mix(rightDown, rightUp, y);
|
||||
float shading = mix(leftShading, rightShading, x);
|
||||
|
||||
// Combine with per-instance opacity (opacity only darkens RGB, alpha preserved)
|
||||
float shadingAmount = shading * vInstanceOpacity;
|
||||
|
||||
// For reflections, apply a gradient fade using reflection uniforms (darker further away)
|
||||
if (vIsReflection > 0.5) {
|
||||
// vTexCoord.y goes from 1 (top of reflection, near cover) to 0 (bottom, far from cover)
|
||||
// We want it brightest near the cover and fading away
|
||||
// Legacy reflection fade: ramp from 0.0 to 0.33 using texture V coordinate
|
||||
float gradientFade = mix(0.0, 0.33, vTexCoord.y);
|
||||
shadingAmount *= gradientFade;
|
||||
}
|
||||
|
||||
// Final color: shaded RGB, keep source alpha
|
||||
fragColor = vec4(texColor.rgb * shadingAmount, texColor.a);
|
||||
}
|
||||
|
||||
Binary file not shown.
@ -12,11 +12,15 @@ layout(location = 5) in vec4 instanceModel_row3;
|
||||
layout(location = 6) in vec4 instanceShading1;
|
||||
layout(location = 7) in float instanceOpacity;
|
||||
layout(location = 8) in float instanceFlip;
|
||||
layout(location = 9) in float instanceRotation;
|
||||
|
||||
// Outputs to fragment shader
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec4 vColor;
|
||||
layout(location = 2) out float vIsReflection;
|
||||
layout(location = 1) out flat vec4 vInstanceShading;
|
||||
layout(location = 2) out flat float vInstanceOpacity;
|
||||
layout(location = 3) out flat float vIsReflection;
|
||||
layout(location = 4) out flat float vInstanceRotation;
|
||||
layout(location = 5) out vec2 vLocalPos;
|
||||
|
||||
// Uniform buffer
|
||||
layout(std140, binding = 0) uniform UniformBuffer
|
||||
@ -39,21 +43,16 @@ void main()
|
||||
|
||||
gl_Position = viewProjectionMatrix * instanceModel * vec4(position, 1.0);
|
||||
vTexCoord = texCoord;
|
||||
vLocalPos = position.xy;
|
||||
|
||||
// Flip texture vertically per-instance when requested (reflection)
|
||||
if (instanceFlip != 0.0) {
|
||||
vTexCoord.y = 1.0 - texCoord.y;
|
||||
vTexCoord.y = 1.0 - vTexCoord.y;
|
||||
}
|
||||
|
||||
float leftUpShading = instanceShading1.x;
|
||||
float leftDownShading = instanceShading1.y;
|
||||
float rightUpShading = instanceShading1.z;
|
||||
float rightDownShading = instanceShading1.w;
|
||||
|
||||
float leftShading = mix(leftDownShading, leftUpShading, (position.y + 0.5));
|
||||
float rightShading = mix(rightDownShading, rightUpShading, (position.y + 0.5));
|
||||
float shading = mix(leftShading, rightShading, (position.x + 0.5));
|
||||
|
||||
vColor = vec4(shading * instanceOpacity);
|
||||
// Pass per-instance values to fragment shader as flat (no interpolation)
|
||||
vInstanceShading = instanceShading1;
|
||||
vInstanceOpacity = instanceOpacity;
|
||||
vIsReflection = instanceFlip;
|
||||
vInstanceRotation = instanceRotation;
|
||||
}
|
||||
|
||||
Binary file not shown.
@ -194,9 +194,9 @@ void YACReaderFlow3D::initialize(QRhiCommandBuffer *cb)
|
||||
|
||||
// Create instance buffer for per-draw instance data
|
||||
if (!scene.instanceBuffer) {
|
||||
// Allocate buffer for per-instance data (model matrix + shading + opacity + flipFlag)
|
||||
// mat4 (16 floats) + vec4 (4 floats) + float (1 float) + float (1 float) = 22 floats
|
||||
scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, 22 * sizeof(float)));
|
||||
// Allocate buffer for per-instance data (model matrix + shading + opacity + flipFlag + rotation)
|
||||
// mat4 (16 floats) + vec4 (4 floats) + float (opacity) + float (flipFlag) + float (rotation) = 23 floats
|
||||
scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, 23 * sizeof(float)));
|
||||
scene.instanceBuffer->create();
|
||||
}
|
||||
|
||||
@ -333,7 +333,7 @@ void YACReaderFlow3D::ensurePipeline()
|
||||
QRhiVertexInputLayout inputLayout;
|
||||
inputLayout.setBindings({
|
||||
{ 5 * sizeof(float) }, // Per-vertex data (position + texCoord)
|
||||
{ 22 * sizeof(float), QRhiVertexInputBinding::PerInstance } // Per-instance data
|
||||
{ 23 * sizeof(float), QRhiVertexInputBinding::PerInstance } // Per-instance data
|
||||
});
|
||||
inputLayout.setAttributes({
|
||||
// Per-vertex attributes
|
||||
@ -347,7 +347,8 @@ void YACReaderFlow3D::ensurePipeline()
|
||||
{ 1, 5, QRhiVertexInputAttribute::Float4, 12 * sizeof(float) }, // row 3
|
||||
{ 1, 6, QRhiVertexInputAttribute::Float4, 16 * sizeof(float) }, // shading vec4
|
||||
{ 1, 7, QRhiVertexInputAttribute::Float, 20 * sizeof(float) }, // opacity
|
||||
{ 1, 8, QRhiVertexInputAttribute::Float, 21 * sizeof(float) } // flipFlag (1.0 = reflection)
|
||||
{ 1, 8, QRhiVertexInputAttribute::Float, 21 * sizeof(float) }, // flipFlag (1.0 = reflection)
|
||||
{ 1, 9, QRhiVertexInputAttribute::Float, 22 * sizeof(float) } // rotation
|
||||
});
|
||||
scene.pipeline->setVertexInputLayout(inputLayout);
|
||||
|
||||
@ -408,7 +409,7 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
|
||||
bool isReflection;
|
||||
bool isMark;
|
||||
QRhiTexture *texture;
|
||||
float instanceData[22];
|
||||
float instanceData[23];
|
||||
UniformData uniformData;
|
||||
};
|
||||
|
||||
@ -482,7 +483,7 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
|
||||
}
|
||||
|
||||
// Ensure instance buffer is large enough for all draws
|
||||
auto requiredInstanceSize = static_cast<quint32>(draws.size() * 22 * sizeof(float));
|
||||
auto requiredInstanceSize = static_cast<quint32>(draws.size() * 23 * sizeof(float));
|
||||
if (!scene.instanceBuffer || scene.instanceBuffer->size() < requiredInstanceSize) {
|
||||
scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, requiredInstanceSize));
|
||||
if (!scene.instanceBuffer->create()) {
|
||||
@ -514,8 +515,8 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
|
||||
|
||||
// Update instance buffer with all instance data
|
||||
for (int i = 0; i < draws.size(); ++i) {
|
||||
int offset = i * 22 * sizeof(float);
|
||||
batch->updateDynamicBuffer(scene.instanceBuffer.get(), offset, 22 * sizeof(float), draws[i].instanceData);
|
||||
int offset = i * 23 * sizeof(float);
|
||||
batch->updateDynamicBuffer(scene.instanceBuffer.get(), offset, 23 * sizeof(float), draws[i].instanceData);
|
||||
}
|
||||
|
||||
// === PHASE 2: RENDER (DURING PASS) ===
|
||||
@ -601,6 +602,9 @@ void YACReaderFlow3D::prepareDrawData(const YACReader3DImageRHI &image, bool isR
|
||||
outInstanceData[i] = matData[i];
|
||||
}
|
||||
|
||||
// Store per-instance rotation in the instance data (new slot at index 22)
|
||||
outInstanceData[22] = image.current.rot;
|
||||
|
||||
// Prepare uniform data
|
||||
outUniformData.viewProjectionMatrix = viewProjectionMatrix;
|
||||
outUniformData.backgroundColor = QVector3D(backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF());
|
||||
@ -637,7 +641,7 @@ void YACReaderFlow3D::executeDrawWithOffset(QRhiCommandBuffer *cb, QRhiTexture *
|
||||
// Bind vertex buffers with offset into instance buffer
|
||||
const QRhiCommandBuffer::VertexInput vbufBindings[] = {
|
||||
{ scene.vertexBuffer.get(), 0 },
|
||||
{ scene.instanceBuffer.get(), quint32(uniformSlot * 22 * sizeof(float)) }
|
||||
{ scene.instanceBuffer.get(), quint32(uniformSlot * 23 * sizeof(float)) }
|
||||
};
|
||||
cb->setVertexInput(0, 2, vbufBindings);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user