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:
luisangelsm
2026-01-18 18:23:04 +01:00
parent 7384d50721
commit 41b02725d7
7 changed files with 58 additions and 32 deletions

View File

@ -158,6 +158,9 @@ SOURCES += ../common/comic.cpp \
SOURCES += ../common/rhi/yacreader_comic_flow_rhi.cpp \ SOURCES += ../common/rhi/yacreader_comic_flow_rhi.cpp \
../common/rhi/yacreader_page_flow_rhi.cpp ../common/rhi/yacreader_page_flow_rhi.cpp
RESOURCES += ../common/rhi/shaders/shaders.qrc RESOURCES += ../common/rhi/shaders/shaders.qrc
# Make raw GLSL shader sources editable in Qt Creator
OTHER_FILES += ../common/rhi/shaders/flow.vert \
../common/rhi/shaders/flow.frag
} }
} }

View File

@ -254,6 +254,9 @@ SOURCES += comic_flow.cpp \
SOURCES += ../common/rhi/yacreader_comic_flow_rhi.cpp \ SOURCES += ../common/rhi/yacreader_comic_flow_rhi.cpp \
../common/rhi/yacreader_page_flow_rhi.cpp ../common/rhi/yacreader_page_flow_rhi.cpp
RESOURCES += ../common/rhi/shaders/shaders.qrc RESOURCES += ../common/rhi/shaders/shaders.qrc
# Make raw GLSL shader sources editable in Qt Creator
OTHER_FILES += ../common/rhi/shaders/flow.vert \
../common/rhi/shaders/flow.frag
} }
} }

View File

@ -2,8 +2,11 @@
// Inputs from vertex shader // Inputs from vertex shader
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 vColor; layout(location = 1) in flat vec4 vInstanceShading;
layout(location = 2) in float vIsReflection; 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 // Output
layout(location = 0) out vec4 fragColor; layout(location = 0) out vec4 fragColor;
@ -29,16 +32,30 @@ void main()
{ {
vec4 texColor = texture(coverTexture, vTexCoord); vec4 texColor = texture(coverTexture, vTexCoord);
// Apply shading: multiply texture by vColor.r to darken // Compute per-pixel shading using per-instance corner shading values
float shadingAmount = vColor.r; 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) { if (vIsReflection > 0.5) {
// vTexCoord.y goes from 1 (top of reflection, near cover) to 0 (bottom, far from cover) // Legacy reflection fade: ramp from 0.0 to 0.33 using texture V coordinate
// We want it brightest near the cover and fading away
float gradientFade = mix(0.0, 0.33, vTexCoord.y); float gradientFade = mix(0.0, 0.33, vTexCoord.y);
shadingAmount *= gradientFade; shadingAmount *= gradientFade;
} }
// Final color: shaded RGB, keep source alpha
fragColor = vec4(texColor.rgb * shadingAmount, texColor.a); fragColor = vec4(texColor.rgb * shadingAmount, texColor.a);
} }

Binary file not shown.

View File

@ -12,11 +12,15 @@ layout(location = 5) in vec4 instanceModel_row3;
layout(location = 6) in vec4 instanceShading1; layout(location = 6) in vec4 instanceShading1;
layout(location = 7) in float instanceOpacity; layout(location = 7) in float instanceOpacity;
layout(location = 8) in float instanceFlip; layout(location = 8) in float instanceFlip;
layout(location = 9) in float instanceRotation;
// Outputs to fragment shader // Outputs to fragment shader
layout(location = 0) out vec2 vTexCoord; layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 vColor; layout(location = 1) out flat vec4 vInstanceShading;
layout(location = 2) out float vIsReflection; 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 // Uniform buffer
layout(std140, binding = 0) uniform UniformBuffer layout(std140, binding = 0) uniform UniformBuffer
@ -39,21 +43,16 @@ void main()
gl_Position = viewProjectionMatrix * instanceModel * vec4(position, 1.0); gl_Position = viewProjectionMatrix * instanceModel * vec4(position, 1.0);
vTexCoord = texCoord; vTexCoord = texCoord;
vLocalPos = position.xy;
// Flip texture vertically per-instance when requested (reflection) // Flip texture vertically per-instance when requested (reflection)
if (instanceFlip != 0.0) { if (instanceFlip != 0.0) {
vTexCoord.y = 1.0 - texCoord.y; vTexCoord.y = 1.0 - vTexCoord.y;
} }
float leftUpShading = instanceShading1.x; // Pass per-instance values to fragment shader as flat (no interpolation)
float leftDownShading = instanceShading1.y; vInstanceShading = instanceShading1;
float rightUpShading = instanceShading1.z; vInstanceOpacity = instanceOpacity;
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);
vIsReflection = instanceFlip; vIsReflection = instanceFlip;
vInstanceRotation = instanceRotation;
} }

Binary file not shown.

View File

@ -194,9 +194,9 @@ void YACReaderFlow3D::initialize(QRhiCommandBuffer *cb)
// Create instance buffer for per-draw instance data // Create instance buffer for per-draw instance data
if (!scene.instanceBuffer) { if (!scene.instanceBuffer) {
// Allocate buffer for per-instance data (model matrix + shading + opacity + flipFlag) // Allocate buffer for per-instance data (model matrix + shading + opacity + flipFlag + rotation)
// mat4 (16 floats) + vec4 (4 floats) + float (1 float) + float (1 float) = 22 floats // mat4 (16 floats) + vec4 (4 floats) + float (opacity) + float (flipFlag) + float (rotation) = 23 floats
scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, 22 * sizeof(float))); scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, 23 * sizeof(float)));
scene.instanceBuffer->create(); scene.instanceBuffer->create();
} }
@ -333,7 +333,7 @@ void YACReaderFlow3D::ensurePipeline()
QRhiVertexInputLayout inputLayout; QRhiVertexInputLayout inputLayout;
inputLayout.setBindings({ inputLayout.setBindings({
{ 5 * sizeof(float) }, // Per-vertex data (position + texCoord) { 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({ inputLayout.setAttributes({
// Per-vertex attributes // Per-vertex attributes
@ -347,7 +347,8 @@ void YACReaderFlow3D::ensurePipeline()
{ 1, 5, QRhiVertexInputAttribute::Float4, 12 * sizeof(float) }, // row 3 { 1, 5, QRhiVertexInputAttribute::Float4, 12 * sizeof(float) }, // row 3
{ 1, 6, QRhiVertexInputAttribute::Float4, 16 * sizeof(float) }, // shading vec4 { 1, 6, QRhiVertexInputAttribute::Float4, 16 * sizeof(float) }, // shading vec4
{ 1, 7, QRhiVertexInputAttribute::Float, 20 * sizeof(float) }, // opacity { 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); scene.pipeline->setVertexInputLayout(inputLayout);
@ -408,7 +409,7 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
bool isReflection; bool isReflection;
bool isMark; bool isMark;
QRhiTexture *texture; QRhiTexture *texture;
float instanceData[22]; float instanceData[23];
UniformData uniformData; UniformData uniformData;
}; };
@ -482,7 +483,7 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
} }
// Ensure instance buffer is large enough for all draws // 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) { if (!scene.instanceBuffer || scene.instanceBuffer->size() < requiredInstanceSize) {
scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, requiredInstanceSize)); scene.instanceBuffer.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::VertexBuffer, requiredInstanceSize));
if (!scene.instanceBuffer->create()) { if (!scene.instanceBuffer->create()) {
@ -514,8 +515,8 @@ void YACReaderFlow3D::render(QRhiCommandBuffer *cb)
// Update instance buffer with all instance data // Update instance buffer with all instance data
for (int i = 0; i < draws.size(); ++i) { for (int i = 0; i < draws.size(); ++i) {
int offset = i * 22 * sizeof(float); int offset = i * 23 * sizeof(float);
batch->updateDynamicBuffer(scene.instanceBuffer.get(), offset, 22 * sizeof(float), draws[i].instanceData); batch->updateDynamicBuffer(scene.instanceBuffer.get(), offset, 23 * sizeof(float), draws[i].instanceData);
} }
// === PHASE 2: RENDER (DURING PASS) === // === PHASE 2: RENDER (DURING PASS) ===
@ -601,6 +602,9 @@ void YACReaderFlow3D::prepareDrawData(const YACReader3DImageRHI &image, bool isR
outInstanceData[i] = matData[i]; 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 // Prepare uniform data
outUniformData.viewProjectionMatrix = viewProjectionMatrix; outUniformData.viewProjectionMatrix = viewProjectionMatrix;
outUniformData.backgroundColor = QVector3D(backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF()); 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 // Bind vertex buffers with offset into instance buffer
const QRhiCommandBuffer::VertexInput vbufBindings[] = { const QRhiCommandBuffer::VertexInput vbufBindings[] = {
{ scene.vertexBuffer.get(), 0 }, { 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); cb->setVertexInput(0, 2, vbufBindings);