[Onboarding] Draw the banner logo as a static gradient plate

Replace the black/white logo tint switch with a ShaderEffect plate that
repaints the SVG's brand gradient (light AccentSoft -> dark AccentStrong
along the baked-in userSpaceOnUse axis) clipped to the full-color logo's
alpha silhouette, with the white highlight path overlaid on top — matching
the home widget's QPainter composite. The plate is static: no glow or
breathing. Brand colors flow from BannerShaderConfig's new brandStrong/
brandSoft pair instead of the removed logoDark flag, and the background
motifs get a touch more accent so the mark keeps its coloured surround.
This commit is contained in:
Lukas Brübach 2026-09-13 19:25:05 +02:00 committed by GitHub
parent b896b9f655
commit 46c625870f
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
6 changed files with 184 additions and 68 deletions

View file

@ -531,6 +531,7 @@ qt6_add_shaders(
"src/interface/widgets/onboarding/shaders"
FILES
src/interface/widgets/onboarding/shaders/brand_banner.frag
src/interface/widgets/onboarding/shaders/brand_plate.frag
)
qt6_add_resources(

View file

@ -39,10 +39,11 @@ class BannerShaderConfig : public QObject
Q_PROPERTY(QColor colorB READ colorB WRITE setColorB NOTIFY colorBChanged)
Q_PROPERTY(QColor accent READ accent WRITE setAccent NOTIFY accentChanged)
Q_PROPERTY(QColor glowColor READ glowColor WRITE setGlowColor NOTIFY glowColorChanged)
Q_PROPERTY(QColor brandStrong READ brandStrong WRITE setBrandStrong NOTIFY brandStrongChanged)
Q_PROPERTY(QColor brandSoft READ brandSoft WRITE setBrandSoft NOTIFY brandSoftChanged)
Q_PROPERTY(qreal vignetteMin READ vignetteMin WRITE setVignetteMin NOTIFY vignetteMinChanged)
Q_PROPERTY(bool logoVisible READ logoVisible WRITE setLogoVisible NOTIFY logoVisibleChanged)
Q_PROPERTY(bool logoDark READ logoDark WRITE setLogoDark NOTIFY logoDarkChanged)
Q_PROPERTY(qreal logoGlow READ logoGlow WRITE setLogoGlow NOTIFY logoGlowChanged)
public:
@ -200,6 +201,30 @@ public:
}
}
QColor brandStrong() const
{
return m_brandStrong;
}
void setBrandStrong(const QColor &c)
{
if (c != m_brandStrong) {
m_brandStrong = c;
emit brandStrongChanged();
}
}
QColor brandSoft() const
{
return m_brandSoft;
}
void setBrandSoft(const QColor &c)
{
if (c != m_brandSoft) {
m_brandSoft = c;
emit brandSoftChanged();
}
}
qreal vignetteMin() const
{
return m_vignetteMin;
@ -224,18 +249,6 @@ public:
}
}
bool logoDark() const
{
return m_logoDark;
}
void setLogoDark(bool v)
{
if (v != m_logoDark) {
m_logoDark = v;
emit logoDarkChanged();
}
}
qreal logoGlow() const
{
return m_logoGlow;
@ -262,9 +275,10 @@ signals:
void colorBChanged();
void accentChanged();
void glowColorChanged();
void brandStrongChanged();
void brandSoftChanged();
void vignetteMinChanged();
void logoVisibleChanged();
void logoDarkChanged();
void logoGlowChanged();
private:
@ -288,10 +302,11 @@ private:
QColor m_colorB{0x0E, 0x0E, 0x12};
QColor m_accent{0x8B, 0xDD, 0x6B};
QColor m_glowColor{Qt::white};
QColor m_brandStrong{0x13, 0x97, 0x40};
QColor m_brandSoft{0xC9, 0xFD, 0x62};
qreal m_vignetteMin = 0.62;
bool m_logoVisible = false;
bool m_logoDark = false;
qreal m_logoGlow = 1.0;
};

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@ -41,29 +41,56 @@ Item {
fragmentShader: "qrc:/onboarding/shaders/brand_banner.frag.qsb"
}
// The hero logo itself breathes cleanly over a 0.51.0 opacity range.
// White silhouette on dark stages, black on light ones, so it stays
// readable in both modes.
Image {
id: logo
anchors.centerIn: parent
// The white logo sits at full opacity on top of the static gradient plate
// no glow, no breathing. The plate matches home_widget's QPainter composite.
Item {
id: logoHost
visible: bannerConfig.logoVisible
source: bannerConfig.logoDark ? "qrc:/resources/cockatrice-logo-black.svg"
: "qrc:/resources/cockatrice-logo-white.svg"
anchors.centerIn: parent
width: root.height * 0.6
height: width * (sourceSize.height > 0 ? sourceSize.height / Math.max(sourceSize.width, 1) : 1)
fillMode: Image.PreserveAspectFit
smooth: true
opacity: 0.5 + 0.5 * bannerConfig.logoGlow
sourceSize: Qt.size(256, 256)
height: width
Behavior on opacity { NumberAnimation { duration: 300; easing.type: Easing.InOutSine } }
// The full-color logo renders beneath the white mark and is consumed as
// a texture (layer.enabled) by the plate shader's silhouette mask, so
// the gradient is clipped to the bird exactly as the SVG's gradient
// paths are. It is never drawn to the screen itself.
Image {
id: silhouetteMask
anchors.fill: parent
source: "qrc:/resources/cockatrice.svg"
sourceSize: Qt.size(256, 256)
fillMode: Image.PreserveAspectFit
smooth: true
visible: false
layer.enabled: true
layer.smooth: true
}
transform: Scale {
origin.x: logo.width / 2
origin.y: logo.height / 2
xScale: 0.94 + 0.06 * bannerConfig.logoGlow
yScale: 0.94 + 0.06 * bannerConfig.logoGlow
// The logo's gradient plate, drawn behind the mark: a linear
// AccentSoft (light) -> AccentStrong (dark) sheet along the same
// top-left -> bottom-right userSpaceOnUse axis the baked-in SVG used,
// clipped to the bird silhouette via uSilhouette. The white highlight
// path above is theme independent. Sized to the logo itself no
// rounded badge, matching home_widget's QPainter composite. Static.
// Small ShaderEffect, Qt 6.4-safe.
ShaderEffect {
id: brandPlate
anchors.fill: parent
property vector4d uStrong: Qt.vector4d(bannerConfig.brandStrong.r, bannerConfig.brandStrong.g,
bannerConfig.brandStrong.b, 1.0)
property vector4d uSoft: Qt.vector4d(bannerConfig.brandSoft.r, bannerConfig.brandSoft.g,
bannerConfig.brandSoft.b, 1.0)
property var uSilhouette: silhouetteMask
fragmentShader: "qrc:/onboarding/shaders/brand_plate.frag.qsb"
}
Image {
id: logoImage
anchors.fill: parent
source: "qrc:/resources/cockatrice-logo-white.svg"
sourceSize: Qt.size(256, 256)
fillMode: Image.PreserveAspectFit
smooth: true
}
}
}
}

View file

@ -27,54 +27,84 @@ struct SuggestedColors
QColor colorB;
QColor accent;
QColor glowColor;
QColor brandStrong;
QColor brandSoft;
qreal vignetteMin = 0.62;
bool lightStage = false;
};
SuggestedColors suggestedBannerColors()
{
const QPalette &pal = qApp->palette();
const QColor window = pal.color(QPalette::Active, QPalette::Window);
const QColor highlight = pal.color(QPalette::Active, QPalette::Highlight);
if (!window.isValid() || !highlight.isValid()) {
return {
QColor(kFallbackColorA), QColor(kFallbackColorB), kCockatriceBrandGreen, QColor(Qt::white), 0.62, false};
// Identity accent: the theme's [AppColors] AccentStrong, which appColor()
// resolves to QPalette::Highlight when a theme doesn't pin AccentStrong.
// Reading bare Highlight ignored curated accent tokens (Plasma's violet
// vs Default's green) whenever a palette didn't set the role itself.
const QColor accentStrong = themeManager->appColor(AppColor::AccentStrong);
if (!window.isValid() || !accentStrong.isValid()) {
return {QColor(kFallbackColorA),
QColor(kFallbackColorB),
kCockatriceBrandGreen,
QColor(Qt::white),
kCockatriceBrandGreen,
QColor(0xC9, 0xFD, 0x62),
0.62};
}
// The theme's brand pair: AccentStrong is the deep green, AccentSoft the
// lime. These two appColors form the logo's "surrounding gradient" (deep
// core grading out to the soft, brand-toned glow) on both the banner and
// the home screen.
const QColor brandStrong = accentStrong;
const QColor brandSoft = themeManager->appColor(AppColor::AccentSoft);
// Dress the stage for the scheme so the banner never fights the
// surrounding window in either mode. Dark palettes keep the original
// quiet near-black stage (lightness 29 → 16) with the theme's window
// hue; light palettes get a pastel "frosted accent" treatment built from
// the Highlight hue instead of a plain near-white copy: a gentle mint
// wash that clearly belongs to the theme.
// the accent hue instead of a plain near-white copy: a coloured wash that
// clearly belongs to the theme.
const qreal luma = 0.299 * window.red() + 0.587 * window.green() + 0.114 * window.blue();
const bool lightStage = luma > 115.0;
if (lightStage) {
const int hue = highlight.hslHue();
const int hue = accentStrong.hslHue();
// Achromatic accents (grey) get a neutral near-white stage instead.
const int stageSat = hue < 0 ? 0 : 35;
const int stageSat = hue < 0 ? 0 : 64;
const int hueSafe = hue < 0 ? 0 : hue;
// Depth is what stops a light stage reading as a washed-out near-white
// copy of the page behind the banner: deepen the lower pastel band and
// raise saturation so the hue is clearly present while staying frosted.
auto pastel = [hueSafe, stageSat](int lightness) { return QColor::fromHsl(hueSafe, stageSat, lightness); };
// Brightness-lifted accent for additive glows: Highlight on a light
// stage must be mid-bright to read (the shipped light Highlight is a
// deep green that washes out additively against white).
const int accentLightness = qBound(120, highlight.lightness() + 70, 165);
const int accentSaturation = hue < 0 ? 0 : qMax(highlight.hslSaturation(), 140);
const QColor liftedAccent = hue < 0 ? highlight : QColor::fromHsl(hueSafe, accentSaturation, accentLightness);
// The centre glow uses the deep Highlight itself -- a coloured halo
// behind the dark logo instead of a white blowout.
return {pastel(247), pastel(231), liftedAccent, highlight, 0.88, true};
auto pastelLower = [hueSafe](int lightness) { return QColor::fromHsl(hueSafe, 76, lightness); };
// Brightness-lifted accent for additive glows: the raw accent on a
// light stage must be mid-bright to read instead of washing out, so
// lift lightness and saturation together.
const int accentLightness = qBound(158, accentStrong.lightness() + 82, 198);
const int accentSaturation = hue < 0 ? 0 : qMax(accentStrong.hslSaturation(), 180);
const QColor liftedAccent =
hue < 0 ? accentStrong : QColor::fromHsl(hueSafe, accentSaturation, accentLightness);
// The centre glow (and logo tint in QML) uses the deep accent itself:
// a coloured halo/fill behind the logo instead of a white or black one.
return {pastel(214), pastelLower(186), liftedAccent, accentStrong, brandStrong, brandSoft, 0.80};
}
// Dark stage: force the window hue down to the banner's curated darkness,
// scaling saturation away so chromatic palettes tint it without going
// muddy. White glow and the original strong vignette stay untouched.
// muddy. The accent is the bright, brand-driven tone (hue from the accent
// itself, never the -- often grey -- window), and it drives both the
// embers/fog and the logo glow so the mark tints like the light stage.
auto stage = [&window](int lightness) {
const int hue = window.hslHue();
const int saturation = hue < 0 ? 0 : qBound(0, qRound(window.hslSaturation() * (lightness / 40.0)), 255);
return QColor::fromHsl(hue, saturation, lightness);
};
return {stage(29), stage(16), QColor(highlight), QColor(Qt::white), 0.62, false};
const int accentHue = accentStrong.hslHue();
const int accentHueSafe = accentHue < 0 ? 0 : accentHue;
const int accentLightness = qBound(150, accentStrong.lightness() + 70, 185);
const int accentSaturation = accentHue < 0 ? 0 : qMax(accentStrong.hslSaturation(), 160);
const QColor accent =
accentHue < 0 ? accentStrong : QColor::fromHsl(accentHueSafe, accentSaturation, accentLightness);
return {stage(29), stage(16), accent, accent, brandStrong, brandSoft, 0.62};
}
} // namespace
@ -273,8 +303,9 @@ void BannerHost::applyThemeColors()
config->setColorB(bannerColorB);
config->setAccent(bannerAccent);
config->setGlowColor(colors.glowColor);
config->setBrandStrong(colors.brandStrong);
config->setBrandSoft(colors.brandSoft);
config->setVignetteMin(colors.vignetteMin);
config->setLogoDark(colors.lightStage);
}
}

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@ -121,7 +121,7 @@ vec3 backgroundField(vec2 uv, float time)
// Accent-coloured fog layer: flowNoise peaks above 0.6 contribute accent
float fog = flowNoise(uv * 0.8 + vec2(100.0, 50.0), time * 0.02);
col += uAccent.rgb * max(fog - 0.6, 0.0) * 0.10;
col += uAccent.rgb * max(fog - 0.6, 0.0) * 0.14;
return col;
}
@ -138,10 +138,10 @@ vec3 motifWelcome(vec2 uv, vec3 bg, float t)
vec2 center = vec2(asp * 0.5, 0.5);
float cDist = length(ac - center);
// Centre bloom at logo position; intensity scales with uLogoGlow. It
// uses the scheme-driven uGlowColor rather than plain white so light
// stages don't blow out (white halo on a near-white field) -- BannerHost
// feeds white on dark stages and the deep accent tone on light ones.
// Centre bloom at logo position; intensity scales with uLogoGlow. The
// QML brandGlow halo now supplies the primary logo surround (the two
// brand appColors), so this shader bloom is deliberately kept as a subtle
// ambience rather than a competing glow.
float centreLight = bloom(cDist, 0.08 * asp, 0.40 * asp);
col += uGlowColor.rgb * centreLight * 0.20 * uLogoGlow;
@ -167,8 +167,8 @@ vec3 motifWelcome(vec2 uv, vec3 bg, float t)
float pX = baseX * asp + sin(t * driftFreq + fi * 1.7) * driftAmp * asp;
float pY = fract(baseY + t * riseSpeed);
float size = 0.006 + hash21(vec2(fi * 2.9, uSeed * 4.7)) * 0.012;
float bright = 0.15 + hash21(vec2(fi * 6.1, uSeed * 0.9)) * 0.30;
float size = 0.010 + hash21(vec2(fi * 2.9, uSeed * 4.7)) * 0.014;
float bright = 0.18 + hash21(vec2(fi * 6.1, uSeed * 0.9)) * 0.32;
// Fade out near top/bottom edges
float edgeFade = smoothstep(0.0, 0.12, pY) * smoothstep(1.0, 0.88, pY);
@ -237,7 +237,7 @@ vec3 motifCardDatabase(vec2 uv, vec3 bg, float t)
// Semi-transparent dark fill
float fill = smoothstep(0.015, -0.005, d);
col = mix(col, uColorB.rgb * 0.55, fill * 0.50);
col = mix(col, uColorB.rgb * 0.60, fill * 0.62);
// Accent outline
float edge = smoothstep(0.035, 0.0, abs(d));
@ -314,7 +314,7 @@ vec3 motifAccount(vec2 uv, vec3 bg, float t)
// Node glow via bloom; intensity modulated by pulse
float dist = length(ac - pos);
col += uAccent.rgb * bloom(dist, 0.018, 0.08) * mix(0.20, 0.45, pulse);
col += uAccent.rgb * bloom(dist, 0.018, 0.08) * mix(0.30, 0.55, pulse);
}
// Edges: connect nodes within a radius threshold
@ -328,19 +328,19 @@ vec3 motifAccount(vec2 uv, vec3 bg, float t)
vec2 ba = nodePos[j] - nodePos[i];
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
float lineDist = length(pa - ba * h);
col += uAccent.rgb * smoothstep(0.010, 0.0, lineDist) * strength * 0.10;
col += uAccent.rgb * smoothstep(0.010, 0.0, lineDist) * strength * 0.14;
}
}
}
// Central bloom at banner centre
float cDist = length(ac - center);
col += uAccent.rgb * bloom(cDist, 0.04, 0.25) * 0.12;
col += uAccent.rgb * bloom(cDist, 0.04, 0.25) * 0.20;
// Periodic expanding ring from centre
float ripplePhase = t * 0.4;
float rippleDist = abs(cDist - fract(ripplePhase) * asp * 0.7);
col += uAccent.rgb * smoothstep(0.02, 0.0, rippleDist) * 0.10;
col += uAccent.rgb * smoothstep(0.02, 0.0, rippleDist) * 0.14;
return col;
}

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@ -0,0 +1,42 @@
#version 440
// The logo's gradient plate, drawn by us rather than the baked-in SVG: a
// linear blend between the two brand appColors (light AccentSoft at the
// top-left grading to dark AccentStrong at the bottom-right, mirroring
// cockatrice.svg's linearGradient4265-7-8 userSpaceOnUse axis), clipped to
// the bird's full silhouette via the full-color logo's alpha (uSilhouette).
// The white highlight path (cockatrice-logo-white) is overlaid in QML on top,
// exactly as the SVG stacks its white path over the gradient paths. Fully
// static: no glow, no breathing — the plate just sits there like the home
// widget's QPainter composite.
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf
{
mat4 qt_Matrix;
float qt_Opacity;
vec4 uStrong;
vec4 uSoft;
};
// The full-color logo's alpha channel acts as the silhouette mask: the
// gradient only appears inside the bird, exactly like the SVG's gradient paths.
layout(binding = 1) uniform sampler2D uSilhouette;
void main()
{
// Recreate cockatrice.svg's own gradient geometry (linearGradient4265-7-8,
// userSpaceOnUse): light AccentSoft at the start point S=(-8.097,-97.746),
// dark AccentStrong at the end E=(162.455,295.208), on the SVG's 300x300
// canvas. Normalized to UV space, V=E-S=(0.5685,1.3098), so
// t = dot(uv - S_norm, V)/|V|^2 with S_norm=(-0.0270,-0.3258).
float t = clamp(dot(qt_TexCoord0 - vec2(-0.02699, -0.32582), vec2(0.56851, 1.30985)) / 2.03891, 0.0, 1.0);
vec3 color = mix(uSoft.rgb, uStrong.rgb, t);
// Anti-aliased silhouette clip from the full-color logo's alpha.
float alpha = texture(uSilhouette, qt_TexCoord0).a;
fragColor = vec4(color * alpha, alpha) * qt_Opacity;
}