gioui.org/ui@v0.0.0-20190926171558-ce74bc0cbaea/app/internal/gl/srgb.go (about)

     1  // SPDX-License-Identifier: Unlicense OR MIT
     2  
     3  package gl
     4  
     5  import (
     6  	"fmt"
     7  	"runtime"
     8  	"strings"
     9  )
    10  
    11  // SRGBFBO implements an intermediate sRGB FBO
    12  // for gamma-correct rendering on platforms without
    13  // sRGB enabled native framebuffers.
    14  type SRGBFBO struct {
    15  	c             *Functions
    16  	width, height int
    17  	frameBuffer   Framebuffer
    18  	depthBuffer   Renderbuffer
    19  	colorTex      Texture
    20  	quad          Buffer
    21  	prog          Program
    22  	es3           bool
    23  }
    24  
    25  func NewSRGBFBO(f *Functions) (*SRGBFBO, error) {
    26  	var es3 bool
    27  	glVer := f.GetString(VERSION)
    28  	ver, err := ParseGLVersion(glVer)
    29  	if err != nil {
    30  		return nil, err
    31  	}
    32  	if ver[0] >= 3 {
    33  		es3 = true
    34  	} else {
    35  		exts := f.GetString(EXTENSIONS)
    36  		if !strings.Contains(exts, "EXT_sRGB") {
    37  			return nil, fmt.Errorf("no support for OpenGL ES 3 nor EXT_sRGB")
    38  		}
    39  	}
    40  	prog, err := CreateProgram(f, blitVSrc, blitFSrc, []string{"pos", "uv"})
    41  	if err != nil {
    42  		return nil, err
    43  	}
    44  	f.UseProgram(prog)
    45  	f.Uniform1i(GetUniformLocation(f, prog, "tex"), 0)
    46  	s := &SRGBFBO{
    47  		c:           f,
    48  		es3:         es3,
    49  		prog:        prog,
    50  		frameBuffer: f.CreateFramebuffer(),
    51  		colorTex:    f.CreateTexture(),
    52  		depthBuffer: f.CreateRenderbuffer(),
    53  	}
    54  	s.quad = f.CreateBuffer()
    55  	f.BindBuffer(ARRAY_BUFFER, s.quad)
    56  	f.BufferData(ARRAY_BUFFER,
    57  		BytesView([]float32{
    58  			-1, +1, 0, 1,
    59  			+1, +1, 1, 1,
    60  			-1, -1, 0, 0,
    61  			+1, -1, 1, 0,
    62  		}),
    63  		STATIC_DRAW)
    64  	f.BindTexture(TEXTURE_2D, s.colorTex)
    65  	f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
    66  	f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE)
    67  	f.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST)
    68  	f.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST)
    69  	return s, nil
    70  }
    71  
    72  func (s *SRGBFBO) Blit() {
    73  	s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{})
    74  	s.c.ClearColor(1, 0, 1, 1)
    75  	s.c.Clear(COLOR_BUFFER_BIT)
    76  	s.c.UseProgram(s.prog)
    77  	s.c.BindTexture(TEXTURE_2D, s.colorTex)
    78  	s.c.BindBuffer(ARRAY_BUFFER, s.quad)
    79  	s.c.VertexAttribPointer(0 /* pos */, 2, FLOAT, false, 4*4, 0)
    80  	s.c.VertexAttribPointer(1 /* uv */, 2, FLOAT, false, 4*4, 4*2)
    81  	s.c.EnableVertexAttribArray(0)
    82  	s.c.EnableVertexAttribArray(1)
    83  	s.c.DrawArrays(TRIANGLE_STRIP, 0, 4)
    84  	s.c.BindTexture(TEXTURE_2D, Texture{})
    85  	s.c.DisableVertexAttribArray(0)
    86  	s.c.DisableVertexAttribArray(1)
    87  	s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
    88  	s.c.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
    89  	s.c.InvalidateFramebuffer(FRAMEBUFFER, DEPTH_ATTACHMENT)
    90  	// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
    91  	// Bind the sRGB framebuffer again in afterPresent.
    92  	s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{})
    93  }
    94  
    95  func (s *SRGBFBO) AfterPresent() {
    96  	s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
    97  }
    98  
    99  func (s *SRGBFBO) Refresh(w, h int) error {
   100  	s.width, s.height = w, h
   101  	if w == 0 || h == 0 {
   102  		return nil
   103  	}
   104  	s.c.BindTexture(TEXTURE_2D, s.colorTex)
   105  	if s.es3 {
   106  		s.c.TexImage2D(TEXTURE_2D, 0, SRGB8_ALPHA8, w, h, RGBA, UNSIGNED_BYTE, nil)
   107  	} else /* EXT_sRGB */ {
   108  		s.c.TexImage2D(TEXTURE_2D, 0, SRGB_ALPHA_EXT, w, h, SRGB_ALPHA_EXT, UNSIGNED_BYTE, nil)
   109  	}
   110  	currentRB := Renderbuffer(s.c.GetBinding(RENDERBUFFER_BINDING))
   111  	s.c.BindRenderbuffer(RENDERBUFFER, s.depthBuffer)
   112  	s.c.RenderbufferStorage(RENDERBUFFER, DEPTH_COMPONENT16, w, h)
   113  	s.c.BindRenderbuffer(RENDERBUFFER, currentRB)
   114  	s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
   115  	s.c.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, s.colorTex, 0)
   116  	s.c.FramebufferRenderbuffer(FRAMEBUFFER, DEPTH_ATTACHMENT, RENDERBUFFER, s.depthBuffer)
   117  	if st := s.c.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE {
   118  		return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
   119  	}
   120  
   121  	if runtime.GOOS == "js" {
   122  		// With macOS Safari, rendering to and then reading from a SRGB8_ALPHA8
   123  		// texture result in twice gamma corrected colors. Using a plain RGBA
   124  		// texture seems to work.
   125  		s.c.ClearColor(.5, .5, .5, 1.0)
   126  		s.c.Clear(COLOR_BUFFER_BIT)
   127  		var pixel [4]byte
   128  		s.c.ReadPixels(0, 0, 1, 1, RGBA, UNSIGNED_BYTE, pixel[:])
   129  		if pixel[0] == 128 { // Correct sRGB color value is ~188
   130  			s.c.TexImage2D(TEXTURE_2D, 0, RGBA, w, h, RGBA, UNSIGNED_BYTE, nil)
   131  			if st := s.c.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE {
   132  				return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
   133  			}
   134  		}
   135  	}
   136  
   137  	return nil
   138  }
   139  
   140  func (s *SRGBFBO) Release() {
   141  	s.c.DeleteFramebuffer(s.frameBuffer)
   142  	s.c.DeleteTexture(s.colorTex)
   143  	s.c.DeleteRenderbuffer(s.depthBuffer)
   144  }
   145  
   146  const (
   147  	blitVSrc = `
   148  #version 100
   149  
   150  precision highp float;
   151  
   152  attribute vec2 pos;
   153  attribute vec2 uv;
   154  
   155  varying vec2 vUV;
   156  
   157  void main() {
   158      gl_Position = vec4(pos, 0, 1);
   159      vUV = uv;
   160  }
   161  `
   162  	blitFSrc = `
   163  #version 100
   164  
   165  precision mediump float;
   166  
   167  uniform sampler2D tex;
   168  varying vec2 vUV;
   169  
   170  vec3 gamma(vec3 rgb) {
   171  	vec3 exp = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
   172  	vec3 lin = rgb * vec3(12.92);
   173  	bvec3 cut = lessThan(rgb, vec3(0.0031308));
   174  	return vec3(cut.r ? lin.r : exp.r, cut.g ? lin.g : exp.g, cut.b ? lin.b : exp.b);
   175  }
   176  
   177  void main() {
   178      vec4 col = texture2D(tex, vUV);
   179  	vec3 rgb = col.rgb;
   180  	rgb = gamma(rgb);
   181  	gl_FragColor = vec4(rgb, col.a);
   182  }
   183  `
   184  )