// SPDX-License-Identifier: Unlicense OR MIT package gl import ( "fmt" "runtime" "strings" ) // SRGBFBO implements an intermediate sRGB FBO // for gamma-correct rendering on platforms without // sRGB enabled native framebuffers. type SRGBFBO struct { c *Functions width, height int frameBuffer Framebuffer depthBuffer Renderbuffer colorTex Texture quad Buffer prog Program es3 bool } func NewSRGBFBO(f *Functions) (*SRGBFBO, error) { var es3 bool glVer := f.GetString(VERSION) ver, err := ParseGLVersion(glVer) if err != nil { return nil, err } if ver[0] >= 3 { es3 = true } else { exts := f.GetString(EXTENSIONS) if !strings.Contains(exts, "EXT_sRGB") { return nil, fmt.Errorf("no support for OpenGL ES 3 nor EXT_sRGB") } } prog, err := CreateProgram(f, blitVSrc, blitFSrc, []string{"pos", "uv"}) if err != nil { return nil, err } f.UseProgram(prog) f.Uniform1i(GetUniformLocation(f, prog, "tex"), 0) s := &SRGBFBO{ c: f, es3: es3, prog: prog, frameBuffer: f.CreateFramebuffer(), colorTex: f.CreateTexture(), depthBuffer: f.CreateRenderbuffer(), } s.quad = f.CreateBuffer() f.BindBuffer(ARRAY_BUFFER, s.quad) f.BufferData(ARRAY_BUFFER, BytesView([]float32{ -1, +1, 0, 1, +1, +1, 1, 1, -1, -1, 0, 0, +1, -1, 1, 0, }), STATIC_DRAW) f.BindTexture(TEXTURE_2D, s.colorTex) f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE) f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE) f.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST) f.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST) return s, nil } func (s *SRGBFBO) Blit() { s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{}) s.c.ClearColor(1, 0, 1, 1) s.c.Clear(COLOR_BUFFER_BIT) s.c.UseProgram(s.prog) s.c.BindTexture(TEXTURE_2D, s.colorTex) s.c.BindBuffer(ARRAY_BUFFER, s.quad) s.c.VertexAttribPointer(0 /* pos */, 2, FLOAT, false, 4*4, 0) s.c.VertexAttribPointer(1 /* uv */, 2, FLOAT, false, 4*4, 4*2) s.c.EnableVertexAttribArray(0) s.c.EnableVertexAttribArray(1) s.c.DrawArrays(TRIANGLE_STRIP, 0, 4) s.c.BindTexture(TEXTURE_2D, Texture{}) s.c.DisableVertexAttribArray(0) s.c.DisableVertexAttribArray(1) s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer) s.c.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0) s.c.InvalidateFramebuffer(FRAMEBUFFER, DEPTH_ATTACHMENT) // The Android emulator requires framebuffer 0 bound at eglSwapBuffer time. // Bind the sRGB framebuffer again in afterPresent. s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{}) } func (s *SRGBFBO) AfterPresent() { s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer) } func (s *SRGBFBO) Refresh(w, h int) error { s.width, s.height = w, h if w == 0 || h == 0 { return nil } s.c.BindTexture(TEXTURE_2D, s.colorTex) if s.es3 { s.c.TexImage2D(TEXTURE_2D, 0, SRGB8_ALPHA8, w, h, RGBA, UNSIGNED_BYTE, nil) } else /* EXT_sRGB */ { s.c.TexImage2D(TEXTURE_2D, 0, SRGB_ALPHA_EXT, w, h, SRGB_ALPHA_EXT, UNSIGNED_BYTE, nil) } currentRB := Renderbuffer(s.c.GetBinding(RENDERBUFFER_BINDING)) s.c.BindRenderbuffer(RENDERBUFFER, s.depthBuffer) s.c.RenderbufferStorage(RENDERBUFFER, DEPTH_COMPONENT16, w, h) s.c.BindRenderbuffer(RENDERBUFFER, currentRB) s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer) s.c.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, s.colorTex, 0) s.c.FramebufferRenderbuffer(FRAMEBUFFER, DEPTH_ATTACHMENT, RENDERBUFFER, s.depthBuffer) if st := s.c.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE { return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError()) } if runtime.GOOS == "js" { // With macOS Safari, rendering to and then reading from a SRGB8_ALPHA8 // texture result in twice gamma corrected colors. Using a plain RGBA // texture seems to work. s.c.ClearColor(.5, .5, .5, 1.0) s.c.Clear(COLOR_BUFFER_BIT) var pixel [4]byte s.c.ReadPixels(0, 0, 1, 1, RGBA, UNSIGNED_BYTE, pixel[:]) if pixel[0] == 128 { // Correct sRGB color value is ~188 s.c.TexImage2D(TEXTURE_2D, 0, RGBA, w, h, RGBA, UNSIGNED_BYTE, nil) if st := s.c.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE { return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError()) } } } return nil } func (s *SRGBFBO) Release() { s.c.DeleteFramebuffer(s.frameBuffer) s.c.DeleteTexture(s.colorTex) s.c.DeleteRenderbuffer(s.depthBuffer) } const ( blitVSrc = ` #version 100 precision highp float; attribute vec2 pos; attribute vec2 uv; varying vec2 vUV; void main() { gl_Position = vec4(pos, 0, 1); vUV = uv; } ` blitFSrc = ` #version 100 precision mediump float; uniform sampler2D tex; varying vec2 vUV; vec3 gamma(vec3 rgb) { vec3 exp = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055); vec3 lin = rgb * vec3(12.92); bvec3 cut = lessThan(rgb, vec3(0.0031308)); return vec3(cut.r ? lin.r : exp.r, cut.g ? lin.g : exp.g, cut.b ? lin.b : exp.b); } void main() { vec4 col = texture2D(tex, vUV); vec3 rgb = col.rgb; rgb = gamma(rgb); gl_FragColor = vec4(rgb, col.a); } ` )