Files
gio/app/internal/gl/srgb.go
T
2019-12-01 23:25:04 +01:00

194 lines
5.3 KiB
Go

// 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
blitted bool
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")
}
}
s := &SRGBFBO{
c: f,
es3: es3,
frameBuffer: f.CreateFramebuffer(),
colorTex: f.CreateTexture(),
depthBuffer: f.CreateRenderbuffer(),
}
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() {
if !s.blitted {
prog, err := CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
if err != nil {
panic(err)
}
s.prog = prog
s.c.UseProgram(prog)
s.c.Uniform1i(GetUniformLocation(s.c, prog, "tex"), 0)
s.quad = s.c.CreateBuffer()
s.c.BindBuffer(ARRAY_BUFFER, s.quad)
s.c.BufferData(ARRAY_BUFFER,
BytesView([]float32{
-1, +1, 0, 1,
+1, +1, 1, 1,
-1, -1, 0, 0,
+1, -1, 1, 0,
}),
STATIC_DRAW)
s.blitted = true
}
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)
if s.blitted {
s.c.DeleteBuffer(s.quad)
s.c.DeleteProgram(s.prog)
}
s.c = nil
}
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);
}
`
)