// SPDX-License-Identifier: Unlicense OR MIT package srgb import ( "fmt" "runtime" "strings" "github.com/p9c/p9/pkg/gel/gio/internal/byteslice" "github.com/p9c/p9/pkg/gel/gio/internal/gl" ) // FBO implements an intermediate sRGB FBO // for gamma-correct rendering on platforms without // sRGB enabled native framebuffers. type FBO struct { c *gl.Functions width, height int frameBuffer gl.Framebuffer depthBuffer gl.Renderbuffer colorTex gl.Texture blitted bool quad gl.Buffer prog gl.Program gl3 bool } func New(ctx gl.Context) (*FBO, error) { f, err := gl.NewFunctions(ctx) if err != nil { return nil, err } var gl3 bool glVer := f.GetString(gl.VERSION) ver, _, err := gl.ParseGLVersion(glVer) if err != nil { return nil, err } if ver[0] >= 3 { gl3 = true } else { exts := f.GetString(gl.EXTENSIONS) if !strings.Contains(exts, "EXT_sRGB") { return nil, fmt.Errorf("no support for OpenGL ES 3 nor EXT_sRGB") } } s := &FBO{ c: f, gl3: gl3, frameBuffer: f.CreateFramebuffer(), colorTex: f.CreateTexture(), depthBuffer: f.CreateRenderbuffer(), } f.BindTexture(gl.TEXTURE_2D, s.colorTex) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) return s, nil } func (s *FBO) Blit() { if !s.blitted { prog, err := gl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"}) if err != nil { panic(err) } s.prog = prog s.c.UseProgram(prog) s.c.Uniform1i(s.c.GetUniformLocation(prog, "tex"), 0) s.quad = s.c.CreateBuffer() s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad) coords := byteslice.Slice([]float32{ -1, +1, 0, 1, +1, +1, 1, 1, -1, -1, 0, 0, +1, -1, 1, 0, }) s.c.BufferData(gl.ARRAY_BUFFER, len(coords), gl.STATIC_DRAW) s.c.BufferSubData(gl.ARRAY_BUFFER, 0, coords) s.blitted = true } s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{}) s.c.UseProgram(s.prog) s.c.BindTexture(gl.TEXTURE_2D, s.colorTex) s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad) s.c.VertexAttribPointer(0 /* pos */, 2, gl.FLOAT, false, 4*4, 0) s.c.VertexAttribPointer(1 /* uv */, 2, gl.FLOAT, false, 4*4, 4*2) s.c.EnableVertexAttribArray(0) s.c.EnableVertexAttribArray(1) s.c.DrawArrays(gl.TRIANGLE_STRIP, 0, 4) s.c.BindTexture(gl.TEXTURE_2D, gl.Texture{}) s.c.DisableVertexAttribArray(0) s.c.DisableVertexAttribArray(1) s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer) s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0) s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT) // The Android emulator requires framebuffer 0 bound at eglSwapBuffer time. // Bind the sRGB framebuffer again in afterPresent. s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{}) } func (s *FBO) AfterPresent() { s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer) } func (s *FBO) Refresh(w, h int) error { s.width, s.height = w, h if w == 0 || h == 0 { return nil } s.c.BindTexture(gl.TEXTURE_2D, s.colorTex) if s.gl3 { s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, w, h, gl.RGBA, gl.UNSIGNED_BYTE) } else /* EXT_sRGB */ { s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB_ALPHA_EXT, w, h, gl.SRGB_ALPHA_EXT, gl.UNSIGNED_BYTE) } currentRB := gl.Renderbuffer(s.c.GetBinding(gl.RENDERBUFFER_BINDING)) s.c.BindRenderbuffer(gl.RENDERBUFFER, s.depthBuffer) s.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h) s.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB) s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer) s.c.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, s.colorTex, 0) s.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, s.depthBuffer) if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.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(gl.COLOR_BUFFER_BIT) var pixel [4]byte s.c.ReadPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel[:]) if pixel[0] == 128 { // Correct sRGB color value is ~188 s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, gl.RGBA, gl.UNSIGNED_BYTE) if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.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 *FBO) 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); } ` )