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Fix alpha blending in WebGL2 backend (#650)

Add a render-to-texture step with an sRGBA8 texture
pull/652/head
AsmPrgmC3 3 years ago
committed by GitHub
parent
commit
31a1882997
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
  1. 3
      egui_demo_lib/src/apps/color_test.rs
  2. 2
      egui_demo_lib/src/apps/demo/painting.rs
  3. 3
      egui_web/CHANGELOG.md
  4. 2
      egui_web/Cargo.toml
  5. 2
      egui_web/src/shader/fragment_100es.glsl
  6. 45
      egui_web/src/shader/fragment_300es.glsl
  7. 13
      egui_web/src/shader/main_fragment_300es.glsl
  8. 0
      egui_web/src/shader/main_vertex_300es.glsl
  9. 22
      egui_web/src/shader/post_fragment_300es.glsl
  10. 8
      egui_web/src/shader/post_vertex_300es.glsl
  11. 184
      egui_web/src/webgl2.rs

3
egui_demo_lib/src/apps/color_test.rs

@ -39,9 +39,8 @@ impl epi::App for ColorTest {
if frame.is_web() {
ui.colored_label(
RED,
"NOTE: The WebGL backend does NOT pass the color test."
"NOTE: The WebGL1 backend does NOT pass the color test. The WebGL2 backend does."
);
ui.small("This is because WebGL does not support a linear framebuffer blending (not even WebGL2!).\nMaybe when WebGL3 becomes mainstream in 2030 the web can finally get colors right?");
ui.separator();
}
ScrollArea::auto_sized().show(ui, |ui| {

2
egui_demo_lib/src/apps/demo/painting.rs

@ -12,7 +12,7 @@ impl Default for Painting {
fn default() -> Self {
Self {
lines: Default::default(),
stroke: Stroke::new(2.0, Color32::LIGHT_BLUE), // Thin strokes looks bad on web
stroke: Stroke::new(1.0, Color32::LIGHT_BLUE),
}
}
}

3
egui_web/CHANGELOG.md

@ -5,6 +5,9 @@ All notable changes to the `egui_web` integration will be noted in this file.
## Unreleased
### Fixed 🐛
* Fix alpha blending for WebGL2 backend, now having identical results as egui_glium
## 0.14.0 - 2021-08-24

2
egui_web/Cargo.toml

@ -92,11 +92,13 @@ features = [
"TouchList",
"WebGl2RenderingContext",
"WebGlBuffer",
"WebGlFramebuffer",
"WebGlProgram",
"WebGlRenderingContext",
"WebGlShader",
"WebGlTexture",
"WebGlUniformLocation",
"WebGlVertexArrayObject",
"WheelEvent",
"Window",
]

2
egui_web/src/shader/fragment_100es.glsl

@ -30,7 +30,7 @@ vec4 linear_from_srgba(vec4 srgba) {
}
void main() {
// We must decode the colors, since WebGL doesn't come with sRGBA textures:
// We must decode the colors, since WebGL1 doesn't come with sRGBA textures:
vec4 texture_rgba = linear_from_srgba(texture2D(u_sampler, v_tc) * 255.0);
/// Multiply vertex color with texture color (in linear space).

45
egui_web/src/shader/fragment_300es.glsl

@ -1,45 +0,0 @@
precision mediump float;
uniform sampler2D u_sampler;
varying vec4 v_rgba;
varying vec2 v_tc;
// 0-255 sRGB from 0-1 linear
vec3 srgb_from_linear(vec3 rgb) {
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
vec3 lower = rgb * vec3(3294.6);
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
return mix(higher, lower, vec3(cutoff));
}
// 0-255 sRGBA from 0-1 linear
vec4 srgba_from_linear(vec4 rgba) {
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}
void main() {
// The texture is set up with `SRGB8_ALPHA8`, so no need to decode here!
vec4 texture_rgba = texture2D(u_sampler, v_tc);
/// Multiply vertex color with texture color (in linear space).
gl_FragColor = v_rgba * texture_rgba;
// WebGL doesn't support linear blending in the framebuffer,
// so we do a hack here where we change the premultiplied alpha
// to do the multiplication in gamma space instead:
// Unmultiply alpha:
if (gl_FragColor.a > 0.0) {
gl_FragColor.rgb /= gl_FragColor.a;
}
// Empiric tweak to make e.g. shadows look more like they should:
gl_FragColor.a *= sqrt(gl_FragColor.a);
// To gamma:
gl_FragColor = srgba_from_linear(gl_FragColor) / 255.0;
// Premultiply alpha, this time in gamma space:
if (gl_FragColor.a > 0.0) {
gl_FragColor.rgb *= gl_FragColor.a;
}
}

13
egui_web/src/shader/main_fragment_300es.glsl

@ -0,0 +1,13 @@
precision mediump float;
uniform sampler2D u_sampler;
varying vec4 v_rgba;
varying vec2 v_tc;
void main() {
// The texture is set up with `SRGB8_ALPHA8`, so no need to decode here!
vec4 texture_rgba = texture2D(u_sampler, v_tc);
// Multiply vertex color with texture color (in linear space).
// Linear color is written and blended in Framebuffer and converted to sRGB later
gl_FragColor = v_rgba * texture_rgba;
}

0
egui_web/src/shader/vertex_300es.glsl → egui_web/src/shader/main_vertex_300es.glsl

22
egui_web/src/shader/post_fragment_300es.glsl

@ -0,0 +1,22 @@
precision mediump float;
uniform sampler2D u_sampler;
varying vec2 v_tc;
// 0-255 sRGB from 0-1 linear
vec3 srgb_from_linear(vec3 rgb) {
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
vec3 lower = rgb * vec3(3294.6);
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
return mix(higher, lower, vec3(cutoff));
}
// 0-255 sRGBA from 0-1 linear
vec4 srgba_from_linear(vec4 rgba) {
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}
void main() {
gl_FragColor = texture2D(u_sampler, v_tc);
gl_FragColor = srgba_from_linear(gl_FragColor) / 255.;
}

8
egui_web/src/shader/post_vertex_300es.glsl

@ -0,0 +1,8 @@
precision mediump float;
attribute vec2 a_pos;
varying vec2 v_tc;
void main() {
gl_Position = vec4(a_pos * 2. - 1., 0.0, 1.0);
v_tc = a_pos;
}

184
egui_web/src/webgl2.rs

@ -3,7 +3,10 @@
use {
js_sys::WebAssembly,
wasm_bindgen::{prelude::*, JsCast},
web_sys::{WebGl2RenderingContext, WebGlBuffer, WebGlProgram, WebGlShader, WebGlTexture},
web_sys::{
WebGl2RenderingContext, WebGlBuffer, WebGlFramebuffer, WebGlProgram, WebGlShader,
WebGlTexture, WebGlVertexArrayObject,
},
};
use egui::{
@ -22,6 +25,7 @@ pub struct WebGl2Painter {
pos_buffer: WebGlBuffer,
tc_buffer: WebGlBuffer,
color_buffer: WebGlBuffer,
post_process: PostProcess,
egui_texture: WebGlTexture,
egui_texture_version: Option<u64>,
@ -62,12 +66,12 @@ impl WebGl2Painter {
let vert_shader = compile_shader(
&gl,
Gl::VERTEX_SHADER,
include_str!("shader/vertex_300es.glsl"),
include_str!("shader/main_vertex_300es.glsl"),
)?;
let frag_shader = compile_shader(
&gl,
Gl::FRAGMENT_SHADER,
include_str!("shader/fragment_300es.glsl"),
include_str!("shader/main_fragment_300es.glsl"),
)?;
let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
@ -76,6 +80,9 @@ impl WebGl2Painter {
let tc_buffer = gl.create_buffer().ok_or("failed to create tc_buffer")?;
let color_buffer = gl.create_buffer().ok_or("failed to create color_buffer")?;
let post_process =
PostProcess::new(gl.clone(), canvas.width() as i32, canvas.height() as i32)?;
Ok(WebGl2Painter {
canvas_id: canvas_id.to_owned(),
canvas,
@ -85,6 +92,7 @@ impl WebGl2Painter {
pos_buffer,
tc_buffer,
color_buffer,
post_process,
egui_texture,
egui_texture_version: None,
user_textures: Default::default(),
@ -368,8 +376,7 @@ impl crate::Painter for WebGl2Painter {
}
let mut pixels: Vec<u8> = Vec::with_capacity(texture.pixels.len() * 4);
let font_gamma = 1.0 / 2.2; // HACK due to non-linear framebuffer blending.
for srgba in texture.srgba_pixels(font_gamma) {
for srgba in texture.srgba_pixels(1.0) {
pixels.push(srgba.r());
pixels.push(srgba.g());
pixels.push(srgba.b());
@ -429,6 +436,9 @@ impl crate::Painter for WebGl2Painter {
let gl = &self.gl;
self.post_process
.begin(self.canvas.width() as i32, self.canvas.height() as i32)?;
gl.enable(Gl::SCISSOR_TEST);
gl.disable(Gl::CULL_FACE); // egui is not strict about winding order.
gl.enable(Gl::BLEND);
@ -485,8 +495,172 @@ impl crate::Painter for WebGl2Painter {
));
}
}
self.post_process.end();
Ok(())
}
}
/// Uses a framebuffer to render everything in linear color space and convert it back to sRGB
/// in a separate "post processing" step
struct PostProcess {
gl: Gl,
pos_buffer: WebGlBuffer,
index_buffer: WebGlBuffer,
vao: WebGlVertexArrayObject,
texture: WebGlTexture,
texture_size: (i32, i32),
fbo: WebGlFramebuffer,
program: WebGlProgram,
}
impl PostProcess {
fn new(gl: Gl, width: i32, height: i32) -> Result<PostProcess, JsValue> {
let fbo = gl
.create_framebuffer()
.ok_or("failed to create framebuffer")?;
gl.bind_framebuffer(Gl::FRAMEBUFFER, Some(&fbo));
let texture = gl.create_texture().unwrap();
gl.bind_texture(Gl::TEXTURE_2D, Some(&texture));
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::NEAREST as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::NEAREST as i32);
gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
Gl::TEXTURE_2D,
0,
Gl::SRGB8_ALPHA8 as i32,
width,
height,
0,
Gl::RGBA,
Gl::UNSIGNED_BYTE,
None,
)
.unwrap();
gl.framebuffer_texture_2d(
Gl::FRAMEBUFFER,
Gl::COLOR_ATTACHMENT0,
Gl::TEXTURE_2D,
Some(&texture),
0,
);
gl.bind_texture(Gl::TEXTURE_2D, None);
gl.bind_framebuffer(Gl::FRAMEBUFFER, None);
let vert_shader = compile_shader(
&gl,
Gl::VERTEX_SHADER,
include_str!("shader/post_vertex_300es.glsl"),
)?;
let frag_shader = compile_shader(
&gl,
Gl::FRAGMENT_SHADER,
include_str!("shader/post_fragment_300es.glsl"),
)?;
let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
let vao = gl.create_vertex_array().ok_or("failed to create vao")?;
gl.bind_vertex_array(Some(&vao));
let positions = vec![0u8, 0, 1, 0, 0, 1, 1, 1];
let indices = vec![0u8, 1, 2, 1, 2, 3];
let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?;
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&pos_buffer));
gl.buffer_data_with_u8_array(Gl::ARRAY_BUFFER, &positions, Gl::STATIC_DRAW);
let a_pos_loc = gl.get_attrib_location(&program, "a_pos");
assert!(a_pos_loc >= 0);
gl.vertex_attrib_pointer_with_i32(a_pos_loc as u32, 2, Gl::UNSIGNED_BYTE, false, 0, 0);
gl.enable_vertex_attrib_array(a_pos_loc as u32);
gl.bind_buffer(Gl::ARRAY_BUFFER, None);
let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&index_buffer));
gl.buffer_data_with_u8_array(Gl::ELEMENT_ARRAY_BUFFER, &indices, Gl::STATIC_DRAW);
gl.bind_vertex_array(None);
gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, None);
Ok(PostProcess {
gl,
pos_buffer,
index_buffer,
vao,
texture,
texture_size: (width, height),
fbo,
program,
})
}
fn begin(&mut self, width: i32, height: i32) -> Result<(), JsValue> {
let gl = &self.gl;
if (width, height) != self.texture_size {
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
Gl::TEXTURE_2D,
0,
Gl::SRGB8_ALPHA8 as i32,
width,
height,
0,
Gl::RGBA,
Gl::UNSIGNED_BYTE,
None,
)?;
gl.bind_texture(Gl::TEXTURE_2D, None);
self.texture_size = (width, height);
}
gl.bind_framebuffer(Gl::FRAMEBUFFER, Some(&self.fbo));
Ok(())
}
fn end(&self) {
let gl = &self.gl;
gl.bind_framebuffer(Gl::FRAMEBUFFER, None);
gl.disable(Gl::SCISSOR_TEST);
gl.use_program(Some(&self.program));
gl.active_texture(Gl::TEXTURE0);
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
gl.uniform1i(Some(&u_sampler_loc), 0);
gl.bind_vertex_array(Some(&self.vao));
gl.draw_elements_with_i32(Gl::TRIANGLES, 6, Gl::UNSIGNED_BYTE, 0);
gl.bind_texture(Gl::TEXTURE_2D, None);
gl.bind_vertex_array(None);
gl.use_program(None);
}
}
impl Drop for PostProcess {
fn drop(&mut self) {
let gl = &self.gl;
gl.delete_vertex_array(Some(&self.vao));
gl.delete_buffer(Some(&self.pos_buffer));
gl.delete_buffer(Some(&self.index_buffer));
gl.delete_program(Some(&self.program));
gl.delete_framebuffer(Some(&self.fbo));
gl.delete_texture(Some(&self.texture));
}
}
fn compile_shader(

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