Do all blending in gamma space

This is an experiment to investigate solutions to
* https://github.com/emilk/egui/issues/1410
This commit is contained in:
Emil Ernerfeldt 2022-03-23 13:45:50 +01:00
parent 0f0031ebbb
commit 4969f7e18b
5 changed files with 30 additions and 90 deletions

View file

@ -273,7 +273,7 @@ impl Painter {
);
if !cfg!(target_arch = "wasm32") {
self.gl.enable(glow::FRAMEBUFFER_SRGB);
self.gl.disable(glow::FRAMEBUFFER_SRGB);
check_for_gl_error!(&self.gl, "FRAMEBUFFER_SRGB");
}

View file

@ -5,72 +5,32 @@
uniform sampler2D u_sampler;
#ifdef NEW_SHADER_INTERFACE
in vec4 v_rgba;
in vec4 v_rgba_gamma; // 0-1 RGBA gamma
in vec2 v_tc;
out vec4 f_color;
// a dirty hack applied to support webGL2
#define gl_FragColor f_color
#define texture2D texture
#else
varying vec4 v_rgba;
varying vec4 v_rgba_gamma; // 0-1 RGBA gamma
varying vec2 v_tc;
#endif
#ifdef SRGB_SUPPORTED
void main() {
// The texture sampler is sRGB aware, and OpenGL already expects linear rgba output
// so no need for any sRGB conversions here:
gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
}
#else
// 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 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));
}
vec4 srgba_from_linear(vec4 rgba) {
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}
// 0-255 sRGBA from 0-1 linear
vec4 srgba_from_linear(vec4 rgba) {
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, vec3(cutoff));
}
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
void main() {
// 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).
gl_FragColor = v_rgba * texture_rgba;
// WebGL1 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;
}
}
#endif
void main() {
vec4 tex_color_linear = texture2D(u_sampler, v_tc);
vec4 tex_color_gamma = srgba_from_linear(tex_color_linear) / 255.0;
gl_FragColor = v_rgba_gamma * tex_color_gamma;
}

View file

@ -14,30 +14,17 @@
uniform vec2 u_screen_size;
I vec2 a_pos;
I vec4 a_srgba; // 0-255 sRGB
I vec4 a_srgba; // 0-255 sRGBA gamma
I vec2 a_tc;
O vec4 v_rgba;
O vec4 v_rgba_gamma; // 0-1 RGBA gamma
O vec2 v_tc;
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, V(cutoff));
}
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
// egui encodes vertex colors in gamma space, so we must decode the colors here:
v_rgba = linear_from_srgba(a_srgba);
v_rgba_gamma = a_srgba / 255.0;
v_tc = a_tc;
}

View file

@ -311,22 +311,22 @@ impl Rgba {
}
pub fn from_luminance_alpha(l: f32, a: f32) -> Self {
crate::epaint_assert!(0.0 <= l && l <= 1.0);
crate::epaint_assert!(0.0 <= a && a <= 1.0);
crate::epaint_assert!(0.0 <= l && l <= 1.0, "l: {}", l);
crate::epaint_assert!(0.0 <= a && a <= 1.0, "a: {}", a);
Self([l * a, l * a, l * a, a])
}
/// Transparent black
#[inline(always)]
pub fn from_black_alpha(a: f32) -> Self {
crate::epaint_assert!(0.0 <= a && a <= 1.0);
crate::epaint_assert!(0.0 <= a && a <= 1.0, "a: {}", a);
Self([0.0, 0.0, 0.0, a])
}
/// Transparent white
#[inline(always)]
pub fn from_white_alpha(a: f32) -> Self {
crate::epaint_assert!(0.0 <= a && a <= 1.0);
crate::epaint_assert!(0.0 <= a && a <= 1.0, "a: {}", a);
Self([a, a, a, a])
}

View file

@ -197,13 +197,10 @@ impl FontImage {
/// If you are having problems with text looking skinny and pixelated, try
/// setting a lower gamma, e.g. `0.5`.
pub fn srgba_pixels(&'_ self, gamma: f32) -> impl ExactSizeIterator<Item = Color32> + '_ {
self.pixels.iter().map(move |coverage| {
// This is arbitrarily chosen to make text look as good as possible.
// In particular, it looks good with gamma=1 and the default eframe backend,
// which uses linear blending.
// See https://github.com/emilk/egui/issues/1410
let a = fast_round(coverage.powf(gamma / 2.2) * 255.0);
Color32::from_rgba_premultiplied(a, a, a, a) // this makes no sense, but works
self.pixels.iter().map(move |&coverage| {
Color32::from(crate::Rgba::from_white_alpha(
coverage.clamp(0.0, 1.0).powf(gamma),
))
})
}
@ -252,10 +249,6 @@ impl From<FontImage> for ImageData {
}
}
fn fast_round(r: f32) -> u8 {
(r + 0.5).floor() as _ // rust does a saturating cast since 1.45
}
// ----------------------------------------------------------------------------
/// A change to an image.