hdr-canvas 0.0.1

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package/LICENSE ADDED
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+ The MIT License
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+
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+ Copyright © 2010-2024 three.js authors
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in
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+ all copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+ THE SOFTWARE.
package/README.md ADDED
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+ # `hdr-canvas`
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+
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+ This Module contains a collection of functions and classes to work with the HDR support for HTML `canvas` elements i chrome based browsers. This should only be considered as proof of concept or alpha code, don't use it in production environments.
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+
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+ # Feature detection
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+
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+ Import the required function(s):
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+
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+ ```javascript
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+ import { checkHDR, checkHDRCanvas } from "hdr-canvas";
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+ ```
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+
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+ ## Examples `checkHDRCanvas()`
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+
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+ The functions return `true` if HDR is supported, example:
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+
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+ ```javascript
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+ const canvas = document.getElementById("canvas");
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+ if (checkHDRCanvas()) {
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+ canvas.configureHighDynamicRange({ mode: "extended" });
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+ } else {
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+ console.debug("hdr not supported");
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+ return;
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+ }
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+ ```
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+
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+ ## Example `checkHDRCanvas()`
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+
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+ ```javascript
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+ if (checkHDRCanvas()) {
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+ hdrCanvas.innerText = "HDR Canvas are supported";
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+ hdrCanvas.style.color = "green";
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+ } else {
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+ hdrCanvas.innerText = "HDR Canvas are not supported";
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+ hdrCanvas.style.color = "red";
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+ }
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+ ```
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+
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+ # Canvas
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+
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+ The HDR `canvas` support is activated by initializing a canvas context using the following snippet:
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+
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+ ```javascript
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+ const colorSpace = "rec2100-hlg";
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+ canvas.configureHighDynamicRange({ mode: "extended" });
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+ const ctx = canvas.getContext("2d", {
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+ colorSpace: colorSpace,
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+ pixelFormat: "float16",
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+ });
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+ ```
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+
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+ ## Canvas setup
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+
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+ The snippet above is also available as function:
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+
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+ ```javascript
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+ import { initHDRCanvas } from "hdr-canvas";
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+ ```
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+
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+ ## Importing `Uint16Image`
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+
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+ Afterwards one can use [ImageData](https://developer.mozilla.org/en-US/docs/Web/API/ImageData) with a `float16` array, first the `Uint16Image` needs to be imported:
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+
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+ ```javascript
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+ import { Uint16Image } from "hdr-canvas";
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+ ```
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+
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+ ## Example: Loading an image
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+
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+ Thisexample assumes `image` to be a [HTMLImageElement](https://developer.mozilla.org/en-US/docs/Web/API/HTMLImageElement) including an existing image.
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+
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+ ```javascript
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+ const offscreen = new OffscreenCanvas(image.width, image.height);
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+ const loadCtx = offscreen.getContext("2d");
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+ loadCtx.drawImage(image, 0, 0);
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+ const imData = loadCtx.getImageData(0, 0, image.width, image.height);
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+ console.log(imData);
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+
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+ var hdrCanvas = document.createElement("canvas");
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+ hdrCanvas.width = image.width;
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+ hdrCanvas.height = image.height;
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+
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+ const rec210hglImage = Uint16Image.fromImageData(imData);
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+
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+ const ctx = initHDRCanvas(hdrCanvas);
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+ ctx.putImageData(rec210hglImage.getImageData(), 0, 0);
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+ ```
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+
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+ # Three.js WebGPU
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+ **Note**: Make sure to have Three.js added as a dependency.
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+
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+ This is just a drop in replacement for the regular `WebGPURenderer` of Three.js.
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+ ```javascript
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+ import HDRWebGPURenderer from "hdr-canvas/three/HDRWebGPURenderer.js";
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+ ```
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+ Use it as you'll do with a `WebGPURenderer`.
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+ ```javascript
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+ renderer = new HDRWebGPURenderer({ canvas: canvas, antialias: true });
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+ ```