hdr-canvas 0.0.1
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- package/LICENSE +21 -0
- package/README.md +103 -0
- package/dist/hdr-canvas.cjs +5918 -0
- package/dist/hdr-canvas.cjs.map +1 -0
- package/dist/hdr-canvas.d.ts +30 -0
- package/dist/hdr-canvas.js +5913 -0
- package/dist/hdr-canvas.js.map +1 -0
- package/dist/hdr-canvas.min.js +2 -0
- package/dist/hdr-canvas.min.js.map +1 -0
- package/package.json +60 -0
- package/src/@types/HDRCanvas.d.ts +25 -0
- package/src/Uint16Image.ts +156 -0
- package/src/hdr-canvas.ts +7 -0
- package/src/hdr-check.ts +58 -0
- package/src/index.ts +3 -0
- package/three/HDRWebGPUBackend.js +87 -0
- package/three/HDRWebGPURenderer.js +40 -0
package/LICENSE
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The MIT License
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Copyright © 2010-2024 three.js authors
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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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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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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.
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package/README.md
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# `hdr-canvas`
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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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# Feature detection
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Import the required function(s):
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```javascript
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import { checkHDR, checkHDRCanvas } from "hdr-canvas";
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```
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## Examples `checkHDRCanvas()`
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The functions return `true` if HDR is supported, example:
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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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## Example `checkHDRCanvas()`
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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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# Canvas
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The HDR `canvas` support is activated by initializing a canvas context using the following snippet:
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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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## Canvas setup
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The snippet above is also available as function:
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```javascript
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import { initHDRCanvas } from "hdr-canvas";
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```
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## Importing `Uint16Image`
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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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```javascript
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import { Uint16Image } from "hdr-canvas";
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```
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## Example: Loading an image
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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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```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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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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const rec210hglImage = Uint16Image.fromImageData(imData);
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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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# Three.js WebGPU
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**Note**: Make sure to have Three.js added as a dependency.
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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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```
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