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README.md

@liquid-dom/three

Description

@liquid-dom/three hosts the reusable liquid-glass WebGPU core inside Three's WebGPU renderer. It lets you render a Three scene into a backdrop texture, then composite liquid glass over that backdrop into the canvas or another output texture.

Install

pnpm add @liquid-dom/three @liquid-dom/core three

Quick Start

import * as THREE from 'three/webgpu'
import { Container, Glass, Scene } from '@liquid-dom/core'
import { ThreeGlassRenderer } from '@liquid-dom/three'

const canvas = document.querySelector('canvas')!
const renderer = new THREE.WebGPURenderer({ canvas })
await renderer.init()

const threeScene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(60, 1, 0.1, 100)
const backdrop = new THREE.RenderTarget(1, 1, {
  colorSpace: THREE.SRGBColorSpace,
})

const glassScene = new Scene()
const container = new Container({ blur: 12, spacing: 28 })
container.add(new Glass({
  x: 120,
  y: 120,
  width: 280,
  height: 160,
  cornerRadius: 44,
}))
glassScene.add(container)

const glassRenderer = new ThreeGlassRenderer({
  renderer,
  scene: glassScene,
})

const drawingSize = new THREE.Vector2()

function frame() {
  renderer.getDrawingBufferSize(drawingSize)
  backdrop.setSize(drawingSize.x, drawingSize.y)

  renderer.setRenderTarget(backdrop)
  renderer.render(threeScene, camera)
  renderer.setRenderTarget(null)

  glassRenderer.render({
    backdrop,
    width: drawingSize.x,
    height: drawingSize.y,
  })

  requestAnimationFrame(frame)
}
frame()

API Overview

ThreeGlassRenderer

const glass = new ThreeGlassRenderer({
  renderer,
  scene,
  format,
  contentSource,
})

glass.render({
  scene,
  backdrop,
  contentSource,
  outputTexture,
  width,
  height,
  dpr,
})

glass.destroy()

Constructor options:

  • renderer: initialized Three WebGPU renderer.
  • scene: optional @liquid-dom/core scene. Defaults to a new empty scene.
  • format: optional output GPUTextureFormat override.
  • contentSource: optional DOM or custom content source for glass HTML.

Instance API:

API Description
scene The default @liquid-dom/core scene used by render().
device Three WebGPU backend device.
format Output format override, Three backend preferred format, or navigator.gpu.getPreferredCanvasFormat().
getGpuTexture(backdrop) Resolves a GPUTexture from a GPUTexture, Three RenderTarget, or Three Texture.
render(options) Composites liquid glass over a backdrop.
destroy() Releases GPU resources owned by the adapter.

Render options:

  • backdrop: GPUTexture, Three RenderTarget, or Three Texture containing the already-rendered background.
  • scene: optional scene override for this render call.
  • contentSource: optional content source override.
  • outputTexture: optional output GPUTexture. Defaults to the current canvas texture.
  • width, height: output dimensions in device pixels. Defaults to Three's drawing buffer size.
  • dpr: CSS-to-device pixel ratio. Defaults to Three's pixel ratio.

Public types:

Type Fields
ThreeWebGpuBackend isWebGPUBackend, device, utils.getPreferredCanvasFormat, get(object)
ThreeWebGpuBackendReady ThreeWebGpuBackend with isWebGPUBackend: true and device
ThreeWebGpuRenderer backend, getContext(), getDrawingBufferSize(target), getPixelRatio()
ThreeWebGpuRenderTargetRenderer ThreeWebGpuRenderer plus domElement, render(scene, camera), setRenderTarget(target)
ThreeWebGpuRendererValidationOptions owner?: string, help?: string
ThreeGlassRendererInit Constructor options listed above.
ThreeGlassRenderOptions Render options listed above.

Validation Helpers

import {
  requireThreeWebGpuBackend,
  requireThreeWebGpuCanvasContext,
  requireThreeWebGpuRenderer,
  requireThreeWebGpuRenderTargetRenderer,
} from '@liquid-dom/three'

These helpers validate that a renderer is backed by Three's WebGPU backend and exposes the methods needed by each integration layer. They throw explicit errors with optional owner and help text.

Helper Returns
requireThreeWebGpuBackend(renderer, options?) ThreeWebGpuBackendReady
requireThreeWebGpuRenderer(renderer, options?) ThreeWebGpuRenderer
requireThreeWebGpuCanvasContext(renderer, options?) GPUCanvasContext
requireThreeWebGpuRenderTargetRenderer(renderer, options?) ThreeWebGpuRenderTargetRenderer

Backdrop And Output Flow

The adapter does not render your Three scene for you. Render the Three scene into a target, then pass that target as backdrop. The liquid-glass pass samples the backdrop and writes the composited result to outputTexture or the canvas current texture.

Call destroy() when the adapter is no longer needed so GPU resources owned by the liquid-glass core are released.

Integration Notes

  • This package only supports Three's WebGPU renderer.
  • WebGLRenderer is not supported.
  • A Three Texture or RenderTarget must have an initialized backend GPU texture before it can be used as backdrop; render to it first if needed.
  • Use WebGpuDomContentSource from @liquid-dom/core when the liquid-glass scene includes DOM-backed Html content.
  • DOM-backed Html content requires the experimental HTML-in-Canvas API, currently available only behind Chrome's Canvas Draw Element flag: chrome://flags/#canvas-draw-element.
  • Reference: WICG HTML-in-Canvas.

Local Development

pnpm --filter @liquid-dom/three build
pnpm --filter @liquid-dom/three watch