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hdr-canvas 0.0.8

Install from the command line:
Learn more about npm packages
$ npm install @cmahnke/hdr-canvas@0.0.8
Install via package.json:
"@cmahnke/hdr-canvas": "0.0.8"

About this version

hdr-canvas

This module contains a collection of functions and classes to work with the HDR support for HTML canvas elements in chromium based (like Chrome, Edge, Opera and Brave) browsers.

This should only be considered as proof of concept or alpha code, don't use it in production environments!

Especially operations on the ImageData arrays are not optimized, e.g. quite slow.

Feature detection

Import the required function(s):

import { checkHDR, checkHDRCanvas } from "hdr-canvas";

Examples checkHDRCanvas()

The functions return true if HDR is supported, example:

const canvas = document.getElementById("canvas");
if (checkHDRCanvas()) {
  canvas.configureHighDynamicRange({ mode: "extended" });
} else {
  console.debug("hdr not supported");
  return;
}

This can be useful to add a warning (using the fillText() method) to the canvas if it doesn't support HDR content.

Example checkHDRCanvas()

if (checkHDRCanvas()) {
  hdrCanvas.innerText = "HDR Canvas are supported";
  hdrCanvas.style.color = "green";
} else {
  hdrCanvas.innerText = "HDR Canvas are not supported";
  hdrCanvas.style.color = "red";
}

Canvas

The HDR canvas support is activated by initializing a canvas context using the following snippet:

const colorSpace = "rec2100-hlg";
canvas.configureHighDynamicRange({ mode: "extended" });
const ctx = canvas.getContext("2d", {
  colorSpace: colorSpace,
  pixelFormat: "float16",
});

Canvas setup

The snippet above is also available as function:

import { initHDRCanvas } from "hdr-canvas";

Importing Uint16Image

Afterwards one can use ImageData with a float16 array, first the Uint16Image needs to be imported:

import { Uint16Image } from "hdr-canvas";

Example: Loading an image

Thisexample assumes image to be a HTMLImageElement including an existing image.

const offscreen = new OffscreenCanvas(image.width, image.height);
const loadCtx = offscreen.getContext("2d");
loadCtx.drawImage(image, 0, 0);
const imData = loadCtx.getImageData(0, 0, image.width, image.height);
console.log(imData);

var hdrCanvas = document.createElement("canvas");
hdrCanvas.width = image.width;
hdrCanvas.height = image.height;

const rec210hglImage = Uint16Image.fromImageData(imData);

const ctx = initHDRCanvas(hdrCanvas);
ctx.putImageData(rec210hglImage.getImageData(), 0, 0);

Three.js WebGPU

Note: Make sure to have Three.js added as a dependency.

This is just a drop in replacement for the regular WebGPURenderer of Three.js.

import HDRWebGPURenderer from "hdr-canvas/three/HDRWebGPURenderer.js";

Use it as you'll do with a WebGPURenderer.

renderer = new HDRWebGPURenderer({ canvas: canvas, antialias: true });

Example

See this blog post for an example in action, requires a Chromium based browser (like Chrome, Edge, Opera and Brave) and a HDR-enable monitor.


TODO

The following things might be improved:

  • Try to detect change of screen for HDR detection
  • Improve speed
    • Provide WebWorker
  • Documentation
    • Link to browser HDR support
    • Document Uint16Image

Details


Assets

  • hdr-canvas-0.0.8.tgz

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