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!
Even if the display of HDR images works, the HDR support for the canvas
element needs the browser flag enable-experimental-web-platform-features
to be enabled. For example, open chrome://flags#enable-experimental-web-platform-features in Chrome to activate it.
Especially operations on the ImageData
arrays are not optimized, e.g. quite slow.
Import the required function(s):
import { checkHDR, checkHDRCanvas } from "hdr-canvas";
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.
if (checkHDRCanvas()) {
hdrCanvas.innerText = "HDR Canvas are supported";
hdrCanvas.style.color = "green";
} else {
hdrCanvas.innerText = "HDR Canvas are not supported";
hdrCanvas.style.color = "red";
}
Note: Currently the Chrome flag enable-experimental-web-platform-features
needs to be enabled to have HDR support for the canvas
element. You need to tell your visitors about that.
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"
});
The snippet above is also available as function:
import { initHDRCanvas } from "hdr-canvas";
It's now also possible to use a HDR enabled Canvas by wrapping the browser internal getContext()
function, by calling defaultGetContextHDR()
.
import {defaultGetContextHDR, checkHDR, checkHDRCanvas} from 'hdr-canvas';
if (checkHDR() && checkHDRCanvas()) {
defaultGetContextHDR();
console.log('Enabled HDR Canvas');
}
Note: This example wraps the call to defaultGetContextHDR()
into a check (checkHDR() && checkHDRCanvas()
), because calling the function in a browser that isn't HDR-capable will break every subsequent call to getContext()
.
Use the method resetGetContext()
to undo the changes by defaultGetContextHDR()
.
import {resetGetContext} from 'hdr-canvas';
resetGetContext();
Afterwards one can use ImageData with a float16
array, first the Uint16Image
needs to be imported:
import { Uint16Image } from "hdr-canvas";
This example 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);
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";
Note: Starting Three.js 167 the WebGPU renderer is the new default renderer. This has several consequences for the required imports. Use this import instead of the official one and if your using Vite don't provide an import map of resolver alias configuration.
import * as THREE from 'three/src/Three.js';
Use it as you'll do with a WebGPURenderer
.
renderer = new HDRWebGPURenderer({ canvas: canvas, antialias: true });
Starting from Three.js version 167 you need to fix imported UHDR Textures, otherwise they will appear black:
model = gltf.scene;
model.traverse((element) => {
if (element?.material?.type != undefined) {
let targetMaterial = new THREE.MeshBasicMaterial();
THREE.MeshBasicMaterial.prototype.copy.call(targetMaterial, element.material);
element.material = targetMaterial;
}
});
scene.add(model);
This currently doesn't work with Firefox, due to missing support for HDR and only partial WebGPU support.
One can import WebGPU
and use also a HDR check to guard from errors:
import WebGPU from 'hdr-canvas/three/WebGPU.js';
Only use the provided renderer if the browser supports WebGPU and HDR:
if (WebGPU.isAvailable() && checkHDRCanvas()) {
renderer = new HDRWebGPURenderer({canvas: canvas, antialias: true});
} else {
renderer = new THREE.WebGLRenderer({canvas: canvas, antialias: true});
}
All examples requires a Chromium based browser (like Chrome, Edge, Opera and Brave) and a HDR-enable monitor.
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