Initial project import
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node_modules/@monogrid/gainmap-js/dist/decode/webgpu/decode.d.ts
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60
node_modules/@monogrid/gainmap-js/dist/decode/webgpu/decode.d.ts
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import { HalfFloatType, WebGPURenderer } from 'three/webgpu';
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import { DecodeParametersWithRenderer } from '../shared';
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import { QuadRenderer } from './core/QuadRenderer';
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import { GainMapDecoderMaterial } from './materials/GainMapDecoderMaterial';
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/**
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* Decodes a gain map using WebGPU RenderTarget
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*
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* @category Decoding Functions
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* @group Decoding Functions
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* @example
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* import { decode } from '@monogrid/gainmap-js/webgpu'
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* import {
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* Mesh,
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* MeshBasicMaterial,
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* PerspectiveCamera,
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* PlaneGeometry,
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* Scene,
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* TextureLoader,
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* WebGPURenderer
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* } from 'three/webgpu'
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*
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* const renderer = new WebGPURenderer()
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*
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* const textureLoader = new TextureLoader()
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*
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* // load SDR Representation
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* const sdr = await textureLoader.loadAsync('sdr.jpg')
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* // load Gain map recovery image
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* const gainMap = await textureLoader.loadAsync('gainmap.jpg')
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* // load metadata
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* const metadata = await (await fetch('metadata.json')).json()
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*
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* const result = await decode({
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* sdr,
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* gainMap,
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* // this allows to use `result.renderTarget.texture` directly
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* renderer,
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* // this will restore the full HDR range
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* maxDisplayBoost: Math.pow(2, metadata.hdrCapacityMax),
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* ...metadata
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* })
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*
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* const scene = new Scene()
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* // `result` can be used to populate a Texture
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* const mesh = new Mesh(
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* new PlaneGeometry(),
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* new MeshBasicMaterial({ map: result.renderTarget.texture })
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* )
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* scene.add(mesh)
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* renderer.render(scene, new PerspectiveCamera())
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*
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* // result must be manually disposed
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* // when you are done using it
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* result.dispose()
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*
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* @param params
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* @returns
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* @throws {Error} if the WebGPURenderer fails to render the gain map
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*/
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export declare const decode: (params: DecodeParametersWithRenderer<WebGPURenderer>) => Promise<InstanceType<typeof QuadRenderer<typeof HalfFloatType, InstanceType<typeof GainMapDecoderMaterial>>>>;
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