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  • License Apache-2.0

Wasm webp encoder and decoder supporting the browser. Repackaged from Squoosh App.

Package Exports

  • @jsquash/webp
  • @jsquash/webp/index.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@jsquash/webp) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

@jsquash/webp

npm version

An easy experience for encoding and decoding WebP images in the browser. Powered by WebAssembly ⚡️.

Uses the libwebp library.

A jSquash package. Codecs and supporting code derived from the Squoosh app.

Installation

npm install --save @jsquash/webp
# Or your favourite package manager alternative

Usage

Note: You will need to either manually include the wasm files from the codec directory or use a bundler like WebPack or Rollup to include them in your app/server.

decode(data: ArrayBuffer): Promise

Decodes WebP binary ArrayBuffer to raw RGB image data.

data

Type: ArrayBuffer

Example

import { decode } from '@jsquash/webp';

const formEl = document.querySelector('form');
const formData = new FormData(formEl);
// Assuming user selected an input WebP file
const imageData = await decode(await formData.get('image').arrayBuffer());

encode(data: ImageData, options?: EncodeOptions): Promise

Encodes raw RGB image data to WebP format and resolves to an ArrayBuffer of binary data.

data

Type: ImageData

options

Type: Partial<EncodeOptions>

The WebP encoder options for the output image. See default values.

Example

import { encode } from '@jsquash/webp';

async function loadImage(src) {
  const img = document.createElement('img');
  img.src = src;
  await new Promise(resolve => img.onload = resolve);
  const canvas = document.createElement('canvas');
  [canvas.width, canvas.height] = [img.width, img.height];
  const ctx = canvas.getContext('2d');
  ctx.drawImage(img, 0, 0);
  return ctx.getImageData(0, 0, img.width, img.height);
}

const rawImageData = await loadImage('/example.png');
const webpBuffer = await encode(rawImageData);

In most situations there is no need to manually initialise the provided WebAssembly modules. The generated glue code takes care of this and supports most web bundlers.

One situation where this arises is when using the modules in Cloudflare Workers (See the README for more info).

The encode and decode modules both export an init function that can be used to manually load the wasm module.

import decode, { init as initWebpDecode } from '@jsquash/webp/decode';

initWebpDecode(WASM_MODULE); // The `WASM_MODULE` variable will need to be sourced by yourself and passed as an ArrayBuffer.
const image = await fetch('./image.webp').then(res => res.arrayBuffer()).then(decode);