webp-hero
v0.0.2
Published
webp image format polyfill for browsers
Downloads
34,828
Maintainers
Readme
🦸♂️ webp-hero
browser polyfill for the webp image format
- 📦
npm install webp-hero
- 🎉 webp images come alive, even in safari and ie11! (firefox and edge now support webp)
- ⚙️ webp-hero actually runs google's
libwebp
decoder in the browser (converts webp images to png on-the-fly) - 🕹️ live demo
- webp-hero/ — webp-hero polyfill operating normally (does nothing if your browser supports webp)
- webp-hero/?force — webp conversion to png is forced (even if your browser supports webp)
- webp-hero/?force&useCanvasElements — wholly replace webp image elements with canvas elements (added for icecat compatibility)
- ♻️ freshness
- libwebp def64e9 — 2020-08-17
- emscripten 2.0.1 — 2020-08-21
- 💯 browser support tested 2020-08-26
- evergreen browsers (chrome, firefox, edge, desktop safari)
- windows 7 ie11
- iphone 7 mobile safari
- galaxy s5 samsung internet
- icecat 60.7 (requires option
{useCanvasElements: true}
)
- ⚖️
98 KB
- ⚠️ known issues and deficiencies
- doesn't yet support css background images (pull requests welcome!)
- doesn't yet support
<picture>
elements - doesn't yet support web workers (decodes images one-at-a-time, blocking, single-threaded)
- currently only detects webp images with filename ending in
.webp
extension - no wasm (because older browsers)
webp-hero installation and usage
option A — html install, use webp-hero's bundle with the polyfills
you just inject the html onto your page. this technique works nicely for older browsers like ie11load generic polyfills and the webp-hero global bundle via script tags
<script src="https://unpkg.com/[email protected]/dist-cjs/polyfills.js"></script> <script src="https://unpkg.com/[email protected]/dist-cjs/webp-hero.bundle.js"></script>
run the webp-hero polyfill function on the document
<script> var webpMachine = new webpHero.WebpMachine() webpMachine.polyfillDocument() </script>
option B — commonjs install, use webp-hero's cjs modules in your application
you'll be familiar with this if you're bundling a commonjs with browserify or webpackinstall the webp-hero npm package
npm install webp-hero
import and run the webp-hero polyfill function
import {WebpMachine} from "webp-hero" const webpMachine = new WebpMachine() webpMachine.polyfillDocument()
if you want to support old browsers like ie11,
you might want to include your own polyfills or importwebp-hero/dist-cjs/polyfills.js
option C — es-module install, like in the future
es modules are available. but why would anybody use these for webp-hero? i guess it could be useful for.. mobile safari? anyways, this won't work in older browsers, which might defeat the purpose of using webp-hero in the first place? well.. it's here for you if you need it!use webp-hero on your page in one script tag
<script type="module"> import {WebpMachine} from "https://unpkg.com/[email protected]/dist/webp-machine.js" const webpMachine = new WebpMachine() webpMachine.polyfillDocument() </script>
option D — angular users should look at ngx-webp-polyfill
webp-hero advanced usage
webp-machine
- webp-machine.ts has logic for polyfilling, caching, and enforcing sequential webp decoding
new WebpMachine({...options})
— all options have defaults, but you can override them{webp}
google module which contains the actual decoder{webpSupport}
function which detects whether the browser supports webp{detectWebpImage}
detect whether or not the provided<img>
element is in webp format{useCanvasElements: true}
boolean which when true causes webp-hero to polyfill webp images by wholly replacing them with canvas elements (instead of using png data urls). this helps compatibility with icecat (default: false)
- the webpMachine you create has the following methods
webpMachine.polyfillDocument()
— run over the entire html document, sniffing out webp<img>
elements to convert (only if the browser doesn't support webp)webpMachine.polyfillImage(imageElement)
— converts the given webp image (only if the browser doesn't support webp)webpMachine.decode(webpData)
— decode webpUint8Array
data, return a png data-urlwebpMachine.clearCache()
— manually wipe the cache to save memory
- other modules like
convert-binary-data.ts
and etc may be unstable, you might not want to rely on those
manual-style with the google libwebp decoder
- we compile from google's libwebp emscripten build in a docker container
- this build contains minimal functionality for rendering webp data to a canvas:
- google's emscripten output:
webp-hero/libwebp/google/webp.js
- google's emscripten output:
- we do little hacks to wrap this build into two modules:
- common-js:
webp-hero/libwebp/webp.cjs.js
- es-module:
webp-hero/libwebp/webp.js
- common-js:
- we have a typescript declaration for it too: webp.d.ts
webp-hero dev and contributing
prerequisites
- git and node
- docker (only if you want to rebuild google's libwebp)
webp-hero development
npm install
— install dependencies and run build- runs a typescript build, uses browserify to make the bundle
- generates
webp-hero/dist/
andwebp-hero/dist-cjs/
- generates the polyfills (cjs-only)
- does not rebuild google's libwebp
npm start
— start http server- visit http://localhost:5000/ to see the webp-hero demo
- visit http://localhost:5000/libwebp/dist/google/ to see google's demo
rebuild google's libwebp
- libwebp build artifacts in
libwebp/dist
are checked into git, because it takes so damn long to build libwebp/build
— run dockerized libwebp build, regenerateslibwebp/dist
libwebp/debug
— handy for debugging the dockerized build
- libwebp build artifacts in