webpxmux
v0.0.2
Published
WebPXMux.js ======
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WebPXMux.js
A JavaScript library for muxing and demuxing animated WebP images and encoding and decoding WebP images.
Installation
npm i --save webpxmux
OR
yarn add webpxmux
Examples
const WebPXMux = require("webpxmux");
const fs = require("fs");
const xMux = WebPXMux();
(async () => {
const buffer = fs.readFileSync("nyan.webp");
await xMux.waitRuntime();
const frames = await xMux.decodeFrames(buffer);
console.log(frames);
})();
Output:
{
frameCount: 12,
width: 400,
height: 400,
loopCount: 0,
bgColor: 255,
frames: [
{ duration: 70, isKeyframe: false, rgba: [Uint32Array] },
{ duration: 70, isKeyframe: false, rgba: [Uint32Array] },
{ duration: 70, isKeyframe: false, rgba: [Uint32Array] },
{ duration: 70, isKeyframe: false, rgba: [Uint32Array] },
...
]
}
Using in browsers
When using WebPXMux in browsers, the required WebAssembly cannot be auto looked up. Thus, you have to specify the path (relative to website root) to the WebAssembly file using the constructor. (The specified WebAssembly file path should be accessible from the browser.)
(constructor) WebPXMux(wasmPath?: string);
With Require.JS
<script src="https://.../require.min.js"></script>
require(["./dist/webpxmux"], function (WebPXMux) {
var xMux = WebPXMux("./dist/webpxmux.wasm"); // <- IMPORTANT
xMux.waitRuntime().then(function () {
var reader = new FileReader();
reader.onload = function () {
var data = new Uint8Array(reader.result);
xMux.decodeFrames(data).then(function (frames) {
console.log(frames);
});
};
reader.readAsArrayBuffer(new Blob([file]));
});
});
With Webpack
Import/require
webpxmux.js
under thedist/
directory instead.
const WebPXMux = require("webpxmux/dist/webpxmux");
const xMux = WebPXMux("./dist/webpxmux.wasm"); // <- IMPORTANT
Usage
Importing WebXMux to your project
const WebPXMux = require("webpxmux");
// OR using the `import` statement
import WebPXMux from "webpxmux";
Initializing WebXMux
const xMux = WebPXMux(/* optional path to WebAssembly file */);
Waiting for the runtime
The WebAssembly runtime is required to be initialized before encoding/muxing/demuxing functions can be called.
await xMux.waitRuntime();
// OR using the Promise
xMux.waitRuntime().then(...);
⚠️ An Error will be thrown if encoding/decoding/muxing/demuxing functions are called before runtime being initialized.
Waiting for the runtime
await xMux.waitRuntime();
// OR using the Promise
xMux.waitRuntime().then(...);
Type: Frame, Frames and Bitmap
Frame
interface Frame {
duration: number;
isKeyframe: boolean;
rgba: Uint32Array;
}
duration
Duration of current frame in milliseconds.
isKeyframe
Whether current frame is keyframe or not.
rgba
Stores the RGBA color information (in the 0xRRGGBBAA
order) of each pixel.
Pixel data are ordered from left to right and then from top to bottom.
Frames
interface Frames {
frameCount: number;
width: number;
height: number;
loopCount: number;
bgColor: number;
frames: Frame[];
}
frameCount
Quantity of frames that are counted in the animated WebP image.
width
and height
Sizes of the image in pixels.
loopCount
Number of loops in each playback.
bgColor
Background of the animated WebP image represented by a 32-bit unsigned integer in the 0xRRGGBBAA
order.
frames
Array of frames in the animated WebP image.
Bitmap
interface Bitmap {
width: number;
height: number;
rgba: Uint32Array;
}
width
and height
Sizes of the image in pixels.
rgba
Stores the RGBA color information (in the 0xRRGGBBAA
order) of each pixel.
Pixel data are ordered from left to right and then from top to bottom.
Demuxing (Decoding frames)
(async) decodeFrames(webPData: Uint8Array): Promise<Frames>
const frames = await xMux.decodeFrames(buffer);
// OR using the Promise
xMux.decodeFrames(buffer).then((frames) => ...);
Muxing (Encoding frames)
(async) encodeFrames(frames: Frames): Promise<Uint8Array>
The returned Uint8Array stores the data of the encoded animated WebP image.
const uint8array = xMux.encodeFrames(frames);
// OR using the Promise
xMux.encodeFrames(frames).then((uint8array) => ...);
Decoding (WebP to Bitmap)
(async) decodeWebP(webPData: Uint8Array): Promise<Bitmap>
const bitmap = await xMux.decodeWebP(uint8array);
// OR using the Promise
xMux.decodeWebP(uint8array).then((bitmap) => ...);
Encoding (Bitmap to WebP)
The returned Uint8Array stores the data of the encoded WebP image.
(async) encodeWebP(bitmap: Bitmap): Promise<Uint8Array>
const uint8array = await xMux.encodeWebP(bitmap);
// OR using the Promise
xMux.encodeWebP(bitmap).then((uint8array) => ...);
Development
Since WebPXMux uses Emscripten and CMake to build its C code into WebAssembly, both Emscripten and CMake are required during the development.
Emscripten
For more detailed installation instructions, please refer to Getting Started: Download and install.
# Get the emsdk repo
git clone https://github.com/emscripten-core/emsdk.git
# Enter that directory
cd emsdk
# Fetch the latest version of the emsdk (not needed the first time you clone)
git pull
# Download and install the latest SDK tools.
./emsdk install latest
# Make the "latest" SDK "active" for the current user. (writes .emscripten file)
./emsdk activate latest
# Activate PATH and other environment variables in the current terminal
source ./emsdk_env.sh
CMake
Please refer to the official installation instructions.
Clone the repository
git clone --recurse-submodules https://github.com/SumiMakito/webpxmux.js.git
Build WebAssembly
This command generates the Makefile using CMake and builds the WebAssembly.
yarn build:make
Build for Node.js
yarn build:node
Build for web
yarn build:web
License
WebPXMux.js is released under the MIT license.