import BaseDecoder from './basedecoder.js';
/**
* class WebImageDecoder
*
* This decoder uses the browsers image decoding facilities to read image
* formats like WebP when supported.
*/
export default class WebImageDecoder extends BaseDecoder {
constructor() {
super();
if (typeof createImageBitmap === 'undefined') {
throw new Error('Cannot decode WebImage as `createImageBitmap` is not available');
} else if (typeof document === 'undefined' && typeof OffscreenCanvas === 'undefined') {
throw new Error('Cannot decode WebImage as neither `document` nor `OffscreenCanvas` is not available');
}
}
async decode(fileDirectory, buffer) {
const blob = new Blob([buffer]);
const imageBitmap = await createImageBitmap(blob);
let canvas;
if (typeof document !== 'undefined') {
canvas = document.createElement('canvas');
canvas.width = imageBitmap.width;
canvas.height = imageBitmap.height;
} else {
canvas = new OffscreenCanvas(imageBitmap.width, imageBitmap.height);
}
const ctx = canvas.getContext('2d');
ctx.drawImage(imageBitmap, 0, 0);
// TODO: check how many samples per pixel we have, and return RGB/RGBA accordingly
// it seems like GDAL always encodes via RGBA which does not require a translation
return ctx.getImageData(0, 0, imageBitmap.width, imageBitmap.height).data.buffer;
}
}