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domlens.js

v0.1.0

Published

Fast, high-fidelity DOM-to-image capture for the browser. Dual-engine (SVG foreignObject with a canvas-repaint fallback) successor to html2canvas.

Downloads

179

Readme

domlens

Fast, high-fidelity DOM-to-image capture for the browser.

import {capture} from 'domlens.js';

const result = await capture(document.querySelector('#invoice'));
document.body.append(result.toCanvas());

domlens is a fork and successor of html2canvas, which has been unmaintained since January 2022 and still gets ~14M downloads a week. It keeps that library's job — turn a live DOM subtree into an image, entirely in the browser, with no server — and replaces how it does it.

The difference is two engines behind one call. html2canvas reads the DOM and repaints every box onto a canvas by hand, so anything its CSS implementation does not cover is silently wrong. domlens defaults to serializing the subtree into an SVG foreignObject and letting the browser render it — the browser's own layout engine, so its CSS support is by definition complete — and falls back to the classic repainter automatically when that path is unavailable or the canvas would be tainted.

It is the capture engine inside SupportShot, released on its own; the project page at supportshot.com/domlens walks through the benchmarks and the accuracy numbers.

Install

npm install domlens.js

Already using html2canvas? There is a drop-in package that keeps the old call signature:

npm install domlens-html2canvas
import html2canvas from 'domlens-html2canvas';

const canvas = await html2canvas(element, {scale: 2}); // unchanged from html2canvas

Or from a CDN, exposing window.domlens:

<script src="https://unpkg.com/domlens.js/dist/domlens.min.js"></script>

API

prewarm(options?) => void

Optional. Does a capture's cacheable work early, so the capture itself is faster.

import {capture, prewarm} from 'domlens.js';

prewarm();                        // at load, or whenever the page is idle
button.onclick = () => capture(document.body);

If your app takes one screenshot — a bug-report widget, a "download as image" button, an export — this is the single most useful call in the library. The largest first-capture cost is probing the browser for its UA default styles, and that work does not need to happen while someone is waiting for a screenshot. Measured cold, first capture:

| scenario | without | with prewarm() | | --- | --- | --- | | simple-card | 51 ms | 33 ms | | text-doc | 176 ms | 162 ms | | image-heavy | 190 ms | 176 ms |

Pass {element} if you already know what you will capture; it warms exactly that subtree instead of the whole document. It never throws, is safe to call repeatedly, and changes no output — captures behave identically without it, they just pay the probe themselves. It does not help a capture whose time is dominated by rasterizing a very large output.

capture(element, options?) => Promise<CaptureResult>

element is any HTMLElement attached to a document. Everything in options is optional:

| option | default | what it does | | --- | --- | --- | | engine | 'auto' | 'auto', 'svg' or 'canvas'. See Engines. | | output.scale | devicePixelRatio | Output pixel ratio. 2 on a 1x display gives a retina-sharp image. | | output.width / output.height | element size | Crop the output box. | | output.x / output.y | 0 | Crop offset. | | output.backgroundColor | transparent | Paint behind the capture. | | output.canvas | — | Render into a canvas you already own. | | resources.cors | 'off' | 'anonymous' or 'use-credentials' for cross-origin images. | | resources.allowTaint | false | Permit a tainted canvas rather than failing. Output cannot be read back. | | resources.proxy | — | URL of a proxy for cross-origin resources. | | resources.imageTimeout | 15000 | Per-image load budget, ms. | | resources.cache | 'soft' | 'disabled', 'soft' or 'full'. 'full' keeps inlined resource data URLs across captures — worth setting if you capture repeatedly on an image-heavy page. | | filter | — | (element) => boolean; return false to omit a subtree. | | viewport | current window | {width, height, scrollX, scrollY} to capture as if the viewport were different. | | fonts.embed | true | Inline the @font-face sources the subtree actually uses, so text renders identically. | | plugins | [] | Hooks into the capture pipeline. | | debug | false | true for logging, or {logging, timings, keepContainer}. |

CaptureResult

| member | returns | notes | | --- | --- | --- | | toCanvas() | HTMLCanvasElement | Synchronous. | | toSvg() | string | SVG engine only — the serialized markup, no raster. | | toPng() | Promise<string> | Data URL. | | toJpeg(quality?) | Promise<string> | Data URL. | | toWebp(quality?) | Promise<string> | Data URL. | | toBlob(format?, quality?) | Promise<Blob> | 'png' by default. | | download(filename?) | Promise<void> | Triggers a browser download. | | kind | 'canvas' \| 'svg' | Which engine produced this. | | width / height | number | Output dimensions. | | timings | Record<string, number> \| null | Per-stage ms; needs debug.timings. |

Rasterization is deferred: capture() returns once the subtree is serialized, and the browser only paints pixels when you first ask for them. On a large capture that keeps capture() roughly an order of magnitude cheaper than it would otherwise be — but the paint cost has not vanished, it moves to your first toCanvas() / toPng() call.

Engines

svg serializes the cloned subtree into an SVG foreignObject and hands it to the browser. Because the browser lays it out, CSS support is whatever the browser supports — grid, filters, transforms, custom properties, all of it. This is the default.

canvas is the classic html2canvas repainter, kept and maintained. It is used when foreignObject drawing is unsupported, and it is what 'auto' falls back to when an SVG render fails or would taint the canvas.

'auto' prefers svg and falls back to canvas on failure. Pick an engine explicitly only if you know why.

Fidelity

Scored as SSIM against a real browser screenshot of the same element, across a 99-case suite:

| engine | Chromium | Firefox | WebKit | | --- | --- | --- | --- | | svg (default) | 99% of cases ≥ 0.90 SSIM | 99% | 93.9% | | canvas (fallback) | 88.3% | 87.2% | — |

That gap is the reason 'auto' prefers the SVG engine.

Performance

There are two honest ways to benchmark a DOM rasteriser, and they disagree about who wins.

The first screenshot

This is the one most apps take: a bug-report widget, a "download as image" button, an export. One capture, on a page that just loaded, paying every first-time cost once — module init, the UA-default probe, resource fetches, font loads, cold JIT. Median of 7 samples, each in a fresh browser context so the HTTP, image and font caches start empty. Lower is better; treat deltas under ~20% as noise, cold numbers are noisy.

| library | simple-card (20 nodes) | text-doc (451) | image-heavy (121) | deep-tree (3177) | | --- | --- | --- | --- | --- | | domlens (auto) | 51 ms | 179 ms | 213 ms | 3591 ms | | domlens (engine: 'svg') | 48 ms | 185 ms | 184 ms | 3514 ms | | domlens (engine: 'canvas') | 60 ms | 314 ms | 154 ms | 1034 ms | | snapdom | 74 ms | 530 ms | 243 ms | 6252 ms | | html-to-image | 51 ms | 791 ms | 269 ms | 7337 ms | | modern-screenshot | 58 ms | 411 ms | 196 ms | 5601 ms | | html2canvas 1.4.1 | 107 ms | 374 ms | 200 ms | 1141 ms |

Add prewarm() and the default path gets faster again — 51 ms → 33 ms on simple-card, 179 → 162, 213 → 176 — because the UA-default probe stops happening while the user waits.

On a single capture domlens is the fastest option in every column, and by a wide margin on text-heavy content. Note that deep-tree is won by the canvas engine, which auto does not currently choose; see the caveat below.

Repeated screenshots

15 captures after 3 warmups, same page, same process — the right shape if you capture in a loop.

| library | simple-card | text-doc | image-heavy | deep-tree | | --- | --- | --- | --- | --- | | domlens (auto) | 13 ms | 106 ms | 98 ms | 3726 ms | | snapdom | 10 ms | 84 ms | 127 ms | 2913 ms | | html-to-image | 36 ms | 630 ms | 173 ms | 8022 ms | | modern-screenshot | 39 ms | 416 ms | 245 ms | 5480 ms | | html2canvas 1.4.1 | 69 ms | 300 ms | 168 ms | 969 ms |

snapdom leads two columns here and loses all four cold. Its advantage is cache reuse between captures, which a one-shot capture never gets to use. Neither table is wrong — they answer different questions, and which one applies to you depends on whether you capture once or often.

The deep-tree caveat

On very large, deeply nested subtrees the SVG engine is slow, and it is worth knowing why before you pick an engine. For a 3177-node, 26-megapixel capture, domlens spends 387 ms doing its own work — less than html2canvas's entire run — and then 3077 ms waiting for the browser to rasterize a 26-megapixel SVG image. It is not serialization, and no amount of tuning the serializer touches it.

The canvas engine never builds that image; it paints boxes straight onto the canvas, and does the same capture in ~1034 ms — the fastest of any library measured. auto does not route there today, because the trade is real: the canvas engine scores 88% on the fidelity suite against the SVG engine's 99%. If you capture very large pages, benchmark both against your own content:

await capture(element, {engine: 'canvas'});

Notes on the numbers

Both tables come from one developer desktop, and the deep-tree gap is hardware-sensitive: a 4-core CI runner puts the SVG engine at 1817 ms against html2canvas's 851 ms — same ordering, 2.1x rather than 3.8x. The ordering has held on every machine measured; the magnitude has not. CI re-runs the suite nightly against a baseline measured on comparable hardware, so a real regression is caught even though absolute numbers move.

Reproduce either with npm run bench:cold or npm run bench.

The SVG the serializer emits is also smaller than the obvious approach — 0.39x snapdom's bytes on a small card, 0.97x on a text document — because styles are diffed against the browser's own defaults rather than dumped wholesale.

Browser support

All three engines are verified and gating. The reference-test matrix runs Chromium, Firefox and WebKit on every push, and a failure in any of them fails the build.

  • Chromium covers Chrome and Edge.
  • Firefox is Gecko.
  • WebKit is Safari on macOS, and on iOS it is the engine behind every browser — so a visitor on an iPhone is on it whatever they installed.

WebKit scores lower than the other two (93.9% against 99%) and is worth calibrating rather than glossing: its reference baselines were generated from WebKit's own output, so they hold WebKit to not changing, while the 93.9% is the number that says how close that output is to a real screenshot. If you ship primarily to Safari, that six-point gap is the honest expectation.

Differences from html2canvas

  • The default engine is different, so output is more accurate rather than bug-compatible. If you depended on an html2canvas rendering quirk, pass engine: 'canvas'.
  • Options are grouped (output.scale rather than scale). domlens-html2canvas maps the old flat names for you.
  • capture() resolves a CaptureResult, not a canvas. toCanvas() gets you the old return value.
  • Rasterization is lazy — see the note under CaptureResult.

Credits

domlens is a fork of html2canvas by Niklas von Hertzen, and would not exist without it. Substantial portions of the canvas engine are his work, used under the MIT licence and carrying his copyright — see LICENSE.

License

MIT.