I am trying to take a picture from my webcam using the navigator.mediaDevices.getUserMedia()and functions canvas.getContext('2d').drawImage().
When I do it like this, it works fine:
function init(){
myVideo = document.getElementById("myVideo")
myCanvas = document.getElementById("myCanvas");
videoWidth = myCanvas.width;
videoHeight = myCanvas.height;
startVideoStream();
}
function startVideoStream(){
navigator.mediaDevices.getUserMedia({audio: false, video: { width: videoWidth, height: videoHeight }}).then(function(stream) {
myVideo.src = URL.createObjectURL(stream);
}).catch(function(err) {
console.log("Unable to get video stream: " + err);
});
}
function snapshot(){
myCanvas.getContext('2d').drawImage(myVideo, 0, 0, videoWidth, videoHeight);
}
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="debug.js"></script>
</head>
<body onload="init()">
<div id="mainContainer">
<video id="myVideo" width="640" height="480" autoplay style="display: inline;"></video>
<canvas id="myCanvas" width="640" height="480" style="display: inline;"></canvas>
<input type="button" id="snapshotButton" value="Snapshot" onclick="snapshot()"/>
</div>
</body>
</html>
Run codeHide resultThe fact is that I do not want to use the button for a snapshot, but I will take a picture as soon as the camera stream loads. I tried to call the snapshot function () immediately after setting the video source:
function init(){
myVideo = document.getElementById("myVideo")
myCanvas = document.getElementById("myCanvas");
videoWidth = myCanvas.width;
videoHeight = myCanvas.height;
startVideoStream();
}
function startVideoStream(){
navigator.mediaDevices.getUserMedia({audio: false, video: { width: videoWidth, height: videoHeight }}).then(function(stream) {
myVideo.src = URL.createObjectURL(stream);
snapshot();
}).catch(function(err) {
console.log("Unable to get video stream: " + err);
});
}
function snapshot(){
myCanvas.getContext('2d').drawImage(myVideo, 0, 0, videoWidth, videoHeight);
}
Run codeHide resultBut that will not work. My canvas remains white. I assume that at this point the camera stream is not fully loaded.
So, are there any other events that can be used to draw a snapshot as soon as the camera’s power is loaded? Or am I completely mistaken?
Thanks in advance!
xcess