I have a video and I need to capture 3 images from it, at different time. Time is not random, I have to take images at specified time (13:10:02, 13:10:03, 13:10:04). The images should be displayed on the page when I access the page, not when I click a button or something like that.
Until now I tried with an example that I found on the internet, but on this example, the image is displayed after a button was clicked, and I don't know how to give a specified time.
<video controls>
<source src="http://www.jplayer.org/video/m4v/Big_Buck_Bunny_Trailer.m4v" type="video/mp4"></source>
<source src="http://www.jplayer.org/video/m4v/Big_Buck_Bunny_Trailer.m4v" type="video/mp4"></source>
</video>
<canvas id="canvas" width="640" height="480"></canvas>
<button id="snap" onclick="snap()">Snap Photo</button>
<script>
var video=document.querySelector('video');
var canvas=document.querySelector('canvas');
var context=canvas.getContext('2d');
var w,h,ratio;
//add loadedmetadata which will helps to identify video attributes......
video.addEventListener('loadedmetadata',function()
{
ratio=video.videoWidth/video.videoHeight;
w=video.videoWidth-100;
h=parseInt(w/ratio,10);
canvas.width=w;
canvas.height=h;
},false);
///define a function
function snap()
{
context.fillRect(0,0,w,h);
context.drawImage(video,0,0,w,h);
}
</script>
You can set the time, for which frame you want to draw to canvas, by setting the currentTime on the video object.
Then you need to wait for video to finish seeking, draw the video onto canvas an move to the next frame.
Of course you need to wait for the video to load before you start drawing its frames.
var images = [ // defined canvases and times for frames
{
canvas: '#canvas1',
time: 10.0 // in seconds
},
{
canvas: '#canvas2',
time: 19.0
},
{
canvas: '#canvas3',
time: 26.0
},
];
function drawFrame(video, time, canvas, callback)
{
var context = canvas.getContext("2d");
video.addEventListener("seeked", function(e) {
e.target.removeEventListener(e.type, arguments.callee); // remove the handler or else it will draw another frame on the same canvas, when the next seek happens
context.fillRect(0, 0, canvas.width, canvas.height);
context.drawImage(video, 0, 0, canvas.width, canvas.height);
callback();
});
video.currentTime = time;
}
function draw(video, images, i)
{
if (i >= images.length)
return;
drawFrame(video, images[i].time, images[i].canvas, function() {
draw(video, images, i+1);
});
}
var video = document.createElement('video');
video.addEventListener('loadedmetadata', function() // when the metadata is loaded set the canvases size and start drawing frames
{
var ratio = video.videoWidth / video.videoHeight;
var w = video.videoWidth - 100; // set the width of the images to 100 px less than the video
var h = w / ratio; // fix the height accordingly
for (var i=0; i<images.length; i++)
{
images[i].canvas = document.querySelector(images[i].canvas);
images[i].canvas.width = w;
images[i].canvas.height = h;
}
draw(video, images, 0);
});
video.src = "http://www.jplayer.org/video/m4v/Big_Buck_Bunny_Trailer.m4v";
JSFiddle
Related
Still very much a newbie to coding, so please be gentle :)
I'm hoping someone might be able to help how to use Paper.js on a second canvas after the first one has been executed?
I'm trying to use x2 canvas elements:
Canvas 1 - to capture a html5 video image still and convert to base64 (tick :-) = done)
Canvas 2 - Use the base64 image and perform the 'Working with Rasters to find the colors of pixels' and convert to circle paths (boo = fail :-( )
Something like this:
The code:
<script src="https://cdn.jsdelivr.net/npm/hls.js#latest"></script>
<video id="video" preload="auto" muted="" playsinline="" width="580" src="blob:https://www.georgefisher.co.uk/78e3a45c-ae07-4ea5-af56-45a5ed9cf1b0"></video>
<script>
var video = document.getElementById('video');
var videoSrc = 'https://camsecure.co/HLS/georgefisher.m3u8';
if (Hls.isSupported()) {
var hls = new Hls();
hls.loadSource(videoSrc);
hls.attachMedia(video);
}
else if (video.canPlayType('application/vnd.apple.mpegurl')) {
video.src = videoSrc;
}
video.play()
</script>
<br>
<button onclick="capture()">Capture</button>
<br>
<canvas id="canvas" style="overflow:auto">
</canvas>
<canvas id="canvas2" resize>
<img src="" id="myImg"/></canvas>
var resultb64="";
function capture() {
var canvas = document.getElementById('canvas');
var video = document.getElementById('video');
canvas.width = video.videoWidth/4;
canvas.height = video.videoHeight/4;
canvas.getContext('2d').drawImage(video, 0, 0, video.videoWidth/4, video.videoHeight/4);
resultb64=canvas.toDataURL();
document.querySelector("#myImg").src = canvas.toDataURL();
}
/*Paper JS Setup for working in CodePen */
/* ====================== *
* 0. Initiate Canvas *
* ====================== */
// expose paperjs classes into global scope
paper.install(window);
// Only executed our code once the DOM is ready.
window.onload = function() {
// bind paper to the canvas
paper.setup('canvas2');
// paper.activate();
// Get a reference to the canvas object
var canvas = document.getElementById('canvas2');
var ctx = canvas.getContext('2d');
// console.log(ctx, image);
// ctx.drawImage(image, 0, 0);
// return;
// }
// Create a raster item using the image id='' tag
var image = document.querySelector('img');
var raster = new Raster(image);
// Hide the raster:
raster.visible = false;
// The size of our grid cells:
var gridSize = 15;
// Space the cells by 120%:
var spacing = 1
;
// As the web is asynchronous, we need to wait for the raster to load before we can perform any operation on its pixels.
raster.onLoad = function() {
// Since the example image we're using is much too large, and therefore has way too many pixels, lets downsize it to 40 pixels wide and 30 pixels high:
raster.size = new Size(40, 30);
for (var y = 0; y < raster.height; y++) {
for(var x = 0; x < raster.width; x++) {
// Get the color of the pixel:
var color = raster.getPixel(x, y);
// Create a circle shaped path:
var path = new Path.Circle({
center: new Point(x, y).multiply(gridSize),
radius: gridSize / 2 / spacing,
});
// Set the fill color of the path to the color
// of the pixel:
path.fillColor = color;
}
}
// Move the active layer to the center of the view, so all the created paths in it appear centered.
project.activeLayer.position = view.center;
}
}
I've tried giving the second canvas a different Id="canvas2" and referencing that, which I can see in the console. However, nothing appears in the second canvas and the paper.js script doesn't seem to execute, can someone help me understand why?
Please see also see link to the fiddle below:
https://jsfiddle.net/jmnes/o4Lpkfs6/1/
Alternatives method.
You don't need to capture the video, you don't need to capture the pixels using paper.js and raster. You don't need to find the color of each circle and draw it.
All these methods are slow, complex, and power hungry.
You can create a mask and mask out the circles, with the colors drawn from a smaller canvas with a res that matches the number off circles.
How to
Add one (main canvas) canvas to the DOM. This will display the result
Create 2 offscreen canvas.
One (color canvas) has the same resolution as the circles you want to display. Eg if you have 30 by 40 circle the canvas res should be 30 by 40
One (mask canvas) is the circle mask. It is the same resolution as the main canvas. Draw the circles all in one color on this canvas.
Then rendering once a frame
Draw the video on the color canvas to fit.
Turn off smoothing on the main canvas eg ctxMain.imageSmoothingEnabled = false
Draw the color canvas onto the main canvas to fit.
This will draw a color square at each circle position. ctx.drawImage(colorCanvas, 0, 0, mainCanvas.width, mainCanvas.height)
Set composite operation "destination-in" eg ctxMain.globalCompositeOperation = "destination-in"
Draw the mask canvas (canvas with circles on it) onto the main canvas. This will remove pixels outside each circle.
Restore default composite operation for the main canvas ctxMain.globalCompositeOperation = "source-over"
All done for a real-time FX on almost any device.
The above methods is the fastest way to render the effect you are after using the 2D API
I want to make an image slide effect using HTML5 canvas. I am able to "slide" the image by translating the canvas and redrawing the image. However, during the slide process, the canvas cleared and the left of the image redrawn causes some flickering along the left side if the image.
Here is a demo link: http://codepen.io/make2514/pen/rLQwbz. Below is my script for canvas:
var img = new Image();
var imgLoaded = false;
img.src = "http://in5d.com/wp-content/uploads/2014/11/SHMNTYMETM.jpg"
img.onload = function(){
imgLoaded = true;
};
var canvas = document.querySelector('canvas');
function play() {
push(canvas, img, function () {
console.log('done');
});
}
function push (canvas, canvasIn) {
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (imgLoaded) {
ctx.translate(5, 0);
}
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
window.requestAnimationFrame(function () {
push(canvas, img);
});
}
I try to reduce the x-axis canvas translation to smaller value but the flickering is still there.
I would really appreciate any suggestion!
You had a lot of small bugs in your code. You defined the src property of the image before its onload event, which won't ensure it is fired. Your push function would run forever, but should end as soon as the image is off-screen, presumably. You also made no use of the callback you were passing into push from play. I added the callback as an argument and executed when push executes for the final time. You also had a canvas and canvasIn argument, which weren't really necessary. You hadn't even used canvasIn, but went with referring to img instead. Therefore, I removed those arguments. I also added an xOff variable to keep track of the state of the canvas to know when the animation finished.
var img = new Image();
var imgLoaded = false;
img.onload = function () {
imgLoaded = true;
};
img.src = "http://in5d.com/wp-content/uploads/2014/11/SHMNTYMETM.jpg";
var canvas = document.querySelector("canvas");
var xOff = 0;
function play() {
push(function () {
console.log("done");
});
}
function push (callback) {
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.translate(5, 0);
if (xOff < img.width) {
if(imgLoaded) {
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
}
xOff+=5;
window.requestAnimationFrame(function () {
push(callback);
});
} else {
callback();
}
}
I am working on an application where the user comes and sees a blank area(div or canvas or whatever, lets call it mycanvas hereafter). Now he drags some images from outside(a div) and drops them on mycanvas. He can also resize them. And, he can also draw something in mycanvas with pencils and colors with erasing feature. Now, as per my research till now, I've figured out that the drawing part is a pure HTML 5 canvas stuff. So, no problem with that. But I'm not sure whether he can drop images from an outside div/canvas to mycanvas. Please tell me how to achieve all the three features(drag-drop from outside, draw with pencil, resize images) in a single area.
I have create a online dnd editor by Html5Canvas.
I will create a loop first
var loop = function(){
// Operation Here
}
self.setInterval(loop, 1000/60);
Create the data model, for example a image
var DndImage = function(x, y, width, height, image){
this.type = "image";
this.image = image;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
Then we draw the image in the looping
var ObjectArray = new Array();
var WIDTH = 800;
var HEIGHT = 600;
var loop = function(){
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
context.clearRect(0, 0, WIDTH, HEIGHT);
for(var x = 0; x < ObjectArray.length; x++){
if(ObjectArray[x].type == "image")
context.drawImage(ObjectArray[x].image,ObjectArray[x].x,ObjectArray[x].y, ObjectArray[x].width, ObjectArray[x].height);
}
}
Function to add New image object
function addImage(src, x, y, width, height){
var img = new Image();
img.src = src;
img.onload = function(){
ObjectArray.push(new DndImage(x, y, width, height, img));
}
}
And now if you want to do a dnd, You need to do is set up a Listener to listen the mouse move event. And set the DndImage Object x and y to follow the mouse position in the image canavs. You can scale the image or changing the size too.
docuemnt.addEventListener("mousedown", function(){ });
docuemnt.addEventListener("mouseup", function(){ });
docuemnt.addEventListener("mousemove", function(){ });
docuemnt.addEventListener("click", function(){ });
Hope I can help you :D
You can achieve all the required features using kinetic js.
To drag, drop and resize
http://www.html5canvastutorials.com/labs/html5-canvas-drag-and-drop-resize-and-invert-images/
To paint using different shapes, say a line:
http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-line-tutorial/
and dropping from outside canvas is the simplest thing, probably:
http://www.w3schools.com/html/html5_draganddrop.asp
Just check these and let me know if there is any problem in integration.
tried searching for something like this, but I've had no luck. I'm trying to open a new tab with a screenshot of the current state of my webgl image. Basically, it's a 3d model, with the ability to change which objects are displayed, the color of those objects, and the background color. Currently, I am using the following:
var screenShot = window.open(renderer.domElement.toDataURL("image/png"), 'DNA_Screen');
This line succeeds in opening a new tab with a current image of my model, but does not display the current background color. It also does not properly display the tab name. Instead, the tab name is always "PNG 1024x768".
Is there a way to change my window.open such that the background color is shown? The proper tab name would be great as well, but the background color is my biggest concern.
If you open the window with no URL you can access it's entire DOM directly from the JavaScript that opened the window.
var w = window.open('', '');
You can then set or add anything you want
w.document.title = "DNA_screen";
w.document.body.style.backgroundColor = "red";
And add the screenshot
var img = new Image();
img.src = someCanvas.toDataURL();
w.document.body.appendChild(img);
Well it is much longer than your one liner but you can change the background color of the rectangle of the context.
printCanvas (renderer.domElement.toDataURL ("image/png"), width, height,
function (url) { window.open (url, '_blank'); });
// from THREEx.screenshot.js
function printCanvas (srcUrl, dstW, dstH, callback)
{
// to compute the width/height while keeping aspect
var cpuScaleAspect = function (maxW, maxH, curW, curH)
{
var ratio = curH / curW;
if (curW >= maxW && ratio <= 1)
{
curW = maxW;
curH = maxW * ratio;
}
else if (curH >= maxH)
{
curH = maxH;
curW = maxH / ratio;
}
return { width: curW, height: curH };
}
// callback once the image is loaded
var onLoad = function ()
{
// init the canvas
var canvas = document.createElement ('canvas');
canvas.width = dstW;
canvas.height = dstH;
var context = canvas.getContext ('2d');
context.fillStyle = "black";
context.fillRect (0, 0, canvas.width, canvas.height);
// scale the image while preserving the aspect
var scaled = cpuScaleAspect (canvas.width, canvas.height, image.width, image.height);
// actually draw the image on canvas
var offsetX = (canvas.width - scaled.width ) / 2;
var offsetY = (canvas.height - scaled.height) / 2;
context.drawImage (image, offsetX, offsetY, scaled.width, scaled.height);
// notify the url to the caller
callback && callback (canvas.toDataURL ("image/png")); // dump the canvas to an URL
}
// Create new Image object
var image = new Image();
image.onload = onLoad;
image.src = srcUrl;
}
I am completely new to HTML5 and have been reading about it for the past few days mainly because I wanted to create a rotating image to put in a <div>. I found a code that does exactly what I want, but it throws the canvas on to the bottom left corner of my page (I'm not sure why, but I think it has something to do with the very first line of the code below). I'm not sure how to adapt the code to a element so that I can put it where I want. From looking at other people's scripts and trying to emulate them, I know you're supposed to do this sort of thing to hold the canvas "<canvas width="100" height="100" id="pageCanvas"></canvas>," but I don't know how to name the below code in order to do that. I greatly appreciate any help anyone can offer me - thank you so much for reading! :)
<script>
window.addEventListener("load", init);
var counter = 0,
logoImage = new Image(),
TO_RADIANS = Math.PI/180;
logoImage.src = 'IMG URL';
var canvas = document.createElement('canvas');
canvas.width = 100;
canvas.height = 100;
var context = canvas.getContext('2d');
document.body.appendChild(canvas);
function init(){
setInterval(loop, 1000/30);
}
function loop() {
context.clearRect(0,0,canvas.width, canvas.height);
drawRotatedImage(logoImage,100,100,counter);
drawRotatedImage(logoImage,300,100,counter+90);
drawRotatedImage(logoImage,500,100,counter+180);
counter+=2;
}
function drawRotatedImage(image, x, y, angle) {
// save the current co-ordinate system
// before we screw with it
context.save();
// move to the middle of where we want to draw our image
context.translate(x, y);
// rotate around that point, converting our
// angle from degrees to radians
context.rotate(angle * TO_RADIANS);
// draw it up and to the left by half the width
// and height of the image
context.drawImage(image, -(image.width/2), -(image.height/2));
// and restore the co-ords to how they were when we began
context.restore();
}
</script>
Create a canvas element in your HTML code so you can place it exactly where you want (with html + css) :
<canvas id='canvas' height='100' width='100'> Your browser does not support HTML5 canvas </canvas>
And replace this javascript code :
var canvas = document.createElement('canvas');
canvas.width = 100;
canvas.height = 100;
var context = canvas.getContext('2d');
document.body.appendChild(canvas);
by this one :
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');