Reputation: 2379
I am trying to take a snapshot from someone's webcam through javascript. The code works except the resultant image is stretched way too much to me readable.
I've messed around with the: ctx.drawImage(video, 0, 0);line
I've tried ctx.drawImage(video, 0, 0,1280,720); with no difference
I've tried ctx.drawImage(video, 0, 0,100,100); with major difference. It made the whole image appear but way too small for the eye.
Code:
<html>
<head>
<video autoplay></video>
<img src="" width=1280, height=720>
<canvas style="display:none;"></canvas>
<script>
var errorCallback = function(e) {
console.log('Reeeejected!', e);
video.src = 'failure.mp4'; // fallback.
};
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;
var video = document.querySelector('video');
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var localMediaStream = null;
var hdConstraints = {
video: {
mandatory: {
minWidth: 1280,
minHeight: 720
}
}
};
function snapshot() {
if (localMediaStream) {
ctx.drawImage(video, 0, 0);
// "image/webp" works in Chrome.
// Other browsers will fall back to image/png.
document.querySelector('img').src = canvas.toDataURL('image/webp');
}
}
function success(stream) {
video.src = window.URL.createObjectURL(stream);
localMediaStream = stream;
}
video.addEventListener('click', snapshot, false);
navigator.getUserMedia(hdConstraints, success,errorCallback);
</script>
</head>
</html>
Result:
Video:
Image Output:
Upvotes: 0
Views: 1431
Reputation: 2379
So in conjunction with @Loktar's comment, I determined that the secret was to set the canvas size in the html like so:
<canvas style="display:none;" width=1280 height=720></canvas>
This allows for a full screen (aspect correct) capture.
Hope this helps someone else!
Upvotes: 1