Reputation: 1521
I'm currently trying to use the captureStream()
method to convert a canvas to a live video stream. Therefore, I first created a canvas, that you can draw in (therefore I'm using this little code. So I have a canvas and I can draw in that canvas. Now, I want a video stream beneath that, which permanently shows exactly the content of this canvas.
So my code is this:
<!DOCTYPE html>
<html>
<head>
<title>HTML5 Create HTML5 Canvas JavaScript Drawing App Example</title>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.js"></script>
<!--[if IE]><script type="text/javascript" src="excanvas.js"></script><![endif]-->
<script type="text/javascript" src="html5-canvas-drawing-app.js"></script>
</head>
<body>
<div id="canvasDiv"></div>
<video id="video" autoplay></video>
<script type="text/javascript">
$(document).ready(function() {
prepareCanvas();
var canvas = $('#canvasDiv');
var video = $('#video');
var stream = canvas.captureStream();
video.srcObject = stream;
});
</script>
</body>
</html>
When I run this code, I immediately get the message canvas.captureStream()
is not a function. Does anybody see a mistake or can tell me why its not working at all?
Thanks
Upvotes: 1
Views: 8046
Reputation: 137171
Ajay's answer correctly points the first issue : You are calling the captureStream
method of a jQuery object, which doesn't have such a method.
The second issue is that #canvasDiv
is a <div>
element, and not a <canvas>
. Only <canvas> and MediaElements (
&
) have a
captureStream()` method.
So you need to have a <canvas>
element in your document, and to get the Element referenced by the jQuery object, e.g
<canvas id="myCanvas"></canvas>
const $canvas = $('#myCanvas'); // the jQuery object
const canvasElement = $canvas[0]; // the real element
Now, note that to be able to capture a stream from an <canvas>
element, its context must be initialized, or captureStream()
will throw.
const canvas = $('#myCanvas')[0]; // [0] => the element
// first initialize a context
const ctx = canvas.getContext('2d'); // or whatever ('webgl', 'webgl2' ...)
// then you can get the stream
const stream = canvas.captureStream(30);
// const $video = $('#video');
// $video[0].srcObject = stream;
// $video[0].play();
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="myCanvas"></canvas>
Also beware that as soon as you taint your <canvas>
(e.g by drawing cross-origin media on it), the stream will be muted.
Upvotes: 1
Reputation: 2643
It seems issue is at var canvas = $('#canvasDiv');
print the canvas object in console and see. canavs
should be the canvas element, not the enclosed div element.
var canvas = document.querySelector('canvas');
var video = document.querySelector('video');
var stream = canvas.captureStream();
video.srcObject = stream;
Try the demo https://webrtc.github.io/samples/src/content/capture/canvas-record/
Update: As per the git url: https://github.com/williammalone/Simple-HTML5-Drawing-App/blob/master/html5-canvas-drawing-app.js#L405
You can get canvas & stream as follows:
var canvas = document.getElementById('canvas');
var stream = canvas.captureStream();
console.log('canvas element', canvas, stream);
Upvotes: 0