I was working on a project where a user can change his profile pic by using his webcam. I successfully capture the image by webcam but I cannot append that capture image to my form
here is my HTML code
<div class="form-group">
<label for="exampleInputFile">Profile Picture</label>
<div class="input-group">
<div class="custom-file">
<input type="file" id="photo" class="custom-file-input" name = "profile_pic" accept="image/png,image/jpg,image/jpeg">
<label class="custom-file-label" for="exampleInputFile">Choose Image</label>
</div>
</div>
</div>
<div class="camera">
<video id="video">Video stream not available.</video>
<button type="button" id="startbutton" class="btn btn-success" data-toggle="modal" data-
target="#modal-success">Take photo</button>
</div>
Here is my js code I follow this tutorial for help
<script>
(function() {
// The width and height of the captured photo. We will set the
// width to the value defined here, but the height will be
// calculated based on the aspect ratio of the input stream.
var width = 770; // We will scale the photo width to this
var height = 900; // This will be puted based on the input stream
// |streaming| indicates whether or not we're currently streaming
// video from the camera. Obviously, we start at false.
var streaming = false;
// The various HTML elements we need to configure or control. These
// will be set by the startup() function.
var video = null;
var canvas = null;
var photo = null;
var startbutton = null;
function startup() {
video = document.getElementById('video');
canvas = document.getElementById('canvas');
photo = document.getElementById('photo');
startbutton = document.getElementById('startbutton');
navigator.mediaDevices.getUserMedia({video: true, audio: false})
.then(function(stream) {
video.srcObject = stream;
video.play();
})
.catch(function(err) {
console.log("An error occurred: " + err);
});
video.addEventListener('canplay', function(ev){
if (!streaming) {
height = video.videoHeight / (video.videoWidth/width);
// Firefox currently has a bug where the height can't be read from
// the video, so we will make assumptions if this happens.
if (isNaN(height)) {
height = width / (4/3);
}
video.setAttribute('width', 340);
video.setAttribute('height', 300);
canvas.setAttribute('width', width);
canvas.setAttribute('height', height);
streaming = true;
}
}, false);
startbutton.addEventListener('click', function(ev){
takepicture();
ev.preventDefault();
}, false);
clearphoto();
}
// Fill the photo with an indication that none has been
// captured.
function clearphoto() {
var context = canvas.getContext('2d');
context.fillStyle = "#AAA";
context.fillRect(0, 0, canvas.width, canvas.height);
var data = canvas.toDataURL('image/png');
photo.setAttribute('src', data);
}
// Capture a photo by fetching the current contents of the video
// and drawing it into a canvas, then converting that to a PNG
// format data URL. By drawing it on an offscreen canvas and then
// drawing that to the screen, we can change its size and/or apply
// other changes before drawing it.
function takepicture() {
var context = canvas.getContext('2d');
if (width && height) {
canvas.width = width;
canvas.height = height;
context.drawImage(video, 0, 0, width, height);
var data = canvas.toDataURL('image/ ');
photo.setAttribute('src', data);
} else {
clearphoto();
}
}
// Set up our event listener to run the startup process
// once loading is plete.
window.addEventListener('load', startup, false);
})();
</script>
Now how can I put my capture image into <input type="file">
field, For Upload to server
Note: I don't want to use ajax for this.
I was working on a project where a user can change his profile pic by using his webcam. I successfully capture the image by webcam but I cannot append that capture image to my form
here is my HTML code
<div class="form-group">
<label for="exampleInputFile">Profile Picture</label>
<div class="input-group">
<div class="custom-file">
<input type="file" id="photo" class="custom-file-input" name = "profile_pic" accept="image/png,image/jpg,image/jpeg">
<label class="custom-file-label" for="exampleInputFile">Choose Image</label>
</div>
</div>
</div>
<div class="camera">
<video id="video">Video stream not available.</video>
<button type="button" id="startbutton" class="btn btn-success" data-toggle="modal" data-
target="#modal-success">Take photo</button>
</div>
Here is my js code I follow this tutorial for help
<script>
(function() {
// The width and height of the captured photo. We will set the
// width to the value defined here, but the height will be
// calculated based on the aspect ratio of the input stream.
var width = 770; // We will scale the photo width to this
var height = 900; // This will be puted based on the input stream
// |streaming| indicates whether or not we're currently streaming
// video from the camera. Obviously, we start at false.
var streaming = false;
// The various HTML elements we need to configure or control. These
// will be set by the startup() function.
var video = null;
var canvas = null;
var photo = null;
var startbutton = null;
function startup() {
video = document.getElementById('video');
canvas = document.getElementById('canvas');
photo = document.getElementById('photo');
startbutton = document.getElementById('startbutton');
navigator.mediaDevices.getUserMedia({video: true, audio: false})
.then(function(stream) {
video.srcObject = stream;
video.play();
})
.catch(function(err) {
console.log("An error occurred: " + err);
});
video.addEventListener('canplay', function(ev){
if (!streaming) {
height = video.videoHeight / (video.videoWidth/width);
// Firefox currently has a bug where the height can't be read from
// the video, so we will make assumptions if this happens.
if (isNaN(height)) {
height = width / (4/3);
}
video.setAttribute('width', 340);
video.setAttribute('height', 300);
canvas.setAttribute('width', width);
canvas.setAttribute('height', height);
streaming = true;
}
}, false);
startbutton.addEventListener('click', function(ev){
takepicture();
ev.preventDefault();
}, false);
clearphoto();
}
// Fill the photo with an indication that none has been
// captured.
function clearphoto() {
var context = canvas.getContext('2d');
context.fillStyle = "#AAA";
context.fillRect(0, 0, canvas.width, canvas.height);
var data = canvas.toDataURL('image/png');
photo.setAttribute('src', data);
}
// Capture a photo by fetching the current contents of the video
// and drawing it into a canvas, then converting that to a PNG
// format data URL. By drawing it on an offscreen canvas and then
// drawing that to the screen, we can change its size and/or apply
// other changes before drawing it.
function takepicture() {
var context = canvas.getContext('2d');
if (width && height) {
canvas.width = width;
canvas.height = height;
context.drawImage(video, 0, 0, width, height);
var data = canvas.toDataURL('image/ ');
photo.setAttribute('src', data);
} else {
clearphoto();
}
}
// Set up our event listener to run the startup process
// once loading is plete.
window.addEventListener('load', startup, false);
})();
</script>
Now how can I put my capture image into <input type="file">
field, For Upload to server
Note: I don't want to use ajax for this.
Share Improve this question asked Feb 12, 2020 at 12:56 AntuAntu 2,3334 gold badges26 silver badges42 bronze badges2 Answers
Reset to default 51- Send base64 image as a string and then convert it to a file in the server side.
2- Convert a Base64 string into a Blob to upload it as a file to server.
I explain the second option:
First, Convert Base64 string to Blob with this function:
function b64toBlob(b64Data, contentType, sliceSize) {
contentType = contentType || '';
sliceSize = sliceSize || 512;
var byteCharacters = atob(b64Data); // window.atob(b64Data)
var byteArrays = [];
for (var offset = 0; offset < byteCharacters.length; offset += sliceSize) {
var slice = byteCharacters.slice(offset, offset + sliceSize);
var byteNumbers = new Array(slice.length);
for (var i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
var byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
var blob = new Blob(byteArrays, {type: contentType});
return blob;
}
Now, make your form (you can hidden it with CSS):
<form id="myAwesomeForm" method="post">
<input type="text" id="filename" name="filename" /> <!-- Filename -->
</form>
Then, append the image to form using FormData:
var form = document.getElementById("myAwesomeForm");
var ImageURL = photo; // 'photo' is your base64 image
// Split the base64 string in data and contentType
var block = ImageURL.split(";");
// Get the content type of the image
var contentType = block[0].split(":")[1];// In this case "image/gif"
// get the real base64 content of the file
var realData = block[1].split(",")[1];
// Convert it to a blob to upload
var blob = b64toBlob(realData, contentType);
// Create a FormData and append the file with "image" as parameter name
var formDataToUpload = new FormData(form);
formDataToUpload.append("image", blob);
Finally you can send your formData using any method, For example:
var request = new XMLHttpRequest();
request.open("POST", "SERVER-URL");
request.send(formDataToUpload);
I hope this could help you ;)
function takepicture() {
var context = canvas.getContext('2d');
if (width && height) {
canvas.width = width;
canvas.height = height;
context.drawImage(video, 0, 0, width, height);
var data = canvas.toDataURL('image/jpeg');
var request = new XMLHttpRequest();
request.open("POST", 'SERVER_URL');
request.send(data);
} else {
clearphoto();
}
}
Check out this link for the full source code: https://colab.research.google./github/techwithanirudh/Automatic-Image-Captioning/blob/master/Capture_Img.ipynb