guys!
I'm trying to make a demo using which a user will be able to capture an image from the web camera enabled through his browser and this image will be saved in the backend by passing it to a PHP service using AJAX call.
I'm able to capture as canvas but not being to convert it into image data.
I'm getting canvas is undefined error
Setup is pretty simple.
HTML
<video id="videoElement" autoplay></video>
<button id="snap">Snap Photo</button>
<canvas id="canvas" style="display:none" ></canvas>
JAVASCRIPT
// Grab elements, create settings, etc.
var video = document.getElementById('videoElement');
// Get access to the camera!
if(navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
// Not adding `{ audio: true }` since we only want video now
navigator.mediaDevices.getUserMedia({ video: true }).then(function(stream) {
video.src = window.URL.createObjectURL(stream);
video.play();
});
}
// Elements for taking the snapshot
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var video = document.getElementById('videoElement');
// Trigger photo take
document.getElementById("snap").addEventListener("click", function() {
var cann= context.drawImage(video, 0, 0, 640, 480); //draw canvas
//then convert canvas to image so i can obtain dataurl
//and pass it to another function using AJAX
var img= convertCanvasToImage(cann);
console.log(img);
});
// Converts canvas to an image
function convertCanvasToImage(canvas)
{
var image = new Image();
image.src = canvas.toDataURL("image/png");
return image;
}
I'm pretty new to this field. I have one more question. Will this work on latest browsers? Can anyone help me figure out the mistake I made?
FIDDLE
Reference: /browser-camera
/convert-canvas-image
guys!
I'm trying to make a demo using which a user will be able to capture an image from the web camera enabled through his browser and this image will be saved in the backend by passing it to a PHP service using AJAX call.
I'm able to capture as canvas but not being to convert it into image data.
I'm getting canvas is undefined error
Setup is pretty simple.
HTML
<video id="videoElement" autoplay></video>
<button id="snap">Snap Photo</button>
<canvas id="canvas" style="display:none" ></canvas>
JAVASCRIPT
// Grab elements, create settings, etc.
var video = document.getElementById('videoElement');
// Get access to the camera!
if(navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
// Not adding `{ audio: true }` since we only want video now
navigator.mediaDevices.getUserMedia({ video: true }).then(function(stream) {
video.src = window.URL.createObjectURL(stream);
video.play();
});
}
// Elements for taking the snapshot
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var video = document.getElementById('videoElement');
// Trigger photo take
document.getElementById("snap").addEventListener("click", function() {
var cann= context.drawImage(video, 0, 0, 640, 480); //draw canvas
//then convert canvas to image so i can obtain dataurl
//and pass it to another function using AJAX
var img= convertCanvasToImage(cann);
console.log(img);
});
// Converts canvas to an image
function convertCanvasToImage(canvas)
{
var image = new Image();
image.src = canvas.toDataURL("image/png");
return image;
}
I'm pretty new to this field. I have one more question. Will this work on latest browsers? Can anyone help me figure out the mistake I made?
FIDDLE
Reference: https://davidwalsh.name/browser-camera
https://davidwalsh.name/convert-canvas-image
Share Improve this question asked Dec 15, 2016 at 6:05 SmokeySmokey 1,9076 gold badges34 silver badges64 bronze badges4 Answers
Reset to default 5Just call this
var img= convertCanvasToImage();
function convertCanvasToImage()
{
var image = new Image();
image.src = canvas.toDataURL("image/png");
return image;
}
No need to pass canvas as you defined canvas above. But if you have convertCanvasToImage function in another file then you can use
var img= convertCanvasToImage(canvas);
This may help.
function demoFromHTML() {
html2canvas(document.getElementById("talltweets"), {
onrendered: function(canvas) {
var imageData = canvas.toDataURL('image/png',1.0);
}
});
}
Pass canvas
object instead of cann
var img= convertCanvasToImage(canvas);
If you can try to avoid dataURL and use blob instead - it will save you more memory and load images faster
$canvas.toBlob(function(blob){
var url = URL.createObjectURL(blob)
var img = new Image
img.onload = function() {
URL.revokeObjecURL(this.src)
}
img.src = url
console.log(blob)
console.log(url)
})
<canvas id="$canvas">
there is polyfills you can use to support canvas#toBlob