当我尝试使用网络摄像头拍照时,为什么只捕获了一小部分流?
我正在尝试从网络摄像头拍摄视频源的快照。预览效果很好,但是当我尝试捕获它并将其转换成图片时,只捕获了其中的一小部分。右上角的 320x150 部分。
已经尝试过:
- 更改 CSS 显示属性
- 将画布宽度和高度设置为 视频高度(显示 1200x720,所以这是正确的
- 更改画布的位置。CSS
:
canvas
{
display: none;
position:fixed;
top: 0;
left:0;
width: 100%;
height: 100%;
}
video
{
height:100%;
width:100%;
object-fit:cover;
}
Javascript:
var constraints = {
video: {width: {exact: 1280}, height: {exact: 720}}
};
navigator.mediaDevices.getUserMedia(constraints).then((stream) => { video.srcObject = stream; });
function take_snapshot(type)
{
var v = video.videoWidth;
var h = video.videoHeight;
console.log("width =" +v+ "height= "+h );
//This shows 1200x720
canvas.style.width = v;
canvas.style.height = h;
canvas.getContext('2d').drawImage(video, 0, 0, video.videoWidth, video.videoHeight);
let image_data_url = canvas.toDataURL('image/jpeg');
console.log(image_data_url);
// data url of the image
var http = new XMLHttpRequest();
var url = 'save.php';
var params = 'image='+image_data_url;
http.open('POST', url, true);
//Send the proper header information along with the request
http.setRequestHeader('Content-type', 'application/x-www-form-urlencoded');
http.onreadystatechange = function() {//Call a function when the state changes.
if(http.readyState == 4 && http.status == 200) {
alert(http.responseText);
}
}
http.send(params);
}
HTML:
<div id ="cameraContainer">
<div id="camera">
<video autoplay="true" id="cameraPreview"></video>
<div id="overlay">
<img id="overlayImage" src="">
</div>
</div>
<div id="buttonContainer">
<div id="button">
<button id="pictureButton" class="btn btn-success btn-block">Maak Foto</button>
</div>
</div>
</div>
</div>
<canvas id="canvas"></canvas>
保存或显示时图像是相同的。数据图像 url 也很短(仅 1-20kb)。视频高度和宽度是正确的,因此问题似乎出在捕获功能中的某个位置,
我们将不胜感激。
I am trying to take a snapshot of a video feed from a webcam. The preview works fine, but when I try to capture it and turn it into a picture only a very small part of it is captured. A 320x150 part of the right top corner.
Already tried:
- Changing CSS display property
- Setting canvas width and height to
video height (Which shows 1200x720, so that is correct - Changing the location of the canvas.
CSS:
canvas
{
display: none;
position:fixed;
top: 0;
left:0;
width: 100%;
height: 100%;
}
video
{
height:100%;
width:100%;
object-fit:cover;
}
Javascript:
var constraints = {
video: {width: {exact: 1280}, height: {exact: 720}}
};
navigator.mediaDevices.getUserMedia(constraints).then((stream) => { video.srcObject = stream; });
function take_snapshot(type)
{
var v = video.videoWidth;
var h = video.videoHeight;
console.log("width =" +v+ "height= "+h );
//This shows 1200x720
canvas.style.width = v;
canvas.style.height = h;
canvas.getContext('2d').drawImage(video, 0, 0, video.videoWidth, video.videoHeight);
let image_data_url = canvas.toDataURL('image/jpeg');
console.log(image_data_url);
// data url of the image
var http = new XMLHttpRequest();
var url = 'save.php';
var params = 'image='+image_data_url;
http.open('POST', url, true);
//Send the proper header information along with the request
http.setRequestHeader('Content-type', 'application/x-www-form-urlencoded');
http.onreadystatechange = function() {//Call a function when the state changes.
if(http.readyState == 4 && http.status == 200) {
alert(http.responseText);
}
}
http.send(params);
}
HTML:
<div id ="cameraContainer">
<div id="camera">
<video autoplay="true" id="cameraPreview"></video>
<div id="overlay">
<img id="overlayImage" src="">
</div>
</div>
<div id="buttonContainer">
<div id="button">
<button id="pictureButton" class="btn btn-success btn-block">Maak Foto</button>
</div>
</div>
</div>
</div>
<canvas id="canvas"></canvas>
The image is the same, when saved or displayed. The data image url is also very short (just 1-20kb). Videoheight and width are correct, so the issue seems to be somewhere in the capture function.
Any help would be appreciated.
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您需要设置实际画布的大小,如下所示:
仅更改样式宽度/高度不会使画布变大。当画布没有给出明确的宽度和高度(以像素为单位)时,根据 MDN 文档,默认宽度为 300 x 150。不过,不难相信浏览器会使用默认宽度 320 x 150。
You need to set the size of the actual canvas, like this:
Just changing the style width/height doesn't make the canvas bigger. When a canvas isn't given an explicit width and height in pixels it gets, according to the MDN documentation, a default width of 300 x 150. It's not hard to believe a browser used a default of 320 x 150 instead, though.