Load WebGL texture from HTML5 video element in sync - html5-video

If a WebGL texture is loaded from an HTML5 video element repeatedly, how can I sync the load procedure, eg. load the texture and render the WebGL scene exactly once for every video frame?

In Chrome there is now requestVideoFrameCallback
Example from the spec:
<body>
<video controls></video>
<canvas width="640" height="360"></canvas>
<span id="fps_text"/>
</body>
<script>
function startDrawing() {
var video = document.querySelector('video');
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var paint_count = 0;
var start_time = 0.0;
var updateCanvas = function(now) {
if(start_time == 0.0)
start_time = now;
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
var elapsed = (now - start_time) / 1000.0;
var fps = (++paint_count / elapsed).toFixed(3);
document.querySelector('#fps_text').innerText = 'video fps: ' + fps;
video.requestVideoFrameCallback(updateCanvas);
}
video.requestVideoFrameCallback(updateCanvas);
video.src = "http://example.com/foo.webm"
video.play()
}
</script>
replace ctx.drawImage with your WebGL code

Related

Is there any way to convert "data:image/svg+xml;base64" to "data:image/png;base64" with JavaScript? [duplicate]

I want to convert SVG into bitmap images (like JPEG, PNG, etc.) through JavaScript.
Here is how you can do it through JavaScript:
Use the canvg JavaScript library to render the SVG image using Canvas: https://github.com/gabelerner/canvg
Capture a data URI encoded as a JPG (or PNG) from the Canvas, according to these instructions: Capture HTML Canvas as gif/jpg/png/pdf?
jbeard4 solution worked beautifully.
I'm using Raphael SketchPad to create an SVG. Link to the files in step 1.
For a Save button (id of svg is "editor", id of canvas is "canvas"):
$("#editor_save").click(function() {
// the canvg call that takes the svg xml and converts it to a canvas
canvg('canvas', $("#editor").html());
// the canvas calls to output a png
var canvas = document.getElementById("canvas");
var img = canvas.toDataURL("image/png");
// do what you want with the base64, write to screen, post to server, etc...
});
This seems to work in most browsers:
function copyStylesInline(destinationNode, sourceNode) {
var containerElements = ["svg","g"];
for (var cd = 0; cd < destinationNode.childNodes.length; cd++) {
var child = destinationNode.childNodes[cd];
if (containerElements.indexOf(child.tagName) != -1) {
copyStylesInline(child, sourceNode.childNodes[cd]);
continue;
}
var style = sourceNode.childNodes[cd].currentStyle || window.getComputedStyle(sourceNode.childNodes[cd]);
if (style == "undefined" || style == null) continue;
for (var st = 0; st < style.length; st++){
child.style.setProperty(style[st], style.getPropertyValue(style[st]));
}
}
}
function triggerDownload (imgURI, fileName) {
var evt = new MouseEvent("click", {
view: window,
bubbles: false,
cancelable: true
});
var a = document.createElement("a");
a.setAttribute("download", fileName);
a.setAttribute("href", imgURI);
a.setAttribute("target", '_blank');
a.dispatchEvent(evt);
}
function downloadSvg(svg, fileName) {
var copy = svg.cloneNode(true);
copyStylesInline(copy, svg);
var canvas = document.createElement("canvas");
var bbox = svg.getBBox();
canvas.width = bbox.width;
canvas.height = bbox.height;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, bbox.width, bbox.height);
var data = (new XMLSerializer()).serializeToString(copy);
var DOMURL = window.URL || window.webkitURL || window;
var img = new Image();
var svgBlob = new Blob([data], {type: "image/svg+xml;charset=utf-8"});
var url = DOMURL.createObjectURL(svgBlob);
img.onload = function () {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
if (typeof navigator !== "undefined" && navigator.msSaveOrOpenBlob)
{
var blob = canvas.msToBlob();
navigator.msSaveOrOpenBlob(blob, fileName);
}
else {
var imgURI = canvas
.toDataURL("image/png")
.replace("image/png", "image/octet-stream");
triggerDownload(imgURI, fileName);
}
document.removeChild(canvas);
};
img.src = url;
}
The solution to convert SVG to blob URL and blob URL to png image
const svg=`<svg version="1.1" baseProfile="full" width="300" height="200"
xmlns="http://www.w3.org/2000/svg">
<rect width="100%" height="100%" fill="red" />
<circle cx="150" cy="100" r="80" fill="green" />
<text x="150" y="125" font-size="60" text-anchor="middle" fill="white">SVG</text></svg>`
svgToPng(svg,(imgData)=>{
const pngImage = document.createElement('img');
document.body.appendChild(pngImage);
pngImage.src=imgData;
});
function svgToPng(svg, callback) {
const url = getSvgUrl(svg);
svgUrlToPng(url, (imgData) => {
callback(imgData);
URL.revokeObjectURL(url);
});
}
function getSvgUrl(svg) {
return URL.createObjectURL(new Blob([svg], { type: 'image/svg+xml' }));
}
function svgUrlToPng(svgUrl, callback) {
const svgImage = document.createElement('img');
// imgPreview.style.position = 'absolute';
// imgPreview.style.top = '-9999px';
document.body.appendChild(svgImage);
svgImage.onload = function () {
const canvas = document.createElement('canvas');
canvas.width = svgImage.clientWidth;
canvas.height = svgImage.clientHeight;
const canvasCtx = canvas.getContext('2d');
canvasCtx.drawImage(svgImage, 0, 0);
const imgData = canvas.toDataURL('image/png');
callback(imgData);
// document.body.removeChild(imgPreview);
};
svgImage.src = svgUrl;
}
change svg to match your element
function svg2img(){
var svg = document.querySelector('svg');
var xml = new XMLSerializer().serializeToString(svg);
var svg64 = btoa(xml); //for utf8: btoa(unescape(encodeURIComponent(xml)))
var b64start = 'data:image/svg+xml;base64,';
var image64 = b64start + svg64;
return image64;
};svg2img()
My use case was to have the svg data loaded from a network and this ES6 Class did the Job.
class SvgToPngConverter {
constructor() {
this._init = this._init.bind(this);
this._cleanUp = this._cleanUp.bind(this);
this.convertFromInput = this.convertFromInput.bind(this);
}
_init() {
this.canvas = document.createElement("canvas");
this.imgPreview = document.createElement("img");
this.imgPreview.style = "position: absolute; top: -9999px";
document.body.appendChild(this.imgPreview);
this.canvasCtx = this.canvas.getContext("2d");
}
_cleanUp() {
document.body.removeChild(this.imgPreview);
}
convertFromInput(input, callback) {
this._init();
let _this = this;
this.imgPreview.onload = function() {
const img = new Image();
_this.canvas.width = _this.imgPreview.clientWidth;
_this.canvas.height = _this.imgPreview.clientHeight;
img.crossOrigin = "anonymous";
img.src = _this.imgPreview.src;
img.onload = function() {
_this.canvasCtx.drawImage(img, 0, 0);
let imgData = _this.canvas.toDataURL("image/png");
if(typeof callback == "function"){
callback(imgData)
}
_this._cleanUp();
};
};
this.imgPreview.src = input;
}
}
Here is how you use it
let input = "https://restcountries.eu/data/afg.svg"
new SvgToPngConverter().convertFromInput(input, function(imgData){
// You now have your png data in base64 (imgData).
// Do what ever you wish with it here.
});
If you want a vanilla JavaScript version, you could head over to Babel website and transpile the code there.
Here a function that works without libraries and returns a Promise:
/**
* converts a base64 encoded data url SVG image to a PNG image
* #param originalBase64 data url of svg image
* #param width target width in pixel of PNG image
* #return {Promise<String>} resolves to png data url of the image
*/
function base64SvgToBase64Png (originalBase64, width) {
return new Promise(resolve => {
let img = document.createElement('img');
img.onload = function () {
document.body.appendChild(img);
let canvas = document.createElement("canvas");
let ratio = (img.clientWidth / img.clientHeight) || 1;
document.body.removeChild(img);
canvas.width = width;
canvas.height = width / ratio;
let ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
try {
let data = canvas.toDataURL('image/png');
resolve(data);
} catch (e) {
resolve(null);
}
};
img.onerror = function() {
resolve(null);
};
img.src = originalBase64;
});
}
On Firefox there is an issue for SVGs without set width / height.
See this working example including a fix for the Firefox issue.
This is an old question, in 2022 we have ES6 and we don't need 3rd party libraries.
Here is a very basic way to convert svg images into other formats.
The trick is to load the svg element as an img element, then use a canvas element to convert the image into the desired format. So, four steps are needed:
Extract svg as xml data string.
Load the xml data string into a img element
Convert the img element to a dataURL using a canvas element
Load the converted dataURL into a new img element
Step 1
Extracting a svg as xml data string is simple, we don't need to convert it as a base64 string. We just serialize it as XML then we encode the string as a URI:
// Select the element:
const $svg = document.getElementById('svg-container').querySelector('svg')
// Serialize it as xml string:
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
// Encode it as a data string:
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
Step 2
Loading the xml data string into a img element:
// This function returns a Promise whenever the $img is loaded
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
$img.src = url
})
}
Step 3
Converting the img element to a dataURL using a canvas element:
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
return $canvas.toDataURL(`image/${format}`, 1.0)
Step 4
Loading the converted dataURL into a new img element:
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
Here you have a working snippet:
const $svg = document.getElementById('svg-container').querySelector('svg')
const $holder = document.getElementById('img-container')
const $label = document.getElementById('img-format')
const destroyChildren = $element => {
while ($element.firstChild) {
const $lastChild = $element.lastChild ?? false
if ($lastChild) $element.removeChild($lastChild)
}
}
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
})
}
const convertSVGtoImg = async e => {
const $btn = e.target
const format = $btn.dataset.format ?? 'png'
$label.textContent = format
destroyChildren($holder)
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
const img = await loadImage(svgData)
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
const dataURL = await $canvas.toDataURL(`image/${format}`, 1.0)
console.log(dataURL)
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
}
const buttons = [...document.querySelectorAll('[data-format]')]
for (const $btn of buttons) {
$btn.onclick = convertSVGtoImg
}
.wrapper {
display: flex;
flex-flow: row nowrap;
width: 100vw;
}
.images {
display: flex;
flex-flow: row nowrap;
width: 70%;
}
.image {
width: 50%;
display: flex;
flex-flow: row wrap;
justify-content: center;
}
.label {
width: 100%;
text-align: center;
}
<div class="wrapper">
<div class="item images">
<div class="image left">
<div class="label">svg</div>
<div id="svg-container">
<svg xmlns="http://www.w3.org/2000/svg" xml:space="preserve" width="200" height="200" viewBox="0 0 248 204">
<path fill="#1d9bf0" d="M221.95 51.29c.15 2.17.15 4.34.15 6.53 0 66.73-50.8 143.69-143.69 143.69v-.04c-27.44.04-54.31-7.82-77.41-22.64 3.99.48 8 .72 12.02.73 22.74.02 44.83-7.61 62.72-21.66-21.61-.41-40.56-14.5-47.18-35.07 7.57 1.46 15.37 1.16 22.8-.87-23.56-4.76-40.51-25.46-40.51-49.5v-.64c7.02 3.91 14.88 6.08 22.92 6.32C11.58 63.31 4.74 33.79 18.14 10.71c25.64 31.55 63.47 50.73 104.08 52.76-4.07-17.54 1.49-35.92 14.61-48.25 20.34-19.12 52.33-18.14 71.45 2.19 11.31-2.23 22.15-6.38 32.07-12.26-3.77 11.69-11.66 21.62-22.2 27.93 10.01-1.18 19.79-3.86 29-7.95-6.78 10.16-15.32 19.01-25.2 26.16z"/>
</svg>
</div>
</div>
<div class="image right">
<div id="img-format" class="label"></div>
<div id="img-container"></div>
</div>
</div>
<div class="item buttons">
<button id="btn-png" data-format="png">PNG</button>
<button id="btn-jpg" data-format="jpeg">JPG</button>
<button id="btn-webp" data-format="webp">WEBP</button>
</div>
</div>
Svg to png can be converted depending on conditions:
If svg is in format SVG (string) paths:
create canvas
create new Path2D() and set svg as parameter
draw path on canvas
create image and use canvas.toDataURL() as src.
example:
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
let svgText = 'M10 10 h 80 v 80 h -80 Z';
let p = new Path2D('M10 10 h 80 v 80 h -80 Z');
ctx.stroke(p);
let url = canvas.toDataURL();
const img = new Image();
img.src = url;
Note that Path2D not supported in ie and partially supported in edge. Polyfill solves that:
https://github.com/nilzona/path2d-polyfill
Create svg blob and draw on canvas using .drawImage():
make canvas element
make a svgBlob object from the svg xml
make a url object from domUrl.createObjectURL(svgBlob);
create an Image object and assign url to image src
draw image into canvas
get png data string from canvas: canvas.toDataURL();
Nice description:
https://web.archive.org/web/20200125162931/http://ramblings.mcpher.com:80/Home/excelquirks/gassnips/svgtopng
Note that in ie you will get exception on stage of canvas.toDataURL(); It is because IE has too high security restriction and treats canvas as readonly after drawing image there. All other browsers restrict only if image is cross origin.
Use canvg JavaScript library. It is separate library but has useful functions.
Like:
ctx.drawSvg(rawSvg);
var dataURL = canvas.toDataURL();
I recently discovered a couple of image tracing libraries for JavaScript that indeed are able to build an acceptable approximation to the bitmap, both size and quality. I'm developing this JavaScript library and CLI :
https://www.npmjs.com/package/svg-png-converter
Which provides unified API for all of them, supporting browser and node, non depending on DOM, and a Command line tool.
For converting logos/cartoon/like images it does excellent job. For photos / realism some tweaking is needed since the output size can grow a lot.
It has a playground although right now I'm working on a better one, easier to use, since more features has been added:
https://cancerberosgx.github.io/demos/svg-png-converter/playground/#
There are several ways to convert SVG to PNG using the Canvg library.
In my case, I needed to get the PNG blob from inline SVG.
The library documentation provides an example (see OffscreenCanvas example).
But this method does not work at the moment in Firefox. Yes, you can enable the gfx.offscreencanvas.enabled option in the settings. But will every user on the site do this? :)
However, there is another way that will work in Firefox too.
const el = document.getElementById("some-svg"); //this is our inline SVG
var canvas = document.createElement('canvas'); //create a canvas for the SVG render
canvas.width = el.clientWidth; //set canvas sizes
canvas.height = el.clientHeight;
const svg = new XMLSerializer().serializeToString(el); //convert SVG to string
//render SVG inside canvas
const ctx = canvas.getContext('2d');
const v = await Canvg.fromString(ctx, svg);
await v.render();
let canvasBlob = await new Promise(resolve => canvas.toBlob(resolve));
For the last line thanks to this answer
get data URIs from SVG:
data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}
prepare an Image
create a canvas and use toDataURL to export.
Example
<!-- test data-->
<svg width="400" height="400"><g transform="translate(23.915343915343925,-80.03971756398937)" class="glyph" stroke="#000000" fill="#a0a0a0"><path d="M74.97 108.70L74.97 108.70L100.08 110.77Q93.89 147.91 87.35 179.89L87.35 179.89L148.23 179.89L148.23 194.34Q143.76 277.91 113.84 339.81L113.84 339.81Q144.44 363.54 163.70 382.46L163.70 382.46L146.51 402.75Q128.62 384.18 101.80 361.83L101.80 361.83Q75.32 405.85 34.39 436.80L34.39 436.80L17.20 415.82Q57.43 386.93 82.20 345.66L82.20 345.66Q57.78 326.40 27.86 304.39L27.86 304.39Q44.37 257.96 56.75 203.97L56.75 203.97L19.26 203.97L19.26 179.89L61.90 179.89Q69.47 145.16 74.97 108.70ZM93.20 323.99L93.20 323.99Q118.65 272.06 123.12 203.97L123.12 203.97L82.20 203.97Q69.47 260.03 55.71 297.17L55.71 297.17Q76.01 311.61 93.20 323.99ZM160.26 285.13L160.26 260.37L239.71 260.37L239.71 216.01Q268.25 191.24 294.05 155.48L294.05 155.48L170.58 155.48L170.58 130.71L322.94 130.71L322.94 155.48Q297.49 191.93 265.50 223.92L265.50 223.92L265.50 260.37L337.38 260.37L337.38 285.13L265.50 285.13L265.50 397.59Q265.50 431.64 237.65 431.64L237.65 431.64L187.09 431.64L180.21 407.57Q202.22 407.91 227.67 407.91L227.67 407.91Q239.71 407.91 239.71 390.03L239.71 390.03L239.71 285.13L160.26 285.13Z"></path></g></svg>
<button title="download">svg2png</button>
<script>
const output = {"name": "result.png", "width": 64, "height": 64}
document.querySelector("button").onclick = () => {
const svgElem = document.querySelector("svg")
// const uriData = `data:image/svg+xml;base64,${btoa(svgElem.outerHTML)}` // it may fail.
const uriData = `data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}`
const img = new Image()
img.src = uriData
img.onload = () => {
const canvas = document.createElement("canvas");
[canvas.width, canvas.height] = [output.width, output.height]
const ctx = canvas.getContext("2d")
ctx.drawImage(img, 0, 0, output.width, output.height)
// 👇 download
const a = document.createElement("a")
const quality = 1.0 // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/imageSmoothingQuality
a.href = canvas.toDataURL("image/png", quality)
a.download = output.name
a.append(canvas)
a.click()
a.remove()
}
}
</script>
Here are my 2 cents. Somehow Download anchor tag is not working as expected in code snippet, however it was working fine in Chrome.
Here is working jsFiddle
const waitForImage = imgElem => new Promise(resolve => imgElem.complete ? resolve() : imgElem.onload = imgElem.onerror = resolve);
const svgToImgDownload = ext => {
if (!['png', 'jpg', 'webp'].includes(ext))
return;
const _svg = document.querySelector("#svg_container").querySelector('svg');
const xmlSerializer = new XMLSerializer();
let _svgStr = xmlSerializer.serializeToString(_svg);
const img = document.createElement('img');
img.src = 'data:image/svg+xml;base64,' + window.btoa(_svgStr);
waitForImage(img)
.then(_ => {
const canvas = document.createElement('canvas');
canvas.width = _svg.clientWidth;
canvas.height = _svg.clientHeight;
canvas.getContext('2d').drawImage(img, 0, 0, _svg.clientWidth, _svg.clientHeight);
return canvas.toDataURL('image/' + (ext == 'jpg' ? 'jpeg' : ext), 1.0);
})
.then(dataURL => {
console.log(dataURL);
document.querySelector("#img_download_btn").innerHTML = `Download`;
})
.catch(console.error);
};
document.querySelector('#map2Png').addEventListener('click', _ => svgToImgDownload('png'));
document.querySelector('#map2Jpg').addEventListener('click', _ => svgToImgDownload('jpg'));
document.querySelector('#map2Webp').addEventListener('click', _ => svgToImgDownload('webp'));
<div id="svg_container" style="float: left; width: 50%">
<svg width="200" height="200" viewBox="-100 -100 200 200">
<circle cx="0" cy="20" r="70" fill="#D1495B" />
<circle cx="0" cy="-75" r="12" fill="none" stroke="#F79257" stroke-width="2" />
<rect x="-17.5" y="-65" width="35" height="20" fill="#F79257" />
</svg>
</div>
<div>
<button id="map2Png">PNG</button>
<button id="map2Jpg">JPG</button>
<button id="map2Webp">WEBP</button>
</div>
<div id="img_download_btn"></div>

Using Self-Segmentation javascript of Mediapipe to pass user selfie as a texture on Networked-Aframe for multiplaying experiences

Well my target is to make a multiplaying 3D environment where the persons are represented by cubes that have as textures their selfie without the background. It is a kind of cheap virtual production without chroma key background. The background is removed with MediaPipe Selfie-Segmentation. The issue is that instead of having the other player texture on the cube (P1 should see P2, and P2 should see P1, each one sees his selfie. This means that P1 sees P1 and P2 sees P2 which is bad.
Live demo: https://vrodos-multiplaying.iti.gr/plain_aframe_mediapipe_testbed.html
Instructions: You should use two machines to test it Desktops, Laptops or Mobiles. Use only Chrome as Mediapipe is not working at other browsers. In case webpage jams, reload the webpage (Mediapipe is sometimes sticky). At least two machines should load the webpage in order to start the multiplaying environment.
Code:
<html>
<head>
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<!-- Selfie Segmentation of Mediapipe -->
<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/npm/#mediapipe/control_utils#0.6/control_utils.css" crossorigin="anonymous">
<script src="https://cdn.jsdelivr.net/npm/#mediapipe/camera_utils#0.3/camera_utils.js" crossorigin="anonymous"></script>
<script src="https://cdn.jsdelivr.net/npm/#mediapipe/control_utils#0.6/control_utils.js" crossorigin="anonymous"></script>
<script src="https://cdn.jsdelivr.net/npm/#mediapipe/drawing_utils#0.3/drawing_utils.js" crossorigin="anonymous"></script>
<script src="https://cdn.jsdelivr.net/npm/#mediapipe/selfie_segmentation#0.1/selfie_segmentation.js" crossorigin="anonymous"></script>
<!-- Networked A-frame -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/socket.io/2.3.0/socket.io.slim.js"></script>
<script src="/easyrtc/easyrtc.js"></script>
<script src="https://unpkg.com/networked-aframe/dist/networked-aframe.min.js"></script>
</head>
<body>
<a-scene networked-scene="
adapter: easyrtc;
video: true;
debug: true;
connectOnLoad: true;">
<a-assets>
<template id="avatar-template">
<a-box material="alphaTest: 0.5; transparent: true; side: both;"
width="1"
height="1"
position="0 0 0" rotation="0 0 0"
networked-video-source-mediapiped></a-box>
</template>
</a-assets>
<a-entity id="player"
networked="template:#avatar-template;attachTemplateToLocal:false;"
camera wasd-controls look-controls>
</a-entity>
<a-plane position="0 -2 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4" ></a-plane>
<a-sky color="#777"></a-sky>
</a-scene>
</body>
<script>
// Networked Aframe : Register new component for streaming the Selfie-Segmentation video stream
AFRAME.registerComponent('networked-video-source-mediapiped', {
schema: {
},
dependencies: ['material'],
init: function () {
this.videoTexture = null;
this.video = null;
this.stream = null;
this._setMediaStream = this._setMediaStream.bind(this);
NAF.utils.getNetworkedEntity(this.el).then((networkedEl) => {
const ownerId = networkedEl.components.networked.data.owner;
if (ownerId) {
NAF.connection.adapter.getMediaStream(ownerId, "video")
.then(this._setMediaStream)
.catch((e) => NAF.log.error(`Error getting media stream for ${ownerId}`, e));
} else {
// Correctly configured local entity, perhaps do something here for enabling debug audio loopback
}
});
},
_setMediaStream(newStream) {
if(!this.video) {
this.setupVideo();
}
if(newStream != this.stream) {
if (this.stream) {
this._clearMediaStream();
}
if (newStream) {
this.video.srcObject = canvasElement.captureStream(30);
this.videoTexture = new THREE.VideoTexture(this.video);
this.videoTexture.format = THREE.RGBAFormat;
// Mesh to send
const mesh = this.el.getObject3D('mesh');
mesh.material.map = this.videoTexture;
mesh.material.needsUpdate = true;
}
this.stream = newStream;
}
},
_clearMediaStream() {
this.stream = null;
if (this.videoTexture) {
if (this.videoTexture.image instanceof HTMLVideoElement) {
// Note: this.videoTexture.image === this.video
const video = this.videoTexture.image;
video.pause();
video.srcObject = null;
video.load();
}
this.videoTexture.dispose();
this.videoTexture = null;
}
},
remove: function() {
this._clearMediaStream();
},
setupVideo: function() {
if (!this.video) {
const video = document.createElement('video');
video.setAttribute('autoplay', true);
video.setAttribute('playsinline', true);
video.setAttribute('muted', true);
this.video = video;
}
}
});
// ----- Mediapipe ------
const controls = window;
//const mpSelfieSegmentation = window;
const examples = {
images: [],
// {name: 'name', src: 'https://url.com'},
videos: [],
};
const fpsControl = new controls.FPS();
let activeEffect = 'background';
const controlsElement = document.createElement('control-panel');
var canvasElement = document.createElement('canvas');
canvasElement.height= 1000;
canvasElement.width = 1000;
var canvasCtx = canvasElement.getContext('2d');
// --------
function drawResults(results) {
canvasCtx.clearRect(0, 0, canvasElement.width, canvasElement.height);
canvasCtx.drawImage(results.segmentationMask, 0, 0, canvasElement.width, canvasElement.height);
canvasCtx.globalCompositeOperation = 'source-in';
canvasCtx.drawImage(results.image, 0, 0, canvasElement.width, canvasElement.height);
}
const selfieSegmentation = new SelfieSegmentation({
locateFile: (file) => {
console.log(file);
return `https://cdn.jsdelivr.net/npm/#mediapipe/selfie_segmentation#0.1/${file}`;
}
});
selfieSegmentation.onResults(drawResults);
// -------------
new controls
.ControlPanel(controlsElement, {
selfieMode: true,
modelSelection: 1,
effect: 'background',
})
.add([
new controls.StaticText({title: 'MediaPipe Selfie Segmentation'}),
fpsControl,
new controls.Toggle({title: 'Selfie Mode', field: 'selfieMode'}),
new controls.SourcePicker({
onSourceChanged: () => {
selfieSegmentation.reset();
},
onFrame: async (input, size) => {
const aspect = size.height / size.width;
let width, height;
if (window.innerWidth > window.innerHeight) {
height = window.innerHeight;
width = height / aspect;
} else {
width = window.innerWidth;
height = width * aspect;
}
canvasElement.width = width;
canvasElement.height = height;
await selfieSegmentation.send({image: input});
},
examples: examples
}),
new controls.Slider({
title: 'Model Selection',
field: 'modelSelection',
discrete: ['General', 'Landscape'],
}),
new controls.Slider({
title: 'Effect',
field: 'effect',
discrete: {'background': 'Background', 'mask': 'Foreground'},
}),
])
.on(x => {
const options = x;
//videoElement.classList.toggle('selfie', options.selfieMode);
activeEffect = x['effect'];
selfieSegmentation.setOptions(options);
});
</script>
</html>
Screenshot:
Here Player 1 sees Player 1 stream instead of Player 2 stream (Grrrrrr):
Well, I found it. The problem was that a MediaStream can have many video tracks. See my answer here:
https://github.com/networked-aframe/networked-aframe/issues/269
Unfortunately networked-aframe EasyRtcAdapter does not support many MediaStreams, but it is easy to add another video track and then get videotrack[1] instead of videotrack[0]. I should make a special EasyRtcAdapter to avoid having two video tracks and avoid overstressing bandwidth.

Videojs : How can I disable play/pause on click?

I am using the videojs framework.
I want to implement click action.
When I click the player, I want to get information about mouse position (x,y) and current time in video.
However, I don't want to play/pause video.
and I want to show control bar.
How can I do?
Here is body part (below)
<video
id="myvideo"
class="video-js"
controls
preload="auto"
data-setup='{}'>
<source src="http://media.w3.org/2010/05/sintel/trailer.mp4" type="video/mp4"></source>
<source src="http://media.w3.org/2010/05/sintel/trailer.webm" type="video/webm"></source>
<source src="http://media.w3.org/2010/05/sintel/trailer.ogv" type="video/ogg"></source>
<p class="vjs-no-js">
To view this video please enable JavaScript, and consider upgrading to a
web browser that
<a href="http://videojs.com/html5-video-support/" target="_blank">
supports HTML5 video
</a>
</p>
</video>
<script type="text/javascript">
videoElement = document.getElementById("myvideo");
videoElement.addEventListener("mousedown", mouseHandler, false);
function getElementCSSSize(el) {
var cs = getComputedStyle(el);
var w = parseInt(cs.getPropertyValue("width"), 10);
var h = parseInt(cs.getPropertyValue("height"), 10);
return {width: w, height: h}
}
function mouseHandler(event) {
var size = getElementCSSSize(this);
var scaleX = this.videoWidth / size.width;
var scaleY = this.videoHeight / size.height;
var rect = this.getBoundingClientRect(); // absolute position of element
var x = ((event.clientX - rect.left) * scaleX + 0.5)|0; // round to integer
var y = ((event.clientY - rect.top ) * scaleY + 0.5)|0;
console.log("x : " + x);
console.log("y : " + y);
console.log("Video Current Time :" + videoElement.currentTime);
}
</script>
I tried this code in css file.
.vjs-tech {
pointer-events: none;
}
If I write this statement, video player don't play or stop when I click the video. But, my mouseHandler action is also didn't work.
My videojs version is 6.2.0
I solved this problem. In my click event, I implemented play toggle action again.
function mouseHandler(event) {
if(video.paused()){
video.play();
}
else{
video.pause();
}
var size = getElementCSSSize(this);
var scaleX = this.videoWidth / size.width;
var scaleY = this.videoHeight / size.height;
var rect = this.getBoundingClientRect(); // absolute position of element
var x = ((event.clientX - rect.left) * scaleX + 0.5)|0; // round to integer
var y = ((event.clientY - rect.top ) * scaleY + 0.5)|0;
console.log("x : " + x);
console.log("y : " + y);
console.log("Video Current Time :" + videoElement.currentTime);
}
I solved this problem by css and changing option setting.
css:
.video-js.vjs-has-started .vjs-tech {
pointer-events: none;
}
JS:
var options = {controlBar: {
children: [
"durationDisplay",
"timeDivider",
"currentTimeDisplay",
"fullscreenToggle"
]
}};
var player = videojs('my-player', options);
enter link description here

THREE.JS Camera rotation lost when Orbit control is used

To get you into the context, let say i have a camera
camera = new THREE.PerspectiveCamera();
camera.position.set(1,1,1);
camera.lookAt(scene.position);
camera.rotation.set(Math.PI/2, 0 ,0) // <=== this is lost when the orbit control move
then i create an orbit control
controls = new THREE.OrbitControls(camera, renderer.domElement);
The Problem is that when i use the orbit control by dragging the mouse on click or zooming, the camera rotation is lost.
I tried using controls.update() but it's not working
Edit
Here is a link for a jsfiddle
var camera;
var scene;
var conrols;
var renderer;
function init() {
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
camera.position.set(0, 0, 5);
scene.add(camera);
scene.add(new THREE.AmbientLight(0xffffff, 0.6));
var light1 = new THREE.HemisphereLight(0xffffbb, 0x080820, 0.7)
scene.add(light1);
var light2 = new THREE.SpotLight(0xffffff, 0.5);
light2.position.set(4, 7, 23);
scene.add(light2);
var light3 = new THREE.SpotLight(0xffffff, 0.5);
light3.position.set(4, 7, -23);
//scene.add(light3);
var geometry = new THREE.BoxGeometry(2, 1, 1);
var material = new THREE.MeshLambertMaterial({
color: 0x00ffff
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
controls = new THREE.OrbitControls(camera, renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
document.getElementById('button').onclick = function() {
//console.log("position");
//console.log(camera.position);
//console.log("rotation");
//console.log(camera.rotation);
camera.rotation.set(0, 0, 1.57);
// camera.position.set(-0.041, 1.9, -1.21);
}
init();
animate();
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<button id="button">change rotation</button>
in my original application i have a 3D foot mesh. Sometimes i need to have a vertical view of the backfoot with only a click. So i apply a camera rotation. but when i move the camera with orbit control the camera rotation jumps to the old value.
You can switch to a second camera like 2pha says or you can set controls.enableRotate = false;

How to record a video using webrtc

I need to record a video using the laptop camera on my website built using nodejs. For this I am using webRTC. So far I could take a photo using the laptop camera but I need to record a video. Could some one help as to how the code would go? My current code is as follows:
<video id="video"></video>
<button id="startbutton">Take photo</button>
<button id="pausebutton">Pause</button>
<button id="resumebutton">Resume</button>
<canvas id="canvas"></canvas>
<script type="text/javascript">
(function() {
var streaming = false,
video = document.querySelector('#video'),
canvas = document.querySelector('#canvas'),
//photo = document.querySelector('#photo'),
startbutton = document.querySelector('#startbutton'),
width = 620,
height = 50;
navigator.getMedia = ( navigator.getUserMedia ||
navigator.webkitGetUserMedia ||
navigator.mozGetUserMedia ||
navigator.msGetUserMedia);
navigator.getMedia(
{
video: true,
audio: false
},
function(stream) {
if (navigator.mozGetUserMedia) {
video.mozSrcObject = stream;
} else {
var vendorURL = window.URL || window.webkitURL;
video.src = vendorURL.createObjectURL(stream);
}
video.play();
},
function(err) {
console.log("An error occured! " + err);
}
);
video.addEventListener('canplay', function(ev){
if (!streaming) {
height = video.videoHeight / (video.videoWidth/width);
video.setAttribute('width', width);
video.setAttribute('height', height);
canvas.setAttribute('width', width);
canvas.setAttribute('height', height);
streaming = true;
}
}, false);
function takepicture() {
canvas.width = width;
canvas.height = height;
canvas.getContext('2d').drawImage(video, 0, 0, width, height);
var data = canvas.toDataURL('image/png');
// photo.setAttribute('src', data);
}
function pausevideo() {
canvas.width = width;
canvas.height = height;
video.pause();
}
function resumevideo() {
canvas.width = width;
canvas.height = height;
video.play();
}
startbutton.addEventListener('click', function(ev){
takepicture();
ev.preventDefault();
}, false);
pausebutton.addEventListener('click', function(ev){
pausevideo();
ev.preventDefault();
}, false);
resumebutton.addEventListener('click', function(ev){
resumevideo();
ev.preventDefault();
}, false);
})();
</script>
I am not going to write code for you(you seem pretty capable if you have gotten this far) but here are some pointers to get you in the right direction.
Assign a global variable the value of the stream when you grab it(this way you can reuse the same stream in numerous functions
Once you have the stream you can easily follow the tutorials at RTC-Recording, there is a write to disk method that should help you out in downloading the recording
If you have a stream, this is how to start using RecordRTC.
var options = {
type: 'video'
};
var recordRTC = RecordRTC(mediaStream, options);
recordRTC.startRecording();
recordRTC.stopRecording(function(videoURL) {
mediaElement.src = videoURL; //plays the recorded blob url on that src
});