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Motion jpeg in html5 canvas

I'm trying to wrap motion jpeg (mjpeg) stream (from webcam) into html5 canvas. I know Safari and Chrome have native support for mjpeg so that I can put it into img to make it work. The reason I want to wrap it in canvas is that I want to do some post processing on it.

I know i can use drawImage to load an image (and mjpeg):

<html>
  <body>
    <canvas id='test_canvas' width='640px' height='480px' style='border:1px solid #d3d3d3'>
    </canvas>
    <script language="JavaScript">
      var ctx = document.getElementById('test_canvas').getContext('2d');
      var img = new Image();
      img.onload = function() {
        ctx.drawImage(img, 0, 0);
      };
      var theDate = new Date();
      img.src = "http://some.video.stream.edu/axis-cgi/mjpg/video.cgi?";
    </script>
  </body>
</html>

However, it load mjpeg as an image so only display the first frame. Put ctx.drawImage(img, 0, 0) into a while (true) loop also not help (not surprisingly).

I think there should be some tricks to make it work, still googling around, just not sure which direction is more promising. It is OK to be only supported by some reasonably modern browsers.

like image 686
clwen Avatar asked Nov 21 '12 19:11

clwen


2 Answers

Another solution is to add this in you javascript.

window.setInterval("refreshCanvas()", 10);
function refreshCanvas(){
  ctx.drawImage(img, 0, 0);
};

It will redraw the image in the Canvas every 10 ms.

BR / Fredrik

like image 60
Fredrik Avatar answered Nov 19 '22 15:11

Fredrik


Finally got it works by using this library: http://www.ros.org/wiki/mjpegcanvasjs/Tutorials/CreatingASingleStreamCanvas.

Still fighting with cross-origin problem though. My another question on SO: Canvas tainted by cross-origin data.

like image 39
clwen Avatar answered Nov 19 '22 13:11

clwen