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Javascript相机快照拉伸过大_Javascript_Html - Fatal编程技术网

Javascript相机快照拉伸过大

Javascript相机快照拉伸过大,javascript,html,Javascript,Html,我正在尝试通过javascript从某人的网络摄像头拍摄快照。代码可以正常工作,但生成的图像拉伸太大,我无法阅读 我搞砸了:ctx.drawImage(视频,0,0);线 我试过ctx.drawImage(视频,001280720);没有区别 我试过ctx.drawImage(视频,0100);差别很大。它使整个图像看起来很清晰,但对眼睛来说太小了 代码: <html> <head> <video autoplay></video> <img

我正在尝试通过javascript从某人的网络摄像头拍摄快照。代码可以正常工作,但生成的图像拉伸太大,我无法阅读

我搞砸了:ctx.drawImage(视频,0,0);线

我试过ctx.drawImage(视频,001280720);没有区别

我试过ctx.drawImage(视频,0100);差别很大。它使整个图像看起来很清晰,但对眼睛来说太小了

代码:

<html>
<head>
<video autoplay></video>
<img src="" width=1280, height=720>
<canvas style="display:none;"></canvas>
<script>
  var errorCallback = function(e) {
    console.log('Reeeejected!', e);
    video.src = 'failure.mp4'; // fallback.
  };

navigator.getUserMedia  = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;

var video = document.querySelector('video');
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var localMediaStream = null;
var hdConstraints = {
  video: {
    mandatory: {
      minWidth: 1280,
      minHeight: 720
    }
  }
};

function snapshot() {
    if (localMediaStream) {
      ctx.drawImage(video, 0, 0);
      // "image/webp" works in Chrome.
      // Other browsers will fall back to image/png.
      document.querySelector('img').src = canvas.toDataURL('image/webp');
    }
  }

 function success(stream) {
     video.src = window.URL.createObjectURL(stream);
    localMediaStream = stream;
 }
video.addEventListener('click', snapshot, false);
navigator.getUserMedia(hdConstraints, success,errorCallback);
</script>
</head>
</html>

var errorCallback=函数(e){
log('reeejected!',e);
video.src='failure.mp4';//回退。
};
navigator.getUserMedia=navigator.getUserMedia | | navigator.webkitGetUserMedia | | navigator.mozGetUserMedia | | navigator.msGetUserMedia;
var video=document.querySelector('video');
var canvas=document.querySelector('canvas');
var ctx=canvas.getContext('2d');
var localMediaStream=null;
var hdConstraints={
视频:{
强制性:{
最小宽度:1280,
最小身高:720
}
}
};
函数快照(){
if(本地媒体流){
ctx.drawImage(视频,0,0);
//“图像/webp”在Chrome中工作。
//其他浏览器将退回到image/png。
document.querySelector('img').src=canvas.toDataURL('image/webp');
}
}
功能成功(流){
video.src=window.URL.createObjectURL(流);
localMediaStream=stream;
}
video.addEventListener('click',snapshot,false);
getUserMedia(hdConstraints、success、errorCallback);
结果:

<html>
<head>
<video autoplay></video>
<img src="" width=1280, height=720>
<canvas style="display:none;"></canvas>
<script>
  var errorCallback = function(e) {
    console.log('Reeeejected!', e);
    video.src = 'failure.mp4'; // fallback.
  };

navigator.getUserMedia  = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;

var video = document.querySelector('video');
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var localMediaStream = null;
var hdConstraints = {
  video: {
    mandatory: {
      minWidth: 1280,
      minHeight: 720
    }
  }
};

function snapshot() {
    if (localMediaStream) {
      ctx.drawImage(video, 0, 0);
      // "image/webp" works in Chrome.
      // Other browsers will fall back to image/png.
      document.querySelector('img').src = canvas.toDataURL('image/webp');
    }
  }

 function success(stream) {
     video.src = window.URL.createObjectURL(stream);
    localMediaStream = stream;
 }
video.addEventListener('click', snapshot, false);
navigator.getUserMedia(hdConstraints, success,errorCallback);
</script>
</head>
</html>
视频:

<html>
<head>
<video autoplay></video>
<img src="" width=1280, height=720>
<canvas style="display:none;"></canvas>
<script>
  var errorCallback = function(e) {
    console.log('Reeeejected!', e);
    video.src = 'failure.mp4'; // fallback.
  };

navigator.getUserMedia  = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;

var video = document.querySelector('video');
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var localMediaStream = null;
var hdConstraints = {
  video: {
    mandatory: {
      minWidth: 1280,
      minHeight: 720
    }
  }
};

function snapshot() {
    if (localMediaStream) {
      ctx.drawImage(video, 0, 0);
      // "image/webp" works in Chrome.
      // Other browsers will fall back to image/png.
      document.querySelector('img').src = canvas.toDataURL('image/webp');
    }
  }

 function success(stream) {
     video.src = window.URL.createObjectURL(stream);
    localMediaStream = stream;
 }
video.addEventListener('click', snapshot, false);
navigator.getUserMedia(hdConstraints, success,errorCallback);
</script>
</head>
</html>

图像输出:

<html>
<head>
<video autoplay></video>
<img src="" width=1280, height=720>
<canvas style="display:none;"></canvas>
<script>
  var errorCallback = function(e) {
    console.log('Reeeejected!', e);
    video.src = 'failure.mp4'; // fallback.
  };

navigator.getUserMedia  = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;

var video = document.querySelector('video');
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var localMediaStream = null;
var hdConstraints = {
  video: {
    mandatory: {
      minWidth: 1280,
      minHeight: 720
    }
  }
};

function snapshot() {
    if (localMediaStream) {
      ctx.drawImage(video, 0, 0);
      // "image/webp" works in Chrome.
      // Other browsers will fall back to image/png.
      document.querySelector('img').src = canvas.toDataURL('image/webp');
    }
  }

 function success(stream) {
     video.src = window.URL.createObjectURL(stream);
    localMediaStream = stream;
 }
video.addEventListener('click', snapshot, false);
navigator.getUserMedia(hdConstraints, success,errorCallback);
</script>
</head>
</html>

因此,结合@Loktar的评论,我确定秘密在于在html中设置画布大小,如下所示:

<canvas style="display:none;" width=1280 height=720></canvas>

这允许全屏(方面正确)捕获


希望这对其他人有帮助

在正确的轨道上,更改
ctx.drawImage(视频,0,01280720)到类似于ctx.drawImage(视频,0,0640360)的东西例如。基本上,你需要调整大小并保持相同的纵横比,以使其看起来正确。哦,好吧,这是有意义的,我确实使用以下方法使整个图像适合:ctx.drawImage(视频,0,0,320180);。但图像质量的损失是巨大的。有什么办法可以避免吗?