参考HTML5Rocks的这篇文章实现的一个简单的例子。javascript
思路以下:
1. 把冰箱门打开
2. 把大象放进冰箱里
3. 把冰箱门关上css
好了不开玩笑了,其实思路是:
1. 经过getUserMedia调用设备的摄像头(电脑、手机均可以,取决于浏览器对这个API的支持状况),并将资源放入video标签。
2. 将video内的视频资源经过canvas的drawImage API放入canvas里,这个canvas是不显示的。
3. 将canvas的内容转换成base64编码的webp格式的图像(若是浏览器不支持这个格式,会fallback到png格式)放入img里,因而你就能看到你拍的照片了。html
不废话了,上代码:html5
<!doctype html> <html> <head> <title>html5 capture test</title> <link rel="stylesheet" href="style.css"> </head> <body> <video autoplay></video> <img src=""> <canvas style="display: none;"></canvas> <button id="capture">snapshot</button> <script src="index.js"></script> </body> </html>
var video = document.querySelector('video'); var canvas = document.querySelector('canvas'); var ctx = canvas.getContext('2d'); var localMediaStream = null; var snapshot = function () { if (localMediaStream) { ctx.drawImage(video, 0, 0); document.querySelector('img').src = canvas.toDataURL('image/webp'); } }; var sizeCanvas = function () { setTimeout(function () { canvas.width = video.videoWidth; canvas.height = video.videoHeight; img.width = video.videoWidth; img.height = video.videoHeight; }, 100); }; var btnCapture = document.getElementById('capture'); btnCapture.addEventListener('click', snapshot, false); navigator.webkitGetUserMedia( {video: true}, function (stream) { video.src = window.URL.createObjectURL(stream); localMediaStream = stream; sizeCanvas(); }, function () { alert('your browser does not support getUserMedia'); } );
// cross platforms var myGetUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;