Capture stunning photos using nothing more than your webcam and the power of JavaScript. In this article, we'll explore how to tap into your webcam's capabilities and utilize JavaScript to capture high-quality images directly from your browser.
With just a few lines of code, you can unlock a whole new world of creative possibilities. Get ready to embark on an exciting journey of webcam-based photography with JavaScript as your guide.
We can use the WebRTC API to capture still photos using the device camera in Javascript. In this tutorial, we will learn how to stream video from a webcam or the device's camera, and how to capture a still photo that can be used for any purpose like uploading to the server, etc.
How to Capture Photo Using Webcam in JavaScript
If you are a beginner in Javascript, you can learn Javascript by using our detailed tutorial set.
So, let's not waste any more time and jump into the code implementation.
Code to Capture Photos using the device camera in Javascript
In the HTML code, we will define a section for streaming the video captured from the camera, where the user will see their live video, pose, and finally capture a photo.
We will have a Take Photo button, which will trigger the photo capturing.
And another section in which we will display the output. In that section, we will have an empty <img>
tag, in which we will add the output image.
Here is the HTML code:
<div class="contentarea">
<h1>
Using Javascript to capture Photo
</h1>
<div class="camera">
<video id="video">Video stream not available.</video>
</div>
<div><button id="startbutton">Take photo</button></div>
<canvas id="canvas"></canvas>
<div class="output">
<img id="photo" alt="The screen capture will appear in this box.">
</div>
</div>
If you observe the above HTML code, you will see that we have an HTML canvas tag too, well this is where intermediate image frames are stored before they are converted into an image of proper format to be shown using the <img>
tag.
We will keep the canvas tag hidden using CSS, you can see the CSS style rules in the live example snippet at the end. Now let's move to the Javascript code.
Time for some Javascript
The Javascript code is divided into 3 sections.
-
The basic setup
-
Clear the photo
-
Capturing the photo
The Basic setup
The basic startup part involves the initialization of variables, asking the user for permission to access the webcam, then starting video streaming from the webcam, getting references to all the HTML elements which we will be using in the Javascript code, etc.
We will also handle the video streaming getting started in the video
tag defined above in HTML, to adjust the height, width, etc of incoming video.
And we will be adding a click event listener to the Take photo button.
Here's the code for the startup()
function:
function startup() {
video = document.getElementById('video');
canvas = document.getElementById('canvas');
photo = document.getElementById('photo');
startbutton = document.getElementById('startbutton');
// access video stream from webcam
navigator.mediaDevices.getUserMedia({
video: true,
audio: false
})
// on success, stream it in video tag
.then(function(stream) {
video.srcObject = stream;
video.play();
})
.catch(function(err) {
console.log("An error occurred: " + err);
});
video.addEventListener('canplay', function(ev) {
if (!streaming) {
height = video.videoHeight / (video.videoWidth / width);
if (isNaN(height)) {
height = width / (4 / 3);
}
video.setAttribute('width', width);
video.setAttribute('height', height);
canvas.setAttribute('width', width);
canvas.setAttribute('height', height);
streaming = true;
}
}, false);
startbutton.addEventListener('click', function(ev) {
takepicture();
ev.preventDefault();
}, false);
clearphoto();
}
We will be calling this startup function when the HTML page loads, by adding the following code window.addEventListener('load', startup, false);
.
Clearing the Photo
In this, we collect the frames of the photo from the canvas and then convert it into a format like PNG or any other to show it in the HTML page.
function clearphoto() {
var context = canvas.getContext('2d');
context.fillStyle = "#AAA";
context.fillRect(0, 0, canvas.width, canvas.height);
var data = canvas.toDataURL('image/png');
photo.setAttribute('src', data);
}
Capturing the Photo
This is the main part where we capture a frame from the video stream.
function takepicture() {
var context = canvas.getContext('2d');
if (width && height) {
canvas.width = width;
canvas.height = height;
context.drawImage(video, 0, 0, width, height);
var data = canvas.toDataURL('image/png');
photo.setAttribute('src', data);
} else {
clearphoto();
}
}
And we are done. It's time to see the code in action now.
Live Code
Here is the live code. Click on Run to see the code in action. The first time, you will be asked to give access to your Webcam, so please click on Allow.
Wrapping Up
The fusion of webcam technology and JavaScript opens up a realm of captivating possibilities for photography enthusiasts and web developers alike. By harnessing the power of JavaScript, you can easily tap into your webcam's potential, capturing stunning photos directly from your browser.
This seamless integration eliminates the need for additional hardware or complex setups, making it accessible to everyone. So, whether you're an aspiring photographer or a web enthusiast seeking to expand your skill set, embrace the wonders of webcam-based photography in JavaScript, and let your creativity shine through the lens of your webcam.
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