【发布时间】:2023-03-18 13:06:01
【问题描述】:
是否可以将 html5 视频显示为画布的一部分?
基本上与在画布中绘制图像的方式相同。
context.drawVideo(vid, 0, 0);
谢谢!
【问题讨论】:
是否可以将 html5 视频显示为画布的一部分?
基本上与在画布中绘制图像的方式相同。
context.drawVideo(vid, 0, 0);
谢谢!
【问题讨论】:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
video.addEventListener('play', function () {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
我猜上面的代码是自我解释的,如果没有在下面发表评论,我会尝试解释上面的几行代码
编辑:
这是一个在线示例,仅供您参考:)
Demo
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
// set canvas size = video size when known
video.addEventListener('loadedmetadata', function() {
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
});
video.addEventListener('play', function() {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
<div id="theater">
<video id="video" src="http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv" controls="false"></video>
<canvas id="canvas"></canvas>
<label>
<br />Try to play me :)</label>
<br />
</div>
【讨论】:
requestAnimationFrame
显示视频与显示图像大致相同。细微差别与 onload 事件有关,而且您需要每帧渲染视频,否则您只会看到一帧而不是动画帧。
下面的演示与示例有一些细微差别。静音功能(在视频下单击静音/声音以切换声音)和一些错误检查以捕获 IE9+ 和 Edge(如果它们没有正确的驱动程序)。
使答案保持最新。user372551 之前的答案已过时(2010 年 12 月),并且使用的渲染技术存在缺陷。它使用setTimeout 和 33.333..ms 的速率,setTimeout 将舍入到 33ms,这将导致帧每两秒丢弃一次,如果视频帧速率高于 30,可能会丢弃更多帧。使用 @ 987654326@ 还将引入由于 setTimeout 无法同步到显示硬件而创建的视频剪切。
目前没有可靠的方法可以确定视频帧速率,除非您事先知道视频帧速率,否则您应该在浏览器上以可能的最大显示刷新率显示它。 60帧
给出的最佳答案是当时(6 年前)最好的解决方案,因为 requestAnimationFrame 没有得到广泛支持(如果有的话),但 requestAnimationFrame 现在是主要浏览器的标准,应该使用而不是 setTimeout减少或消除掉帧,并防止剪切。
加载视频并将其设置为循环播放。在您单击视频之前,视频不会播放。再次单击将暂停。视频下方有一个静音/声音按钮。视频默认静音。
注意 IE9+ 和 Edge 的用户。您可能无法播放视频格式 WebM,因为它需要额外的驱动程序才能播放视频。可以在 tools.google.com Download IE9+ WebM support
找到它们
// This code is from the example document on stackoverflow documentation. See HTML for link to the example.
// This code is almost identical to the example. Mute has been added and a media source. Also added some error handling in case the media load fails and a link to fix IE9+ and Edge support.
// Code by Blindman67.
// Original source has returns 404
// var mediaSource = "http://video.webmfiles.org/big-buck-bunny_trailer.webm";
// New source from wiki commons. Attribution in the leading credits.
var mediaSource = "http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv"
var muted = true;
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
var video = document.createElement("video"); // create a video element
video.src = mediaSource;
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
video.muted = muted;
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
// To handle errors. This is not part of the example at the moment. Just fixing for Edge that did not like the ogv format video
video.onerror = function(e){
document.body.removeChild(canvas);
document.body.innerHTML += "<h2>There is a problem loading the video</h2><br>";
document.body.innerHTML += "Users of IE9+ , the browser does not support WebM videos used by this demo";
document.body.innerHTML += "<br><a href='https://tools.google.com/dlpage/webmmf/'> Download IE9+ WebM support</a> from tools.google.com<br> this includes Edge and Windows 10";
}
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(updateCanvas);
// add instruction
document.getElementById("playPause").textContent = "Click video to play/pause.";
document.querySelector(".mute").textContent = "Mute";
}
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height);
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
video.muted = muted;
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
}
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
function videoMute(){
muted = !muted;
if(muted){
document.querySelector(".mute").textContent = "Mute";
}else{
document.querySelector(".mute").textContent= "Sound on";
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
document.querySelector(".mute").addEventListener("click",videoMute)
body {
font :14px arial;
text-align : center;
background : #36A;
}
h2 {
color : white;
}
canvas {
border : 10px white solid;
cursor : pointer;
}
a {
color : #F93;
}
.mute {
cursor : pointer;
display: initial;
}
<h2>Basic Video & canvas example</h2>
<p>Code example from Stackoverflow Documentation HTML5-Canvas<br>
<a href="https://stackoverflow.com/documentation/html5-canvas/3689/media-types-and-the-canvas/14974/basic-loading-and-playing-a-video-on-the-canvas#t=201607271638099201116">Basic loading and playing a video on the canvas</a></p>
<canvas id="myCanvas" width = "532" height ="300" ></canvas><br>
<h3><div id = "playPause">Loading content.</div></h3>
<div class="mute"></div><br>
<div style="font-size:small">Attribution in the leading credits.</div><br>
使用画布渲染视频为您提供了关于在 fx 中显示和混合的其他选项。下图显示了您可以使用画布获得的一些 FX。使用 2D API 提供了广泛的创意可能性。
与答案相关的图片Fade canvas video from greyscale to color
查看上述演示中的视频标题,了解上述图片中内容的归属。
【讨论】:
video.autoPlay 都是小写字母(由于某种原因不遵循典型的驼峰写法),例如:video.autoplay。它并不是真正需要的,因为它默认为 false ,除非在视频标签中定义。大多数可用的视频是 30 fps (ntsc/hd) 或 25 fps (pal),因此您通常可以安全地在循环内切换绘图,因此您只能绘制 30 fps(每秒节省 30 个绘图操作)。
video,play(); 添加为函数 readyToPlayVideo 的最后一行,它是媒体事件的侦听器 canplay 但是,如果视频不在当前活动的浏览器选项卡中,则可能无法播放。
您需要更新 currentTime 视频元素,然后在画布中绘制帧。不要在视频上初始化 play() 事件。
您也可以使用 for ex。这个插件https://github.com/tstabla/stVideo
【讨论】:
这是一个使用更现代的语法并且比已经提供的更简洁的解决方案:
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener('play', () => {
function step() {
ctx.drawImage(video, 0, 0, canvas.width, canvas.height)
requestAnimationFrame(step)
}
requestAnimationFrame(step);
})
一些有用的链接:
【讨论】: