I'm displaying a live video stream in a HTML5 canvas which works fine.
Now, what I need to do is to check for any "motion" in the camera which is being displayed in the HTML5 Canvas.
During my research, I found out that this can be done by checking the previous frame with the current frame that's being displayed in the canvas.
So I tried this code within a setInterval function:
var c = document.querySelector('.mycanv');
var ctx = c.getContext("2d");
var imageData = ctx.getImageData(0, 0, 200, 200);
var data = imageData.data.length;
console.log(data);
However, when I look in the console, the Number that the variable data outputs is always the same which is 16000! and it wont change even if there is a movemnet infront of the camera.
I'm not entirely sure if I am on a right track.
Could someone please advice on this issue and point me in a right direction please?
Thanks in advance.
Here is a minified and simple example:
https://jsfiddle.net/2648xwgz/
Basically, the code draws a frame of the video in the canvas.
Now, what I need to do is to check if the previous frame/image in the canvas is the same as the current frame/image.
Second EDIT:
Okay, so I've taken all the advice in the comments on board and tried to come up with something that actually doesn't check for all the random pixels in the images as that is heavy and not a good practic...
So, I tried something like this:
https://jsfiddle.net/qpxjcv3a/6/
The above code will run fine in Firefox and with a local Video file. but on JSFIDDLE, you will get a cross origion error.
Anyway, The key point in the code above is using the ctx.globalCompositeOperation = 'difference'; i guess.
And then doing a "scrore" calculation taken from here to detect some changes.
However, when I run my code, I always get: console.log('we have motion'); in the console! Even when the video is paused and there is no more new frames.
So I did console.log(imageScore); and it is always adding up by 10000 even when the video is paused or ended! I'm not sure why that is and whether this calculation is correct at all. But that is where I am at the moment.
Any pointers and help appreciated.
As Daniel said you need to check the pixels, the legnth would be the same for all iterations.
You should look into image hashing algorithms. At every interval you can calculate a hash, and store that in a global variable to compare at the next interval. This would also give you the option to set a threshold, so minor changes would not trigger motion detection.
This page explains image hashing in more details: https://jenssegers.com/61/perceptual-image-hashes
You can start by implementing average hash. It is quite simple. You would reduce your canvas size to 8x8 pixels.
ctx.drawImage(video, 0, 0, video.width, video.height, 0, 0, 8, 8);
var imageData = ctx.getImageData(0, 0, 8, 8);
var data = imageData.data;
Then you iterate over the image data and calculate the brightness.
var brightnessdata = []
for(var i = 0; i<data.length; i+=4){
brightnessdata.push((data[i]+data[i+1]+data[i+2])/3);
}
The rest is simply calculating the average brightness and comparing each pixel brightness to the average brightness to calculate the hash.
Related
I placed 1000 players on canvas but their movement is not smooth. Is there a way for canvas to handle that much players? What options do I have?
Position of players is sent 20 times per second using socket.IO. When event reach client it draws players on canvas.
var images = {};
images.spriteSheet = new Image();
images.spriteSheet.src = "/images/spriteSheet.png";
socket.on('drawing', function(data){
ctx.clearRect(0,0,1000,500);
for(var i = 0; i < data.length; i++){
ctx.drawImage(images['spriteSheet'], data[i].sx, data[i].sy, 100, 100, data[i].x, data[i].y, 70, 70);
}
});
I placed 1000 players on canvas but their movement is not smooth. Is there a way for canvas to handle that much players?
I assume you mean you're drawing 1,000 sprites to a canvas 20x per second. No doubt, that's going to be tough.
Position of players is sent 20 times in a second using socket.IO.
Surely you can send a position and vector instead, and let the client update per-frame locally, predictively, until the next real update. That's how pretty much all other games work, and for a reason. This idea that you can even get data 20 times a second isn't always going to be the case.
Without more details it's hard to give a specific answer, but in the general case I'd suggest looking into SVG. Then, you can update individual elements and let the browser worry about compositing and what not, which is likely going to be faster than what you can pull off in the canvas. You'll have to experiment though for your specific use case.
For a university project I have been tasked with creating a Flappy Bird clone. It's being done using the HTML5 canvas.
The issue doesn't happen very often, but it seems that every 6 or so seconds, the grass will flicker. I'm not sure what's causing this, it could be a performance issue.
Here is a link so you may see the issue: http://canvas.pixcelstudios.uk
Here is the function I'm using to the draw the grass:
var drawGrass = function(cWidth, ctx, minusX)
{
var x = bg_grass.x;
var y = bg_grass.y;
var w = bg_grass.w;
var h = bg_grass.h;
var img = bg_grass.img;
if (minusX[0] >= cWidth)
{
bg_grass.x = 0;
minusX[0] = 0;
}
ctx.drawImage(img, x, y, w, h);
if (minusX[0] > 0)
{
ctx.drawImage(img, w-minusX[0], y, w, h);
}
};
Basically, I'm drawing two grass sprites, each taking up a canvas width. One starts with an X of 0 and the other starts at the end of the canvas. Both are decremented each frame, then one is completely off the screen, it's completely reset to keep it looping.
I don't think it's anything to do with my update loop which is as follows:
this.update = function()
{
clearScreen();
updateBackground();
updatePositions();
checkCollisions();
render();
requestAnimFrame(gameSpace.update);
};
I've done a little bit of reading and I've read about having a second canvas to act as a buffer. Apparently this can stop flickering and improve performance? But all of the examples I've seen show the parts being drawn into the canvas out of a loop and I can't really see how doing it within a game loop (moving parts and all) would increase performance rather than decrease it. Surely the same operations are being performed, except now you also have to draw the second canvas onto the first?
Please let me know if you need any more information (although you should be able to see the whole source from the web link).
Thanks!
Okay I found the issue! Was just a simple mistake in my drawGrass function.
Due to the ordering, there'd be just a single frame where I'd set my shorthand X variable to bg_grass.x and THEN set bg_grass.x to something else, therefore drawing the wrong value.
I've now set my shorthand variables after the first if-statement.
However, if anyone could provide any insight into the second part of the question regarding a buffer canvas, I'd still much appreciate that.
Im using Pixi.js and trying to save a frame of the animation to an image. canvas.toDataUrl should work, but all i get is a black rectangle. See live example here
the code I use to extract the image data and set the image is:
var canvas = $('canvas')[0];
var context = canvas.getContext('2d');
$('button').click(function() {
var data = renderer.view.toDataURL("image/png", 1);
//tried var data = canvas.toDataURL();
$('img').attr('src', data);
})
I know this has been answered at least 5 other times on SO but ...
What Kaiido mentioned will work but the real issue is that canvas, when used with WebGL, by default has 2 buffers. The buffer you are drawing to and the buffer being displayed.
When you start drawing into a WebGL canvas, as soon as you exit the current event, for example your requestAnimationFrame callback, the canvas is marked for swapping those 2 buffers. When the browser re-draws the page it does the swap. The buffer that you were drawing to is swapped with the one that was being displayed. You're now drawing to other buffer. That buffer is cleared.
The reason it's cleared instead of just left alone is that whether the browser actually swaps buffers or does something else is up to the browser. For example if antialiasing is on (which is the default) then it doesn't actually do a swap. It does a "resolve". It converts the highres buffer you just drew to a normal res anti-aliased copy into the display buffer.
So, to make it more consistent, regardless of which way the browser does its default it just always clears whatever buffer you're about to draw to. Otherwise you'd have no idea if it had 1 frame old data or 2 frame old data.
Setting preserveDrawingBuffer: true tells the browser "always copy, never swap". In this case it doesn't have to clear the drawing buffer because what's in the drawing buffer is always known. No swapping.
What is the point of all that? The point is, if you want to call toDataURL or gl.readPixels you need to call it IN THE SAME EVENT.
So for example your code could work something like this
var capture = false;
$('button').click(function() {
capture = true;
});
function render() {
renderer.render(...);
if (capture) {
capture = false;
var data = renderer.view.toDataURL("image/png", 1);
$('img').attr('src', data);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
In that case because you call toDataURL in the same javascript event as you rendered to it you'll get the correct results always regardless of wither or not preserveDrawingBuffer is true or false.
If you're writing app that is not constantly rendering you could also do something like
$('button').click(function() {
// render right now
renderer.render(...);
// capture immediately
var data = renderer.view.toDataURL("image/png", 1);
$('img').attr('src', data);
});
The reason preserveDrawingBuffer is false by default is because swapping is faster than copying so this allows the browser to go as fast as possible.
Also see this answer for one other detail
[NOTE]
While this answer is the accepted one, please do read the one by #gman just below, it does contain a way better way of doing.
Your problem is that you are using webGL context, then you need to set the preserveDrawingBuffer property of the webGL context to true in order to be able to call toDataURL() method.
Or alternatively, you can force pixi to use the 2D context, by using the CanvasRenderer Class
I've got an issue with an experiment I'm working on.
My plan is to have a beautiful and shining stars Background on a whole page.
Using that wondeful tutorial (http://timothypoon.com/blog/2011/01/19/html5-canvas-particle-animation/) I managed to get the perfect background.
I use a static canvas to display static stars and an animated canvas for the shining ones.
The fact is it's very memory hungry! On chrome and opera it runs quite smoothly, but on firefox IE or tablet, it was a total mess 1s to render each frame etc... It is worse on pages where HEIGHT is huge.
So i went into some optimisations:
-Using a buffer canvas, the problem was createRadialGradient which was called 1500 times each frame
-Using a big buffer canvas, and 1 canvas for each stars with an only call to createRadialGradient at init.
-Remove that buffer canvas and drawing every stars canvas to the main one
That last optimisation was the best i could achieve so i wrote a fiddle displaying how is the code right now.
//Buffering the star image
this.scanvas = document.createElement('canvas');
this.scanvas.width=2*this.r;
this.scanvas.height=2*this.r;
this.scon=this.scanvas.getContext('2d');
g = this.scon.createRadialGradient(this.r,this.r,0,this.r,this.r,this.r);
g.addColorStop(0.0, 'rgba(255,255,255,0.9)');
g.addColorStop(this.stop, 'rgba('+this.color.r+','+this.color.g+','+this.color.b+','+this.stop+')');
g.addColorStop(1.0, 'rgba('+this.color.r+','+this.color.g+','+this.color.b+',0)');
this.scon.fillStyle = g;
this.scon.fillRect(0,0,2*this.r,2*this.r);
That's the point where I need you:
-A way to adjust the number of shining stars according to the user perfomance
-Optimisation tips
Thanks in advance to everyone minding to help me and I apologize if I made grammar mistakes, my english isn't perfect.
EDIT
Thanks for your feedbacks,
Let me explains the whole process,
Every stars has it's own different gradient and size, that's why I stored it into a personal canvas, the shining effect is only done by scaling that canvas on the main one with drawImage.
I think the best would be to prerender 50 or 100 different stars in a buffer canvas then picking and drawing a random one, don't you think?
EDIT2
Updated fiddle according to Warlock great advises, one prerendered star, scaled to match the current size. The stars are less pretty, but the whole thing runs a lot smoother.
EDIT3
Updated fiddle to use a sprite sheet. Gorgeous!!!!
//generate the star strip
var len=(ttlm/rint)|0;
scanvas = document.createElement('canvas');
scanvas.width=len*2*r;
scanvas.height=2*r;
scon=scanvas.getContext('2d');
for(var i=0;i<len;i++){
var newo = (i/len);
var cr = r*newo;
g = scon.createRadialGradient(2*r*i+r,r,0,2*r*i+r,r,(cr <= 2 ? 2 : cr));
g.addColorStop(0.0, 'rgba(200,220,255,'+newo+')');
g.addColorStop(0.2, 'rgba(200,220,255,'+(newo*.7)+')');
g.addColorStop(0.4, 'rgba(150,170,205,'+(newo*.2)+')');
g.addColorStop(0.7, 'rgba(150,170,205,0)');
scon.fillStyle = g;
scon.fillRect(2*r*i,0,2*r,2*r);
}
EDIT 4(Final)
Dynamic stars creations
function draw() {
frameTime.push(Date.now());
con.clearRect(0,0,WIDTH,HEIGHT);
for(var i = 0, len = pxs.length; i < len; i++) {
pxs[i].fade();
pxs[i].draw();
}
requestAnimationFrame(draw);
if(allowMore === true && frameTime.length == monitoredFrame)
{
if(getAvgTime()<threshold && pxs.length<totalStars )
{
addStars();
}
else
{
allowMore=false;
static=true;
fillpxs(totalStars-pxs.length,pxss);
drawstatic();
static=false;
}
}
}
Here is the updated and final fiddle, with spritesheet, dynamic stars creation and several optimisations. If you see anything else i should update don't hesitate.
POST EDIT Reenabled shooting stars/Prototyped object/got rid of Jquery
http://jsfiddle.net/macintox/K8YTu/32/
Thanks everyone who helped me, that was really kind and instructive, and I hope it will help somebody sometimes.
Aesdotjs.
PS: I'm so happy. After testing, that script run smoothly on every browser even IE9. Yatta!!
Adopting to browser performance
To measure capability of the user's setup you can implement a dynamic star creator which stops at a certain threshold.
For example, in your code you define a minimum number of stars to draw. Then in your main loop you measure the time and if the time spent drawing the stars are less than your max threshold you add 10 more stars (I'm just throwing out a number here).
Not many are aware of that requestAnimationFrame gives an argument (DOMHighResTimeStamp) to the function it calls with time in milliseconds spent since last request. This will help you keep track of load and as we know that 60 fps is about 16.7 ms per frame we can set a threshold a little under this to be optimal and still allow some overhead for other browser stuff.
A code could look like this:
var minCount = 100, /// minimum number of stars
batchCount = 10, /// stars to add each frame
threshold= 14, /// milliseconds for each frame used
allowMore = true; /// keep adding
/// generate initial stars
generateStarts(minCount);
/// timeUsed contains the time in ms since last requestAnimationFrame was called
function loop(timeUsed) {
if (allowMore === true && timeUsed < threshold) {
addMoreStars(batchNumber);
} else {
allowMore = false;
}
/// render stars
requestAnimationFrame(loop);
}
Just note that this is a bit simplified. You will need to run a few rounds first and measure the average to have this work better as you can and will get peak when you add stars (and due to other browser operations).
So add stars, measure a few rounds, if average is below threshold add stars and repeat.
Optimizations
Sprite-sheets
As to optimizations sprite-sheets are the way to go. And they don't have to just be the stars (I'll try to explain below).
The gradient and arc is the costly part of this applications. Even when pre-rendering a single star there is cost in resizing so many stars due to interpolation etc.
When there becomes a lot of costly operations it is better to do a compromise with memory usage and pre-render everything you can.
For example: render the various sizes by first rendering a big star using gradient and arc.
Use that star to draw the other sizes as a strip of stars with the same cell size.
Now, draw only half of the number of stars using the sprite-sheet and draw clipped parts of the sprite-sheet (and not re-sized). Then rotate the canvas 90 degrees and draw the canvas itself on top of itself in a different position (the canvas becoming a big "sprite-sheet" in itself).
Rotating 90 degrees is not so performance hungry as other degrees (0, 90, 180, 270 are optimized). This will give you the illusion of having the actual amount of stars and since it's rotated we are not able to detect a repetitive pattern that easy.
A single drawImage operation of canvas is faster than many small draw operations of all the stars.
(and of course, you can do this many times instead of just once up to a point right before where you start see patterns - there is no key answer to how many, what size etc. so to find the right balance is always an experiment).
Integer numbers
Other optimizations can be using only integer positions and sizes. When you use float numbers sub-pixeling is activated which is costly as the browser need to calculate anti-alias for the offset pixels.
Using integer values can help as sub-pixeling isn't needed (but this doesn't mean the image won't be interpolated if not 1:1 dimension).
Memory bounds
You can also help the underlying low-lowel bitmap handling a tiny bit by using sizes and positions dividable on 4. This has to do with memory copy and low-level clipping. You can always make several sprite-sheet to variate positions within a cell that is dividable on 4.
This trick is more valuable on slower computers (ie. typical consumer spec'ed computers).
Turn off anti-aliasing
Turn off anti-aliasing for images. This will help performance but will give a little more rough result of the stars. To turn off image anti-aliasing do this:
ctx.webkitEnableImageSmoothing = false;
ctx.mozEnableImageSmoothing = false;
ctx.enableImageSmoothing = false;
You will by doing this see a noticeable improvement in performance as long as you use drawImage to render the stars.
Cache everything
Cache everything you can cache, being the star image as well as variables.
When you do this stars.length the browser's parser need to first find stars and then traverse that tree to find length - for each round (this may be optimized in some browsers).
If you first cache this to a variable var len = stars.length the browser only need to traverse the tree and branch once and in the loop it will only need to look up the local scope to find variable len which is faster.
Resolution reduction
You can also reduce resolution in half, ie. do everything at half the target size. In the final step draw your render enlarged to full size. This will save you initially 75% render area but give you a bit low-res look as a result.
From the professional video world we often use low-resolution when things are animated (primarily moving) as the eye/brain patch up (or can't detect) so much details when objects are moving and therefor isn't so noticeable. If this can help here must be tested - perhaps not since the stars aren't actually moving, but worth a try for the second benefit: increased performance.
How about just creating a spritesheet of a star in its various stages of radial glow.
You could even use canvas to initially create the spritesheet.
Then use context.drawImage(spritesheet,spriteX,spriteY,starWidth,starHeight) to display the star.
Spritesheet images can be drawn to the screen very quickly with very little overhead.
You might further optimize by breaking the spritesheet into individual star images.
Good luck on your project :)
1. Minimize operations, related to the DOM;
In the LINE 93 you are creating canvas:
this.scanvas = document.createElement('canvas');
You need only one canvas instead of this. Move canvas creation to the initialization step.
2. Use integer coordinates for canvas;
3. Use Object Pool design pattern to improve performance.
4. In for loops cache the length variable:
for(var i = 0; i < pxs.length; i++) {...
}
Better:
for(var i = 0, len = pxs.length; i < len; i++) {
...
}
Note: don't mix jquery with native js.
I am designing a custom HTML5 video player. Thus, it will have its own custom slider to mimic the video progress, so I need to understand the entire buffering shebang of a HTML5 video.
I came across this article: Video Buffering. It says that the buffered object consists of several time ranges in linear order of start time. But I couldn't find out the following:
Say the video starts. It continues upto 1:45 on its own (occasionally stalling perhaps, waiting for further data), after which I suddenly jump to 32:45. Now after some time, if I jump back to 1:27 (within the time range initially loaded and played through, before I made the jump), will it start playing immediately as it was already loaded before? Or is it that since I made a jump, that portion is lost and will have to be fetched again? Either way, is the behavior consistent for all such scenarios?
Say I make 5 or 6 such jumps, each time waiting for a few seconds for some data to load after the jump. Does that mean the buffered object will have all those time ranges stored? Or might some get lost? Is it a stack kind of thing, where the earlier ranges will get popped off as more ranges get loaded due to further jumps?
Will checking whether the buffered object has one time range starting at 0 (forget live streaming) and ending at the video duration length ensure that the entire video resource has been loaded fully? If not, is there some way to know that the entire video has been downloaded, and any portion is seekable, from which video can play continuously upto end without a moment's delay?
The W3C specs are not very clear on this, and I also can't find a suitably large (say more than an hour) remote video resource to test.
How video is buffered is browser implementation-dependent and therefore may vary from browser to browser.
Various browsers can use different factors to determine to keep or to discard a part of the buffer. Old segments, disk space, memory, and performance are typical factors.
The only way to know is to "see" what the browser has or is loading.
For example - in Chrome I played a few seconds then I skipped to about 30 seconds and you can see that it starts to load another part starting from that position.
(The buffer also seem to be bounded to key-frames so it is possible to decode the n-frames in that buffer. This means the buffer can start to load data a little before the actual position).
I supplied a demo video about 1 minute long - however, this is not long enough to do proper testing. Free free to supply video links that contain longer video (or please share if you want me to update the demo with this).
The main function will iterate through the buffered object on the video element. It will render all parts that exist to the canvas right below the video showing in red.
You can click (bit not drag) on this viewer to move the video to different positions.
/// buffer viewer loop (updates about every 2nd frame)
function loop() {
var b = vid.buffered, /// get buffer object
i = b.length, /// counter for loop
w = canvas.width, /// cache canvas width and height
h = canvas.height,
vl = vid.duration, /// total video duration in seconds
x1, x2; /// buffer segment mark positions
/// clear canvas with black
ctx.fillStyle = '#000';
ctx.fillRect(0, 0, w, h);
/// red color for loaded buffer(s)
ctx.fillStyle = '#d00';
/// iterate through buffers
while (i--) {
x1 = b.start(i) / vl * w;
x2 = b.end(i) / vl * w;
ctx.fillRect(x1, 0, x2 - x1, h);
}
/// draw info
ctx.fillStyle = '#fff';
ctx.textBaseline = 'top';
ctx.textAlign = 'left';
ctx.fillText(vid.currentTime.toFixed(1), 4, 4);
ctx.textAlign = 'right';
ctx.fillText(vl.toFixed(1), w - 4, 4);
/// draw cursor for position
x1 = vid.currentTime / vl * w;
ctx.beginPath();
ctx.arc(x1, h * 0.5, 7, 0, 2 * Math.PI);
ctx.fill();
setTimeout(loop, 29);
}
According to
https://developer.mozilla.org/en-US/docs/Web/HTML/Element/video
https://developer.mozilla.org/en-US/docs/Web/API/TimeRanges
https://developer.mozilla.org/en-US/docs/Web/API/TimeRanges.start
the buffered attribute holds information about all currently buffered time ranges. To my understanding, if a buffered portion is lost, it is removed from the object (in case that ever happens).
Esepcially the last link seems to be very useful for understanding the matter (since it offers a code sample) but keep in mind these are mozilla documents and support might be different in other browsers.
To answer your questions
Say the video starts. It continues upto 1:45 on its own (occasionally stalling perhaps, waiting for further data), after which I suddenly jump to 32:45. Now after some time, if I jump back to 1:27 (within the time range initially loaded and played through, before I made the jump), will it start playing immediately as it was already loaded before?
It should play immediately when jumping back unless the buffer of that portion was unloaded. I think it's very reasonable to assume that buffers or buffer ranges are unloaded at some point if the overall buffersize exceeds a certain volume.
Say I make 5 or 6 such jumps, each time waiting for a few seconds for some data to load after the jump. Does that mean the buffered object will have all those time ranges stored?
Yes, all buffered ranges should be readable through the attribute.
Will checking whether the buffered object has one time range starting at 0 (forget live streaming) and ending at the video duration length ensure tht the entire video resource has been loaded fully?
Yes, this is the code example in the last link. Apparently this is an applicable method of determining if the entire video has been loaded.
if (buf.start(0) == 0 && buf.end(0) == v.duration)
Almost every browser saves the buffered data in cache for that session. The cache expires after the user goes away from that page. I don't think that the user will have to load the page each time he loads the video from a point where the video has been loaded. The user will face this issue only when the server is clearing out all the cache data. HTML5 video tag will support this, and will save the video upto the point till where it has been loaded.
It doesnot mean that the session has been lost, it means that either the object (if you are using flash player) is looking for some data from that particular point or the html5 video tag is having some issues either because of the INTERNET connection failure, or some other server errors.
The metadata is automatically loaded, untill you use this
<audio preload="none"... this will make the browser not to download anything from server, you can use it as:
<audio preload="auto|metadata|none"... If you use none, nothing is downloaded unless the user clicks play button, and metadata will download name, timing and other meta data from server, but not the file somehow, auto will start downloading as soon as the page loads.
I will always refer you to read some documentations by jQuery. As the jQuery will let you change and update the content using ajax API and will be helpfull too. Hope you succeed! Cheers.
Although the accepted answer's description is excellent, I decided to update its code sample, for several reasons:
The progress render task should really be fired only on a progress event.
The progress render task is mixed up with some other tasks like drawing the timestamp and the playhead position.
The code refers to several DOM elements by their IDs without using document.getElementById().
The variable names were all obscured.
I thought a forward for() loop was more elegant than a backward while() loop.
Note that I have removed the playhead and timestamp to keep the code clean, as this answer focusses purely on visualisation of the video buffer.
LINK TO ONLINE VIDEO BUFFER VISUALISER
Rewrite of accepted answer's loop() function:
function drawProgress(canvas, buffered, duration){
// I've turned off anti-aliasing since we're just drawing rectangles.
var context = canvas.getContext('2d', { antialias: false });
context.fillStyle = 'blue';
var width = canvas.width;
var height = canvas.height;
if(!width || !height) throw "Canvas's width or height weren't set!";
context.clearRect(0, 0, width, height); // clear canvas
for(var i = 0; i < buffered.length; i++){
var leadingEdge = buffered.start(i) / duration * width;
var trailingEdge = buffered.end(i) / duration * width;
context.fillRect(leadingEdge, 0, trailingEdge - leadingEdge, height);
}
}
This is just a variation of this excellent answer https://stackoverflow.com/a/18624833/985454
I only made it work without any work required and added few perks. Everything is automatic.
currently intended for full-screen video playback such as netflix or hbogo
automatically creates the canvas
auto-updates width to 100% viewport width
works as a bookmarklet
does not obstruct the view much (transparent, 2px tall)
function prepare() {
console.log('prepare');
_v = $('video')[0];
_v.insertAdjacentHTML('afterend',
`<canvas
id="WowSuchName"
height="1"
style="
position: absolute;
bottom: 0;
left: 0;
opacity: 0.4;
"></canvas>`);
_c = WowSuchName
_cx = _c.getContext('2d');
window.addEventListener('resize', resizeCanvas, false);
function resizeCanvas() {
console.log('resize');
_c.width = window.innerWidth;
}
resizeCanvas();
}
/// buffer viewer loop (updates about every 2nd frame)
function loop() {
if (!window.WowSuchName) { prepare(); }
var b = _v.buffered, /// get buffer object
i = b.length, /// counter for loop
w = _c.width, /// cache canvas width and height
h = _c.height,
vl = _v.duration, /// total video duration in seconds
x1, x2; /// buffer segment mark positions
/// clear canvas
_cx.clearRect(0, 0, w, h);
/// color for loaded buffer(s)
_cx.fillStyle = '#888';
/// iterate through buffers
while (i--) {
x1 = b.start(i) / vl * w;
x2 = b.end(i) / vl * w;
_cx.fillRect(x1, 0, x2 - x1, h);
}
/// draw cursor for position
_cx.fillStyle = '#fff';
x1 = _v.currentTime / vl * w;
_cx.fillRect(x1-1, 0, 2, h);
setTimeout(loop, 29);
}
loop();
And the code for bookmarklet is here
javascript:eval(atob("CmZ1bmN0aW9uIHByZXBhcmUoKSB7CiAgICBjb25zb2xlLmxvZygncHJlcGFyZScpOwoKICAgIF92ID0gJCgndmlkZW8nKVswXTsKICAgIF92Lmluc2VydEFkamFjZW50SFRNTCgnYWZ0ZXJlbmQnLAogICAgYDxjYW52YXMKICAgICAgICBpZD0iV293U3VjaE5hbWUiCiAgICAgICAgaGVpZ2h0PSIxIgogICAgICAgIHN0eWxlPSIKICAgICAgICAgICAgcG9zaXRpb246IGFic29sdXRlOwogICAgICAgICAgICBib3R0b206IDA7CiAgICAgICAgICAgIGxlZnQ6IDA7CiAgICAgICAgICAgIG9wYWNpdHk6IDAuNDsKICAgICAgICAiPjwvY2FudmFzPmApOwogICAgCiAgICBfYyA9IFdvd1N1Y2hOYW1lCiAgICBfY3ggPSBfYy5nZXRDb250ZXh0KCcyZCcpOwoKICAgIHdpbmRvdy5hZGRFdmVudExpc3RlbmVyKCdyZXNpemUnLCByZXNpemVDYW52YXMsIGZhbHNlKTsKCiAgICBmdW5jdGlvbiByZXNpemVDYW52YXMoKSB7CiAgICAgICAgY29uc29sZS5sb2coJ3Jlc2l6ZScpOwogICAgICAgIF9jLndpZHRoID0gd2luZG93LmlubmVyV2lkdGg7CiAgICB9CiAgICByZXNpemVDYW52YXMoKTsKfQoKLy8vIGJ1ZmZlciB2aWV3ZXIgbG9vcCAodXBkYXRlcyBhYm91dCBldmVyeSAybmQgZnJhbWUpCmZ1bmN0aW9uIGxvb3AoKSB7CiAgICBpZiAoIXdpbmRvdy5Xb3dTdWNoTmFtZSkgeyBwcmVwYXJlKCk7IH0KCiAgICB2YXIgYiA9IF92LmJ1ZmZlcmVkLCAgLy8vIGdldCBidWZmZXIgb2JqZWN0CiAgICAgICAgaSA9IGIubGVuZ3RoLCAgICAgLy8vIGNvdW50ZXIgZm9yIGxvb3AKICAgICAgICB3ID0gX2Mud2lkdGgsICAgICAvLy8gY2FjaGUgY2FudmFzIHdpZHRoIGFuZCBoZWlnaHQKICAgICAgICBoID0gX2MuaGVpZ2h0LAogICAgICAgIHZsID0gX3YuZHVyYXRpb24sIC8vLyB0b3RhbCB2aWRlbyBkdXJhdGlvbiBpbiBzZWNvbmRzCiAgICAgICAgeDEsIHgyOyAgICAgICAgICAgLy8vIGJ1ZmZlciBzZWdtZW50IG1hcmsgcG9zaXRpb25zCgogICAgLy8vIGNsZWFyIGNhbnZhcwovLyAgICAgX2N4LmZpbGxTdHlsZSA9ICcjMDAwJzsKLy8gICAgIF9jeC5maWxsUmVjdCgwLCAwLCB3LCBoKTsKICAgIF9jeC5jbGVhclJlY3QoMCwgMCwgdywgaCk7CgogICAgLy8vIGNvbG9yIGZvciBsb2FkZWQgYnVmZmVyKHMpCiAgICBfY3guZmlsbFN0eWxlID0gJyM4ODgnOwoKICAgIC8vLyBpdGVyYXRlIHRocm91Z2ggYnVmZmVycwogICAgd2hpbGUgKGktLSkgewogICAgICAgIHgxID0gYi5zdGFydChpKSAvIHZsICogdzsKICAgICAgICB4MiA9IGIuZW5kKGkpIC8gdmwgKiB3OwogICAgICAgIF9jeC5maWxsUmVjdCh4MSwgMCwgeDIgLSB4MSwgaCk7CiAgICB9CgogICAgLy8vIGRyYXcgY3Vyc29yIGZvciBwb3NpdGlvbgogICAgX2N4LmZpbGxTdHlsZSA9ICcjZmZmJzsKICAgIHgxID0gX3YuY3VycmVudFRpbWUgLyB2bCAqIHc7CiAgICBfY3guZmlsbFJlY3QoeDEtMSwgMCwgMiwgaCk7CgogICAgc2V0VGltZW91dChsb29wLCAyOSk7Cn0KCmxvb3AoKTsK"))