我正在网站上工作,而且我正在处理视频。
我需要为另一个页面上的视频显示一个预览/预告片,然后重定向到该视频。
HTML
<div id=thumbs></div>
CSS
#video {width:320px}
JS
var i =0;
var video = document.createElement("video");
var thumbs = document.getElementById("thumbs");
video.addEventListener('loadeddata', function() {
thumbs.innerHTML = "";
video.currentTime = i;
}, false);
video.addEventListener('seeked', function() {
var j = video.duration;
var u = j/4;
// now video has seeked and current frames will show
// at the time as we expect
generateThumbnail(i);
// when frame is captured, increase
i+=u;
// if we are not passed end, seek to next interval
if (i <= video.duration) {
// this will trigger another seeked event
video.currentTime = i;
}
}, false);
video.preload = "auto";
video.src = "https://www.html5rocks.com/en/tutorials/video/basics/devstories.webm";
function generateThumbnail() {
var c = document.createElement("canvas");
var ctx = c.getContext("2d");
c.width = 160;
c.height = 90;
ctx.drawImage(video, 0, 0, 160, 90);
thumbs.appendChild(c);
thumbs.replaceChild(c, thumbs.childNodes[0]);
}
我所做的是从其Url获取视频,我在相同的时间获得5帧。它给了我画布,我想把它们显示为gif或连续的图像。
答案 0 :(得分:2)
由于您只想显示它,而不是尝试生成gif,最简单的方法可能是自己动画。
您已经拥有了获取视频帧的代码,但您目前正在DOM中显示它,并且在显示之后就忘了它。
你可以做的是将这些帧直接存储为画布,并在定时循环中在最终的可见画布上绘制所有这些画布。
var thumbsList = []; // we will save our frames as canvas in here
var delay = 500; // the speed of the animation (ms)
function generateThumbnail() {
var c = document.createElement("canvas");
var ctx = c.getContext("2d");
c.width = 160;
c.height = 90;
ctx.drawImage(video, 0, 0, 160, 90);
thumbsList.push(c); // store this frame in our list
if (thumbsList.length === 1) {
displayThumbs(); // start animating as soon as we got a frame
}
}
// initialises the display canvas, and starts the animation loop
function displayThumbs() {
var c = document.createElement("canvas");
var ctx = c.getContext("2d");
c.width = 160;
c.height = 90;
thumbs.appendChild(c);
startAnim(ctx); // pass our visible canvas' context
}
function startAnim(ctx) {
var currentFrame = 0;
// here is the actual loop
function anim() {
ctx.drawImage(thumbsList[currentFrame], 0, 0); // draw the currentFrame
// increase our counter, and set it to 0 if too large
currentFrame = (currentFrame + 1) % thumbsList.length;
setTimeout(anim, delay); // do it again in x ms
}
anim(); // let's go !
}
var i = 0;
var video = document.createElement("video");
var thumbs = document.getElementById("thumbs");
/* OP's code */
video.addEventListener('loadeddata', function() {
thumbs.innerHTML = "";
video.currentTime = i;
}, false);
video.addEventListener('seeked', function() {
var j = video.duration;
var u = j / 4;
// now video has seeked and current frames will show
// at the time as we expect
generateThumbnail(i);
// when frame is captured, increase
i += u;
// if we are not passed end, seek to next interval
if (i <= video.duration) {
// this will trigger another seeked event
video.currentTime = i;
} else {
// displayFrame(); // wait for all images to be parsed before animating
}
}, false);
video.preload = "auto";
video.src = "https://www.html5rocks.com/en/tutorials/video/basics/devstories.webm";
<div id=thumbs></div>