Ethernet Webcam Display

Introduction

In modern Web Browsers, JavaScript provides exposes some amazingly powerful features. One of these is the webkitGetUserMedia function, which allows you to access a computer's WebCam (with permission!).

In this example, we'll use the Espruino board to serve up a webpage which accesses the WebCam and then sends a low-resolution image back to the Espruino board, which can then display it on an LED matrix.

You'll Need

Wiring Up

Software

The first step is to make a webpage that gets the image from a webcam. The code below is pretty basic, with very minimal error checking.

<html>
<body>
<!-- The video element that will contain the WebCam image -->
<video autoplay></video>
<!-- The canvas that we'll use to make the WebCam image smaller - 16x16 because that's the size of the RGB123 matrix -->
<canvas id='canvas' width='16' height='16'></canvas>
<!-- The script to handle the processing -->
<script language='javascript'>
// initialise the WebCam - see https://developer.mozilla.org/en-US/docs/Web/API/Navigator.getUserMedia
if(navigator.webkitGetUserMedia!=null) {
 var options = { video:true,audio:false };
 navigator.webkitGetUserMedia(options,
  function(stream) {
   var video = document.querySelector('video');
   video.src = window.webkitURL.createObjectURL(stream);
  }, function(e) { console.log("error");  }
 );
}
// Every 5 seconds...
setInterval(function() {
 // find the video and canvas elements
 var video = document.querySelector('video');
 var canvas = document.getElementById('canvas');
 var ctx = canvas.getContext('2d');
 // resample the WebCam image down to 16x16 pixels
 ctx.drawImage(video,0,0,16,16);
 var data = ctx.getImageData(0,0,16,16);
 // Now build a string from the image data. There are better ways,
 // but all we do here is for each pixel's red, green and blue values
 // we store a character between A (char code 65) and P (char code 80)
 var s = "";
 for(n=0; n<data.width*data.height; n++) {
  s += String.fromCharCode(65+data.data[n*4+2]/16);
  s += String.fromCharCode(65+data.data[n*4]/16);
  s += String.fromCharCode(65+data.data[n*4+1]/16);
 }
 // finally send the data down HTTP, using the 'special' webpage '/set'
 var xmlHttp = new XMLHttpRequest();
 xmlHttp.open( "GET", "/set?rgb="+s, false );
 xmlHttp.send( null );
}, 5000);
</script>
</body>
</html>

Then, you need to package it up into a string that can be stored in Espruino. You could have saved it to a file on an SD card, but storing the webpage as a string means that Espruino doesn't need a card to operate. To do this I simply removed the comments (to save on space) and opened the file in the [File Converter](/File+Converter]+page.

And+this+is the code for the Espruino itself - see the inline comments:

// The webpage from above
var page = "<html>\n<body>\n<video autoplay></video> \n<canvas id='canvas' width='16' height='16'></canvas>  \n<script language='javascript'>     \nif(navigator.webkitGetUserMedia!=null) { \n var options = { video:true,audio:false };      \n navigator.webkitGetUserMedia(options, \n  function(stream) { \n   var video = document.querySelector('video'); \n   video.src = window.webkitURL.createObjectURL(stream); \n  }, function(e) { console.log(\"error\");  } \n ); \n} \n\nsetInterval(function() {\n var video = document.querySelector('video'); \n var canvas = document.getElementById('canvas'); \n var ctx = canvas.getContext('2d'); \n ctx.drawImage(video,0,0,16,16); \n var data = ctx.getImageData(0,0,16,16);  \n var s = \"\";\n for(n=0; n<data.width*data.height; n++) {  \n  s += String.fromCharCode(65+data.data[n*4+2]/16);\n  s += String.fromCharCode(65+data.data[n*4]/16);  \n  s += String.fromCharCode(65+data.data[n*4+1]/16);    \n }  \n var xmlHttp = new XMLHttpRequest();\n xmlHttp.open( \"GET\", \"/set?rgb=\"+s, false );\n xmlHttp.send( null );\n}, 5000);\n</script>\n</body>\n</html>\n";

// This is called whenever a webpage is requested
function onPageRequest(req,res) {
  res.writeHead(200, {'Content-Type': 'text/html'});
  // work out what page was requested
  var rurl = url.parse(req.url,true);
  if (rurl.pathname=="/") {
    // If the page was the main webpage, send it out
    res.write(page);
  } else if (rurl.pathname=="/set") {
    // if the page was our '/set' webpage...
    // Create a 16x16 image structure
    var img = {
      width : 16, height : 16, bpp : 24,
      buffer : new Uint8Array(16*16*3)
    };
    // Fill it with the data we got sent
    var s = rurl.query.rgb;
    for (var i=0;i<768;i++)
      img.buffer[i] = s.charCodeAt(i)-65;
    // Draw it onto the LED display's buffer
    leds.drawImage(img, 0, 0);
    // Finally send the data to the display
    leds.flip();
  }
  // Finish sending our webpage response
  res.end();
}

// Set up LEDs
SPI2.setup({baud:3200000, mosi:B15});
var leds = Graphics.createArrayBuffer(16,16,24,{zigzag:true});
leds.flip = function() { SPI2.send4bit(leds.buffer, 0b0001, 0b0011); };
leds.clear();

// Set up ethernet and our webserver
var eth;
function onInit() {
  var eth = require("WIZnet").connect();
  console.log(eth.getIP());
  require("http").createServer(onPageRequest).listen(80);
}

onInit();

Just copy and paste the code into the right-hand side of the Web IDE, and click Send to Espruino. It should start working instantly!

The Espruino's IP address will be printed when it starts up, so you'll know where you have to connect to share your webcam.

This page is auto-generated from GitHub. If you see any mistakes or have suggestions, please let us know.