Once you download the source code that is attached to the article you should have the following three projects:
For a starting point I recommend a code view of Demo\MainForm.cs. This form implements most of the operations you can think of when it comes to WebCam access. First is the iteration through the WebCams hooked up to the computer:
private void MainForm_Load(object sender, EventArgs e) { if (!DesignMode) { comboBoxCameras.Items.Clear(); foreach (Camera cam in CameraService.AvailableCameras) comboBoxCameras.Items.Add(cam); if (comboBoxCameras.Items.Count > 0) comboBoxCameras.SelectedIndex = 0; } }
The CameraService
class you see in the code is contained in the WebCamWrapper project and is the main wrapper over the main class CameraMethods
that is the only class implemented in the C++ WebCamLib project.CameraService
exposes AvailableCameras
as a list of Camera
classes that contain the logic for a certain WebCam. Once the user makes a choice of camera, you’ll obviously want to start the capture:
private CameraFrameSource _frameSource; private static Bitmap _latestFrame; private void btnStart_Click(object sender, EventArgs e) { if (_frameSource != null && _frameSource.Camera == comboBoxCameras.SelectedItem) return; thrashOldCamera(); startCapturing(); }
_frameSource
is the variable in which we’ll save the currently selected Camera
. Touchless developers decided not to tie their capture source exclusively to WebCam (good choice obviously) so they made a generic IFrameSource
interface that CameraFrameSource
implements… and that’s how this class ended up as a container instead of theCamera
class directly. The rest of the code is pretty self-explanatory – if we select the same frame source, we’ll just exit; if not we will thrash the old camera and start a new one. Onto the startCapturing
method:
private void startCapturing() { try { Camera c = (Camera)comboBoxCameras.SelectedItem; setFrameSource(new CameraFrameSource(c)); _frameSource.Camera.CaptureWidth = 320; _frameSource.Camera.CaptureHeight = 240; _frameSource.Camera.Fps = 20; _frameSource.NewFrame += OnImageCaptured; pictureBoxDisplay.Paint += new PaintEventHandler(drawLatestImage); _frameSource.StartFrameCapture(); } catch (Exception ex) { comboBoxCameras.Text = "Select A Camera"; MessageBox.Show(ex.Message); } } private void setFrameSource(CameraFrameSource cameraFrameSource) { if (_frameSource == cameraFrameSource) return; _frameSource = cameraFrameSource; } private void drawLatestImage(object sender, PaintEventArgs e) { if (_latestFrame != null) { e.Graphics.DrawImage(_latestFrame, 0, 0, _latestFrame.Width, _latestFrame.Height); } } public void OnImageCaptured(Touchless.Vision.Contracts.IFrameSource frameSource, Touchless.Vision.Contracts.Frame frame, double fps) { _latestFrame = frame.Image; pictureBoxDisplay.Invalidate(); }
We start off by fetching the selected Camera
from the ComboBox
which we then use to create and set theCameraFrameSource
. Lines after that influence the capture parameters (be sure to remember these three lines as we will be getting back to them later) and after that we have a subscription to two events.
The first event, NewFrame
, is raised whenever WebCamLib captures an image from the WebCam. As you can see, we save that image into a local variable _latestFrame
and from there you can do any additional image processing you like. The second event is just a fancy (and more efficient) way of saying pictureBoxDisplay.Image = frame.Image
. For some reason, setting the Image
property on a PictureBox too often causes flicker and we obviously do not want that – instead we resort to invalidating the PictureBox
and then handling its paint event to draw the current image from the WebCam.
Now that all that is implemented, we just StartFrameCapture
and enjoy the view from our WebCam. Try it out – press F5 and then click the ‘Start’ button once the Form loads up.
When you grow tired of watching yourself, simply close the form. Once you are back in Visual Studio, check out thethrashOldCamera
method (that is utilized from the Form_Closing
and btnStop_Click
methods also):
private void thrashOldCamera() { if (_frameSource != null) { _frameSource.NewFrame -= OnImageCaptured; _frameSource.Camera.Dispose(); setFrameSource(null); pictureBoxDisplay.Paint -= new PaintEventHandler(drawLatestImage); } }
Well, nothing too fancy – we unsubscribe from the two mentioned events, set the _frameSource
variable to null
, and call Dispose
on Camera
so that the C++ WebCamLib can perform cleanup operations.
Believe it or not – that’s it. There is nothing more critical to explain or implement in order to use images from your WebCam in C#. The extra code that exists in MainForm.cs is just there for saving the current image:
private void btnSave_Click(object sender, EventArgs e) { if (_frameSource == null) return; Bitmap current = (Bitmap)_latestFrame.Clone(); using (SaveFileDialog sfd = new SaveFileDialog()) { sfd.Filter = "*.bmp|*.bmp"; if (sfd.ShowDialog() == DialogResult.OK) { current.Save(sfd.FileName); } } current.Dispose(); }
And bringing up the configuration dialog:
private void btnConfig_Click(object sender, EventArgs e) { // snap camera if (_frameSource != null) _frameSource.Camera.ShowPropertiesDialog(); }
As you can see from the code – the implementation is pretty easy and clean (unlike some other approaches that use WIA, obscure DLLs, clipboard, or hard disk for saving images, etc.), meaning that there are not many problems. Actually, currently there is only one problem I can identify. You remember these three lines?
_frameSource.Camera.CaptureWidth = 320; _frameSource.Camera.CaptureHeight = 240; _frameSource.Camera.Fps = 20;
Well, it turns out that they are not working as advertised. First, let’s talk about FPS. If we dive into the Camera
class (line 254) here is what we will see (the method that gets called after an image is captured from the webcam):
private void ImageCaptured(Bitmap bitmap) { DateTime dtCap = DateTime.Now; // Always save the bitmap lock (_bitmapLock) { _bitmap = bitmap; } // FPS affects the callbacks only if (_fpslimit != -1) { if (_dtLastCap != DateTime.MinValue) { double milliseconds = ((dtCap.Ticks - _dtLastCap.Ticks) / TimeSpan.TicksPerMillisecond) * 1.15; if (milliseconds + _timeBehind >= _timeBetweenFrames) { _timeBehind = (milliseconds - _timeBetweenFrames); if (_timeBehind < 0.0) { _timeBehind = 0.0; } } else { _timeBehind = 0.0; return; // ignore the frame } } } if (OnImageCaptured != null) { var fps = (int)(1 / dtCap.Subtract(_dtLastCap).TotalSeconds); OnImageCaptured.Invoke(this, new CameraEventArgs(bitmap, fps)); } _dtLastCap = dtCap; }
Even if you just glanced at the method, you probably saw that most of it is dedicated to calculating the time between frames and ditching the frame if it came too soon. Which is not too bad, I guess – controlling the frame rate on C# level rather than on hardware level will probably not kill you.
But what about finding out the other two lines, which influence the size of the captured image, also not working (line 235 in Camera.cs)?
private void CaptureCallbackProc(int dataSize, byte[] data) { // Do the magic to create a bitmap int stride = _width * 3; GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); var scan0 = (int)handle.AddrOfPinnedObject(); scan0 += (_height - 1) * stride; var b = new Bitmap(_width, _height, -stride, PixelFormat.Format24bppRgb, (IntPtr)scan0); b.RotateFlip(_rotateFlip); // Copy the image using the Thumbnail function to also resize if needed var copyBitmap = (Bitmap)b.GetThumbnailImage(_width, _height, null, IntPtr.Zero); //var copyBitmap = (Bitmap)b.Clone(); // Now you can free the handle handle.Free(); ImageCaptured(copyBitmap); }
As you can see, the image size is actually faked. Majority of cameras I’ve tested out will tend to return images in the 640x480 size. Which is fine in most cases – if you need a smaller image, b.GetThumbnailImage
will allow you to easily resize it. However, if you wish a higher resolution image, you are stuck and that’s not a good thing.
So, anyone from the C++ world is more than welcome to help with this. The following links I’ve read gave me the impression that all that’s needed to be done is somehow invoke the Video Format window in C++, the same way we are now invoking the Video Source Configuration window (for setting Brightness, Contracts, etc):
CameraMethods
class.
源码下载地址: Source