Tag Archives: javascript

WebRTC – one simple first example webcam – part 002.

As you know already the WebRTC allow us provides browsers and mobile applications with Real-Time Communications (RTC) capabilities via simple APIs.The WebRTC components have been optimized to best serve this purpose.
You also need to put tunneling WebRTC over TCP because that tunneling it matters.
But today I will show you just a simple first example about webcam and WebRTC.
The HTML5 file is very simple:

You need to have a video tag with id for identification tag named “player”. You can put anything you like into areas of id’s, but that will reflect the part of javascript.
The autoplay segment code will start the running part of video tag.
You see the HTML file come with two references to files: webcam.css and webcam.js.
The webcam.css will allow you to add a more stylized part of HTML file and that will reflect the output.
The webcam.js will allow you to make WebRTC communications over internet…
Let’s start with css file:

The body and player parts are used to make changes into HTML output.
The body is a default for HTML tag body and for id’s is used # and the named id’s.
For example: If you named your tags like word, next, pass, all the id’s will be #word, #next, #pass, #all.
Anyway. this allow you just stylized your HTML output.
To have a real communication then you need javascript.
This javascript can be part of HTML files into two ways.
First is to put into HTML5 and that has some limits.
The next step is to use another javascript that is loaded by HTML file.
My example uses the best HTML format HTML5 encoding.
You can see into my example the HTML load the webcam.js script into area of head tag.
Let’s see the javascript file:

I create an object named mediaOptions. The objects can be also created like that format: var car = new Object();
I used achieved with: var mediaOptions = { audio: false, video: true };
This variable object will can be started or not.
This is part of two if statements and will return the getUserMedia function.
The next step is to give all infos and data to make all running:
navigator.getUserMedia(mediaOptions, success, function(e) {

function success(stream){
var video = document.querySelector(“#player”);
video.src = window.URL.createObjectURL(stream);

The MediaStream object that contains the media stream is allow by success and the callback of getUserMedia.
That function – success put into video tag the output of your webcam.
Your browser allow you to see the webcam by running this: HTML5, javascript and css.
If you read my old webrtc-first-steps-part-001 example you will see is more complex.
The main reason was to see the global area and then to understand how simple is to write code.
Most part of my previous tutorial are also very important parts.
That will increase the strength into areas. This source code is also good, but not great.
To have a good secure then you need to use more … (like tunneling).

Posted in All, HTML 5, javascript, web, WebRTC. Tagged with , , , , , .

WebSocket – First steps – part 001.

I do not think that is so sought after. Most people prefer products WebRTC.
Also on good reason of using WebRTC instead of Websocket is latency of streaming.
Is the protocol for two-way communication with a remote host.
The WebSocket interface and defines a full-duplex communication channel and operates through a single socket over the Web. The WebSocket detects the presence of a proxy server.
The next step is to automatically sets up a tunnel to pass through the proxy.
The tunnel is established by issuing an HTTP CONNECT statement to the proxy server.
Let’s see one simple example:

It is one simple open, close and sending message with websocket and javascript show events.
The most important part is to define the websocket:

The next steps is to use it with default javascript event system and window show message.

Posted in All, HTML 5, javascript. Tagged with , , , , , .

Mandelbrot with three.js .

The Mandelbrot set is the set of complex numbers c for which the function f c ( z ) = z 2 + c {\displaystyle f_{c}(z)=z^{2}+c} {\displaystyle f_{c}(z)=z^{2}+c} does not diverge when iterated from z = 0 {\displaystyle z=0} z=0, i.e., for which the sequence f c ( 0 ) {\displaystyle f_{c}(0)} {\displaystyle f_{c}(0)}, f c ( f c ( 0 ) ) {\displaystyle f_{c}(f_{c}(0))} {\displaystyle f_{c}(f_{c}(0))}, etc., remains bounded in absolute value.wikipedia.org

You need to download the three.js – java script from threejs webpage.
The source code is simple. Come with default HTML5 page and javascripts.
One part of this will make vertex-shader and fragment shader, both is 2D shader type.
You need the canvas tag with id=”canv”.
The last part of source code is make to put all into one image processing by shaders.

Posted in All, HTML 5, javascript, Programming, WebGL, Windows 10. Tagged with , , , , , , , , .

WebRTC – First steps – part 001.

The official website tells us:
WebRTC is a free, open project that provides browsers and mobile applications with Real-Time Communications (RTC) capabilities via simple APIs. The WebRTC components have been optimized to best serve this purpose.
First I will come with one simple example into this tutorial.
Will make one webcam into webpage.
Make one index.html file and add this source code:
Continue reading

Posted in All, HTML 5, javascript, Programming, web. Tagged with , , , , , , , .

Shader x-ray effect with Three.js .

This source code running with Three.js javascript library.

I used just three.min.js, OBJLoader.js and ColladaLoader.js to make the x-ray effect.

I load one 3d object and using vertex and fragment shaders I rendered it.

The object is a castle and is named: cube2.dae.

This object is loaded with load function from OBJLoader.js.

Then all steps come to show this object using shaders.

<!DOCTYPE html>

<title>shaders x-ray effect</title>
<script src=”three.min.js”></script>
<script src=”OBJLoader.js”></script>
<script src=”ColladaLoader.js”></script>

<script id=”vertexShader” type=”x-shader/x-vertex”>
uniform float p;
varying float intensity;
void main()
vec3 vNormal = normalize( normalMatrix * normal );
intensity = pow(1.0 – abs(dot(vNormal, vec3(0, 0, 1))), p);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

<script id=”fragmentShader” type=”x-shader/x-vertex”>
uniform vec3 glowColor;
varying float intensity;
void main()
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, 1.0 );
html, body {
height: 100%;
margin: 0;
overflow: hidden;
canvas {
width: 100%;
height: 100%;
window.addEventListener(‘load’, function () {
var human;

var $ = document.querySelector.bind(document);

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, 1, 0.1, 30);
var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});

renderer.setClearColor(0x000000, 1.0);

lookAt = scene.position;
lookAt.y = 10;


var customMaterial = new THREE.ShaderMaterial({
uniforms: {
p: { type: “f”, value: 3 },
glowColor: { type: “c”, value: new THREE.Color(0x84ccff) },
vertexShader: $(‘#vertexShader’).text,
fragmentShader: $(‘#fragmentShader’).text,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending,
transparent: true,
depthWrite: false

var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load(‘cube2.dae’, function (collada) {
dae = collada.scene;

dae.traverse( function ( child ) {

if (child instanceof THREE.Mesh) {
child.material = customMaterial;

} );

dae.position.y = 0;
dae.scale.x = 1;
dae.scale.y = 1;
dae.scale.z = 1;
human = dae;

function resize() {
var canvas = renderer.domElement;
var width  = canvas.clientWidth;
var height = canvas.clientHeight;
if (canvas.width !== width || canvas.height !== height) {
renderer.setSize(width, height, false);
camera.aspect = width / height;

function render(time) {
time *= 0.001;


camera.position.x = -20 * (Math.cos(time));
camera.position.z = (20 * (Math.sin(time)));
camera.position.y = 20;


renderer.render(scene, camera);



The result is this:

Posted in All, HTML 5, javascript, Programming, web, WebGL. Tagged with , , , , , , .