SDL3 example: camera/01-read-and-draw
This reads from a webcam and draws frames of video to the screen.
/* read-and-draw.c ... */ /* * This example code reads frames from a camera and draws it to the screen. * * This is a very simple approach that is often Good Enough. You can get * fancier with this: multiple cameras, front/back facing cameras on phones, * color spaces, choosing formats and framerates...this just requests * _anything_ and goes with what it is handed. * * This code is public domain. Feel free to use it for any purpose! */ #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ #include <SDL3/SDL.h> #include <SDL3/SDL_main.h> /* We will use this renderer to draw into this window every frame. */ static SDL_Window *window = NULL; static SDL_Renderer *renderer = NULL; static SDL_Camera *camera = NULL; static SDL_Texture *texture = NULL; /* This function runs once at startup. */ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { SDL_CameraID *devices = NULL; int devcount = 0; SDL_SetAppMetadata("Example Camera Read and Draw", "1.0", "com.example.camera-read-and-draw"); if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_CAMERA)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, 0, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } devices = SDL_GetCameras(&devcount); if (devices == NULL) { SDL_Log("Couldn't enumerate camera devices: %s", SDL_GetError()); return SDL_APP_FAILURE; } else if (devcount == 0) { SDL_Log("Couldn't find any camera devices! Please connect a camera and try again."); return SDL_APP_FAILURE; } camera = SDL_OpenCamera(devices[0], NULL); // just take the first thing we see in any format it wants. SDL_free(devices); if (camera == NULL) { SDL_Log("Couldn't open camera: %s", SDL_GetError()); return SDL_APP_FAILURE; } return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { if (event->type == SDL_EVENT_QUIT) { return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ } else if (event->type == SDL_EVENT_CAMERA_DEVICE_APPROVED) { SDL_Log("Camera use approved by user!"); } else if (event->type == SDL_EVENT_CAMERA_DEVICE_DENIED) { SDL_Log("Camera use denied by user!"); return SDL_APP_FAILURE; } return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once per frame, and is the heart of the program. */ SDL_AppResult SDL_AppIterate(void *appstate) { Uint64 timestampNS = 0; SDL_Surface *frame = SDL_AcquireCameraFrame(camera, ×tampNS); if (frame != NULL) { /* Some platforms (like Emscripten) don't know _what_ the camera offers until the user gives permission, so we build the texture and resize the window when we get a first frame from the camera. */ if (!texture) { //SDL_SetWindowSize(window, frame->w, frame->h); /* Resize the window to match */ texture = SDL_CreateTexture(renderer, frame->format, SDL_TEXTUREACCESS_STREAMING, frame->w, frame->h); } if (texture) { SDL_UpdateTexture(texture, NULL, frame->pixels, frame->pitch); } SDL_ReleaseCameraFrame(camera, frame); } SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); if (texture) { /* draw the latest camera frame, if available. */ SDL_RenderTexture(renderer, texture, NULL, NULL); } SDL_RenderPresent(renderer); return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once at shutdown. */ void SDL_AppQuit(void *appstate, SDL_AppResult result) { SDL_CloseCamera(camera); SDL_DestroyTexture(texture); /* SDL will clean up the window/renderer for us. */ }