I would like to grab the preview frames that are displayed inside my CaptureElement
xaml element. The source
of my CaptureElement
is set to a MediaCapture
object and I use the StartPreview()
method to start displaying the camera. I would like to access the frames that are being shown without saving them to an img or video file. The goal is to capture 10 fps from the preview and send each frame to another class that accepts byte[].
I tried using the CapturePhotoToStorageFileAsync
method however this is not a feasible option as I do not want to take 10 actual images / second. I also do not want to use ScreenCapture
as it stores what is captured into a video file. Ideally I do not want to store any media files temporarily on the phone. After looking at the msdn for MediaCapture
, I noticed there's a method called GetPreviewFrameAsync()
however this method does not exist inside Windows Phone 8.1. I also stumbled on this example however I do not completely understand how it works.
Any suggestions on how to approach this is greatly appreciated.
There is a sample on the Microsoft github page that is relevant, although they target Windows 10. You may be interested in migrating your project to get this functionality.
GetPreviewFrame: This sample will capture preview frames as opposed to full-blown photos. Once it has a preview frame, it can edit the pixels on it.
Here is the relevant part:
private async Task GetPreviewFrameAsSoftwareBitmapAsync()
{
// Get information about the preview
var previewProperties = _mediaCapture.VideoDeviceController.GetMediaStreamProperties(MediaStreamType.VideoPreview) as VideoEncodingProperties;
// Create the video frame to request a SoftwareBitmap preview frame
var videoFrame = new VideoFrame(BitmapPixelFormat.Bgra8, (int)previewProperties.Width, (int)previewProperties.Height);
// Capture the preview frame
using (var currentFrame = await _mediaCapture.GetPreviewFrameAsync(videoFrame))
{
// Collect the resulting frame
SoftwareBitmap previewFrame = currentFrame.SoftwareBitmap;
// Add a simple green filter effect to the SoftwareBitmap
EditPixels(previewFrame);
}
}
private unsafe void EditPixels(SoftwareBitmap bitmap)
{
// Effect is hard-coded to operate on BGRA8 format only
if (bitmap.BitmapPixelFormat == BitmapPixelFormat.Bgra8)
{
// In BGRA8 format, each pixel is defined by 4 bytes
const int BYTES_PER_PIXEL = 4;
using (var buffer = bitmap.LockBuffer(BitmapBufferAccessMode.ReadWrite))
using (var reference = buffer.CreateReference())
{
// Get a pointer to the pixel buffer
byte* data;
uint capacity;
((IMemoryBufferByteAccess)reference).GetBuffer(out data, out capacity);
// Get information about the BitmapBuffer
var desc = buffer.GetPlaneDescription(0);
// Iterate over all pixels
for (uint row = 0; row < desc.Height; row++)
{
for (uint col = 0; col < desc.Width; col++)
{
// Index of the current pixel in the buffer (defined by the next 4 bytes, BGRA8)
var currPixel = desc.StartIndex + desc.Stride * row + BYTES_PER_PIXEL * col;
// Read the current pixel information into b,g,r channels (leave out alpha channel)
var b = data[currPixel + 0]; // Blue
var g = data[currPixel + 1]; // Green
var r = data[currPixel + 2]; // Red
// Boost the green channel, leave the other two untouched
data[currPixel + 0] = b;
data[currPixel + 1] = (byte)Math.Min(g + 80, 255);
data[currPixel + 2] = r;
}
}
}
}
}
And declare this outside your class:
[ComImport]
[Guid("5b0d3235-4dba-4d44-865e-8f1d0e4fd04d")]
[InterfaceType(ComInterfaceType.InterfaceIsIUnknown)]
unsafe interface IMemoryBufferByteAccess
{
void GetBuffer(out byte* buffer, out uint capacity);
}
And of course, your project will have to allow unsafe code for all of this to work.
Have a closer look at the sample to see how to get all the details. Or, to have a walkthrough, you can watch the camera session from the recent //build/ conference, which includes a little bit of a walkthrough through some camera samples.