I want to know how to access the iphones camera and work with it in realtime: for example just draw on the camera view.
Another related Question:
Can I display 4 camera-views at once like in "Photo Booth" on the Mac.
I want to know how to access the iphones camera and work with it in realtime: for example just draw on the camera view.
Another related Question:
Can I display 4 camera-views at once like in "Photo Booth" on the Mac.
You can do it by using AVFoundation
- (void)initCapture {
AVCaptureDeviceInput *captureInput = [AVCaptureDeviceInput
deviceInputWithDevice:[AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]
error:nil];
AVCaptureVideoDataOutput *captureOutput = [[AVCaptureVideoDataOutput alloc] init];
captureOutput.alwaysDiscardsLateVideoFrames = YES;
dispatch_queue_t queue;
queue = dispatch_queue_create("cameraQueue", NULL);
[captureOutput setSampleBufferDelegate:self queue:queue];
dispatch_release(queue);
NSString* key = (NSString*)kCVPixelBufferPixelFormatTypeKey;
NSNumber* value = [NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA];
NSDictionary* videoSettings = [NSDictionary dictionaryWithObject:value forKey:key];
[captureOutput setVideoSettings:videoSettings];
self.captureSession = [[AVCaptureSession alloc] init];
[self.captureSession setSessionPreset:AVCaptureSessionPresetLow];
[self.captureSession addInput:captureInput];
[self.captureSession addOutput:captureOutput];
[self.captureSession startRunning];
self.customLayer = [CALayer layer];
self.customLayer.frame =CGRectMake(5-25,25, 200,150);
self.customLayer.transform = CATransform3DRotate(CATransform3DIdentity, M_PI/2.0f, 0, 0, 1);
//self.customLayer.transform =CATransform3DMakeRotation(M_PI/2.0f, 0, 0, 1);
//[self.view.layer addSublayer:imageView.layer];
//self.customLayer.frame =CGRectMake(0, 0, 200,150);
//self.customLayer.contentsGravity = kCAGravityResizeAspectFill;
[self.view.layer insertSublayer:self.customLayer atIndex:4];
//[self.view.layer addSublayer:self.customLayer];
self.customLayer1 = [CALayer layer];
//self.customLayer.frame = self.view.bounds;
self.customLayer1.frame =CGRectMake(165-25, 25, 200, 150);
self.customLayer1.transform = CATransform3DRotate(CATransform3DIdentity, M_PI/2.0f, 0, 0, 1);
//self.customLayer1.contentsGravity = kCAGravityResizeAspectFill;
[self.view.layer addSublayer:self.customLayer1];
self.customLayer2 = [CALayer layer];
//self.customLayer.frame = self.view.bounds;
self.customLayer2.frame =CGRectMake(5-25, 210 +25, 200, 150);
self.customLayer2.transform = CATransform3DRotate(CATransform3DIdentity, M_PI/2.0f, 0, 0, 1);
//self.customLayer1.contentsGravity = kCAGravityResizeAspectFill;
[self.view.layer addSublayer:self.customLayer2];
self.customLayer3 = [CALayer layer];
//self.customLayer.frame = self.view.bounds;
self.customLayer3.frame =CGRectMake(165-25, 210 +25, 200, 150);
self.customLayer3.transform = CATransform3DRotate(CATransform3DIdentity, M_PI/2.0f, 0, 0, 1);
//self.customLayer1.contentsGravity = kCAGravityResizeAspectFill;
[self.view.layer addSublayer:self.customLayer3];
}
#pragma mark -
#pragma mark AVCaptureSession delegate
- (void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection
{
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
/*Lock the image buffer*/
CVPixelBufferLockBaseAddress(imageBuffer,0);
/*Get information about the image*/
uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddress(imageBuffer);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
/*Create a CGImageRef from the CVImageBufferRef*/
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef newContext = CGBitmapContextCreate(baseAddress, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CGImageRef newImage2 = CGBitmapContextCreateImage(newContext);
/*We release some components*/
CGContextRelease(newContext);
CGColorSpaceRelease(colorSpace);
[self.customLayer performSelectorOnMainThread:@selector(setContents:) withObject: (id) newImage2 waitUntilDone:YES];
[self.customLayer1 performSelectorOnMainThread:@selector(setContents:) withObject: (id) newImage2 waitUntilDone:YES];
[self.customLayer2 performSelectorOnMainThread:@selector(setContents:) withObject: (id) newImage2 waitUntilDone:YES];
[self.customLayer3 performSelectorOnMainThread:@selector(setContents:) withObject: (id) newImage2 waitUntilDone:YES];
// UIImage *image= [UIImage imageWithCGImage:newImage scale:1.0 orientation:UIImageOrientationRight];
/*We relase the CGImageRef*/
CGImageRelease(newImage2);
// [self.imageView performSelectorOnMainThread:@selector(setImage:) withObject:image waitUntilDone:YES];
/*We unlock the image buffer*/
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
[pool drain];
}
it works fine..
http://crayoncoding.blogspot.com/2011/04/iphone-4-camera-views-at-once.html
see the above link for detail code
You can try having 4 UIImagePickerControllers. not sure if it'll work but its worth a shot.
Access the camera with iPhone SDK