Three.js:如何将场景的2D SnapShot设为JPG图像?

时间:2021-12-02 05:05:06

I have a three.js scene like the following:

我有一个像下面这样的three.js场景:

            var scene = new THREE.Scene();
            var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);

            var renderer = new THREE.WebGLRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild(renderer.domElement);

            var geometry = new THREE.BoxGeometry(1,1,1);
            var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
            var cube = new THREE.Mesh(geometry, material);
            scene.add(cube);

            camera.position.z = 5;

            var render = function () {
                requestAnimationFrame(render);

                cube.rotation.x += 0.1;
                cube.rotation.y += 0.1;

                renderer.render(scene, camera);
            };

            render();

Is it possible to make a 2D SnapShot or ScreenShot from a Scene and export it as a JPG Image?

是否可以从场景制作2D SnapShot或ScreenShot并将其导出为JPG图像?

1 个解决方案

#1


24  

There are a couple of things you will have to do save the frame as jpg image.

除了jpg图像保存帧外,还有一些事情需要做。

Firstly initialize the webgl context like this

首先像这样初始化webgl上下文

 renderer = new THREE.WebGLRenderer({
                    preserveDrawingBuffer: true
                });

preserveDrawingBuffer flag will help you to get the base64 encoding of the current frame The code for that will be something like this

preserveDrawingBuffer标志将帮助您获取当前帧的base64编码该代码将是这样的

var strMime = "image/jpeg";
imgData = renderer.domElement.toDataURL(strMime);

Now secondly you might want to save the file using a .jpg extension, but not all browsers allow you to specify the file name. The best solution I found was in this SO thread.

其次,您可能希望使用.jpg扩展名保存文件,但并非所有浏览器都允许您指定文件名。我发现的最佳解决方案是在这个SO线程中。

So our script will check if the browser allows it will create a new anchor element and set its download and click it(which will save the file in specified filename) else it will just download the file but the user will have to rename it with a .jpg extension to open it.

因此,我们的脚本将检查浏览器是否允许它将创建一个新的锚元素并设置其下载并单击它(这将以指定的文件名保存文件)否则它将只下载文件但用户将不得不重命名它.jpg扩展名来打开它。

Codepen Link

 var camera, scene, renderer;
    var mesh;
    var strDownloadMime = "image/octet-stream";

    init();
    animate();

    function init() {

        var saveLink = document.createElement('div');
        saveLink.style.position = 'absolute';
        saveLink.style.top = '10px';
        saveLink.style.width = '100%';
        saveLink.style.background = '#FFFFFF';
        saveLink.style.textAlign = 'center';
        saveLink.innerHTML =
            '<a href="#" id="saveLink">Save Frame</a>';
        document.body.appendChild(saveLink);
        document.getElementById("saveLink").addEventListener('click', saveAsImage);
        renderer = new THREE.WebGLRenderer({
            preserveDrawingBuffer: true
        });
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        //

        camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
        camera.position.z = 400;

        scene = new THREE.Scene();

        var geometry = new THREE.BoxGeometry(200, 200, 200);



        var material = new THREE.MeshBasicMaterial({
            color: 0x00ff00
        });

        mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);

        //

        window.addEventListener('resize', onWindowResize, false);

    }

    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();

        renderer.setSize(window.innerWidth, window.innerHeight);

    }

    function animate() {

        requestAnimationFrame(animate);

        mesh.rotation.x += 0.005;
        mesh.rotation.y += 0.01;

        renderer.render(scene, camera);

    }

    function saveAsImage() {
        var imgData, imgNode;

        try {
            var strMime = "image/jpeg";
            imgData = renderer.domElement.toDataURL(strMime);

            saveFile(imgData.replace(strMime, strDownloadMime), "test.jpg");

        } catch (e) {
            console.log(e);
            return;
        }

    }

    var saveFile = function (strData, filename) {
        var link = document.createElement('a');
        if (typeof link.download === 'string') {
            document.body.appendChild(link); //Firefox requires the link to be in the body
            link.download = filename;
            link.href = strData;
            link.click();
            document.body.removeChild(link); //remove the link when done
        } else {
            location.replace(uri);
        }
    }
html, body {
    padding:0px;
    margin:0px;
}
canvas {
    width: 100%;
    height: 100%
}
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.min.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>

#1


24  

There are a couple of things you will have to do save the frame as jpg image.

除了jpg图像保存帧外,还有一些事情需要做。

Firstly initialize the webgl context like this

首先像这样初始化webgl上下文

 renderer = new THREE.WebGLRenderer({
                    preserveDrawingBuffer: true
                });

preserveDrawingBuffer flag will help you to get the base64 encoding of the current frame The code for that will be something like this

preserveDrawingBuffer标志将帮助您获取当前帧的base64编码该代码将是这样的

var strMime = "image/jpeg";
imgData = renderer.domElement.toDataURL(strMime);

Now secondly you might want to save the file using a .jpg extension, but not all browsers allow you to specify the file name. The best solution I found was in this SO thread.

其次,您可能希望使用.jpg扩展名保存文件,但并非所有浏览器都允许您指定文件名。我发现的最佳解决方案是在这个SO线程中。

So our script will check if the browser allows it will create a new anchor element and set its download and click it(which will save the file in specified filename) else it will just download the file but the user will have to rename it with a .jpg extension to open it.

因此,我们的脚本将检查浏览器是否允许它将创建一个新的锚元素并设置其下载并单击它(这将以指定的文件名保存文件)否则它将只下载文件但用户将不得不重命名它.jpg扩展名来打开它。

Codepen Link

 var camera, scene, renderer;
    var mesh;
    var strDownloadMime = "image/octet-stream";

    init();
    animate();

    function init() {

        var saveLink = document.createElement('div');
        saveLink.style.position = 'absolute';
        saveLink.style.top = '10px';
        saveLink.style.width = '100%';
        saveLink.style.background = '#FFFFFF';
        saveLink.style.textAlign = 'center';
        saveLink.innerHTML =
            '<a href="#" id="saveLink">Save Frame</a>';
        document.body.appendChild(saveLink);
        document.getElementById("saveLink").addEventListener('click', saveAsImage);
        renderer = new THREE.WebGLRenderer({
            preserveDrawingBuffer: true
        });
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        //

        camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
        camera.position.z = 400;

        scene = new THREE.Scene();

        var geometry = new THREE.BoxGeometry(200, 200, 200);



        var material = new THREE.MeshBasicMaterial({
            color: 0x00ff00
        });

        mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);

        //

        window.addEventListener('resize', onWindowResize, false);

    }

    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();

        renderer.setSize(window.innerWidth, window.innerHeight);

    }

    function animate() {

        requestAnimationFrame(animate);

        mesh.rotation.x += 0.005;
        mesh.rotation.y += 0.01;

        renderer.render(scene, camera);

    }

    function saveAsImage() {
        var imgData, imgNode;

        try {
            var strMime = "image/jpeg";
            imgData = renderer.domElement.toDataURL(strMime);

            saveFile(imgData.replace(strMime, strDownloadMime), "test.jpg");

        } catch (e) {
            console.log(e);
            return;
        }

    }

    var saveFile = function (strData, filename) {
        var link = document.createElement('a');
        if (typeof link.download === 'string') {
            document.body.appendChild(link); //Firefox requires the link to be in the body
            link.download = filename;
            link.href = strData;
            link.click();
            document.body.removeChild(link); //remove the link when done
        } else {
            location.replace(uri);
        }
    }
html, body {
    padding:0px;
    margin:0px;
}
canvas {
    width: 100%;
    height: 100%
}
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.min.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>