如何将画布动画另存为gif或webm? [英] How to save canvas animation as gif or webm?

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本文介绍了如何将画布动画另存为gif或webm?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我已经编写了此功能来捕获GIF的每个帧,但是输出非常缓慢,并且在数据增加时崩溃。有什么建议吗?



代码:

 函数createGifFromPng(list,framerate ,fileName,gifScale){
gifshot.createGIF({
'images':list,
'gifWidth':wWidth * gifScale,
'gifHeight':wHeight * gifScale,
'interval':1 / framerate,
},function(obj){
if(!obj.error){
var image = obj.image;
var a = document.createElement('a');
document.body.append(a);
a.download =文件名;
a.href =图片;
a。 click();
a.remove();
}
});
}
////////////////////////////////////////// //////////////////////////////

函数getGifFromCanvas(renderer,sprite,fileName,gifScale ,framesCount,framerate){
var listImgs = [];
var Saving = false;
var interval = setInterval(function(){
renderer.extract.canvas(sprite).toBlob(function(b){
if(listImgs.length> = frameCount){
clearInterval(interval);
if(!保存){
createGifFromPng(listImgs,framerate,fileName,gifScale);
Saving = true;
}
}
else {
listImgs.push(URL.createObjectURL(b));
}
},'image / gif');
},1000 /帧率) ;
}


解决方案

在现代浏览器中,您可以使用 MediaRecorder API HTMLCanvasElement.captureStream 方法。



MediaRecorder API将能够动态地在视频或音频媒体文件中对MediaStream进行编码,从而比捕获静态图像所需的内存少得多。



< pre class = snippet-code-js lang-js prettyprint-override> const ctx = canvas.getContext('2d'); var x = 0; anim(); startRecording(); function startRecording (){const chunks = []; //这里,我们将存储记录的媒体块(Blob)const stream = canvas.captureStream(); //抓取我们的画布MediaStream const rec = new MediaRecorder(stream); //初始化记录器//每次记录器有新数据时,我们都会将其存储在数组rec.ondataavailable = e =>中。 chunks.push(e.data); //仅当记录器停止时,我们才从所有块中构造一个完整的Blob rec.onstop = e => exportVid(新Blob(块,{type:‘video / webm’}))); rec.start(); setTimeout(()=> rec.stop(),3000); //停止以3s录制}}函数exportVid(blob){const vid = document.createElement(‘video’); vid.src = URL.createObjectURL(blob); vid.controls = true; document.body.appendChild(vid); const a = document.createElement(‘a’); a.download = myvid.webm; a.href = vid.src; a.textContent =下载视频; document.body.appendChild(a);} function anim(){x =(x +1)%canvas.width; ctx.fillStyle =‘白色’; ctx.fillRect(0,0,canvas.width,canvas.height); ctx.fillStyle ='黑色'; ctx.fillRect(x-20,0,40,40); requestAnimationFrame(anim);}

 < canvas id = canvas>< / canvas>  


i have written this function to capture each frame for the GIF but the output is very laggy and crashes when the data increases. Any suggestions ?

Code :

    function createGifFromPng(list, framerate, fileName, gifScale) {
            gifshot.createGIF({
                'images': list,
                'gifWidth': wWidth * gifScale,
                'gifHeight': wHeight * gifScale,
                'interval': 1 / framerate,
            }, function(obj) {
                if (!obj.error) {
                    var image = obj.image;
                    var a = document.createElement('a');
                    document.body.append(a);
                    a.download = fileName;
                    a.href = image;
                    a.click();
                    a.remove();
                }
            });
        }
/////////////////////////////////////////////////////////////////////////

function getGifFromCanvas(renderer, sprite, fileName, gifScale, framesCount, framerate) {
            var listImgs = [];
            var saving = false;
            var interval = setInterval(function() {
                renderer.extract.canvas(sprite).toBlob(function(b) {
                    if (listImgs.length >= framesCount) {
                        clearInterval(interval);
                        if (!saving) {
                        createGifFromPng(listImgs, framerate, fileName,gifScale);
                            saving = true;
                        }
                    }
                    else {
                        listImgs.push(URL.createObjectURL(b));
                    }
                }, 'image/gif');
            }, 1000 / framerate);
        }

解决方案

In modern browsers you can use a conjunction of the MediaRecorder API and the HTMLCanvasElement.captureStream method.

The MediaRecorder API will be able to encode a MediaStream in a video or audio media file on the fly, resulting in far less memory needed than when you grab still images.

const ctx = canvas.getContext('2d');
var x = 0;
anim();
startRecording();

function startRecording() {
  const chunks = []; // here we will store our recorded media chunks (Blobs)
  const stream = canvas.captureStream(); // grab our canvas MediaStream
  const rec = new MediaRecorder(stream); // init the recorder
  // every time the recorder has new data, we will store it in our array
  rec.ondataavailable = e => chunks.push(e.data);
  // only when the recorder stops, we construct a complete Blob from all the chunks
  rec.onstop = e => exportVid(new Blob(chunks, {type: 'video/webm'}));
  
  rec.start();
  setTimeout(()=>rec.stop(), 3000); // stop recording in 3s
}

function exportVid(blob) {
  const vid = document.createElement('video');
  vid.src = URL.createObjectURL(blob);
  vid.controls = true;
  document.body.appendChild(vid);
  const a = document.createElement('a');
  a.download = 'myvid.webm';
  a.href = vid.src;
  a.textContent = 'download the video';
  document.body.appendChild(a);
}

function anim(){
  x = (x + 1) % canvas.width;
  ctx.fillStyle = 'white';
  ctx.fillRect(0,0,canvas.width,canvas.height);
  ctx.fillStyle = 'black';
  ctx.fillRect(x - 20, 0, 40, 40);
  requestAnimationFrame(anim);
}

<canvas id="canvas"></canvas>

这篇关于如何将画布动画另存为gif或webm?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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