Three.js:如何将场景的 2D 快照制作为 JPG 图像? [英] Three.js: How can I make a 2D SnapShot of a Scene as a JPG Image?

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问题描述

我有一个 Three.js 场景,如下所示:

I have a three.js scene like the following:

            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();

是否可以从场景制作 2D 快照或屏幕截图并将其导出为 JPG 图像?

推荐答案

将框架保存为 jpg 图像需要做几件事.

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

首先像这样初始化webgl上下文

Firstly initialize the webgl context like this

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

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

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

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

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.我找到的最佳解决方案是 这个SO线程.

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.

所以我们的脚本将检查浏览器是否允许它创建一个新的 anchor 元素并设置它的 download 并单击它(这会将文件保存在指定的文件名中)否则它只会下载文件,但用户必须使用 .jpg 扩展名重命名它才能打开它.

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.

 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>

这篇关于Three.js:如何将场景的 2D 快照制作为 JPG 图像?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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