HTML 将 WebGL 画布另存为图像

HTML Save WebGL Canvas as Image(HTML 将 WebGL 画布另存为图像)

本文介绍了HTML 将 WebGL 画布另存为图像的处理方法,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

我正在使用 https://github.com/auduno/clmtrackr

我正在尝试从以下示例中获取要保存的图像:https://github.com/auduno/clmtrackr/blob/dev/examples/facedeform.html

I am trying to get the image to be saved from the following example: https://github.com/auduno/clmtrackr/blob/dev/examples/facedeform.html

问题是我显然已经尝试过canvas.dataToURL()".我可以将网络摄像头的视频作为图像获取;但是,叠加图像始终是透明的.

The issue is that I have obviously tried "canvas.dataToURL()". I can get the video of the webcam as an image; however, the overlay image is always transparent.

我尝试使用纹理在画布上绘制,但也没有用......

I attempted using the texture to draw on a canvas, but that also didn't work....

我这里有一个例子:https://codepen.io/msj121/pen/RgXjYK

我想将带有叠加层的整个图像保存到 png 中,比如我想的dataToURL".

I want to save the whole image with overlay to a png, like "dataToURL" I suppose.

// when everything is ready, automatically start everything ?

                var vid = document.getElementById('videoel');
                var vid_width = vid.width;
                var vid_height = vid.height;
                var overlay = document.getElementById('overlay');
                var overlayCC = overlay.getContext('2d');
                var webgl_overlay = document.getElementById('webgl');

                // canvas for copying videoframes to
                var videocanvas = document.createElement('CANVAS');
                videocanvas.width = vid_width;
                videocanvas.height = vid_height;

                /*********** Setup of video/webcam and checking for webGL support *********/

                var videoReady = false;
                var imagesReady = false;

                function enablestart() {
                    if (videoReady && imagesReady) {
                        var startbutton = document.getElementById('startbutton');
                        startbutton.value = "start";
                        startbutton.disabled = null;
                    }
                }

                $(window).load(function() {
                    imagesReady = true;
                    enablestart();
                });

                var insertAltVideo = function(video) {
                    if (supports_video()) {
                        if (supports_webm_video()) {
                            video.src = "./media/cap13_edit2.webm";
                        } else if (supports_h264_baseline_video()) {
                            video.src = "./media/cap13_edit2.mp4";
                        } else {
                            return false;
                        }
                        fd.init(webgl_overlay);
                        return true;
                    } else return false;
                }

                // check whether browser supports webGL
                var webGLContext;
                var webGLTestCanvas = document.createElement('canvas');
                if (window.WebGLRenderingContext) {
                    webGLContext = webGLTestCanvas.getContext('webgl') || webGLTestCanvas.getContext('experimental-webgl');
                    if (!webGLContext || !webGLContext.getExtension('OES_texture_float')) {
                        webGLContext = null;
                    }
                }
                if (webGLContext == null) {
                    alert("Your browser does not seem to support WebGL. Unfortunately this face mask example depends on WebGL, so you'll have to try it in another browser. :(");
                }

                function gumSuccess( stream ) {
                    // add camera stream if getUserMedia succeeded
                    if ("srcObject" in vid) {
                        vid.srcObject = stream;
                    } else {
                        vid.src = (window.URL && window.URL.createObjectURL(stream));
                    }
                    vid.onloadedmetadata = function() {
                        // resize overlay and video if proportions are different
                        var proportion = vid.videoWidth/vid.videoHeight;
                        vid_width = Math.round(vid_height * proportion);
                        vid.width = vid_width;
                        overlay.width = vid_width;
                        webgl_overlay.width = vid_width;
                        videocanvas.width = vid_width;

                        fd.init(webgl_overlay);
                        vid.play();
                    }
                }

                function gumFail() {
                    // fall back to video if getUserMedia failed
                    insertAltVideo(vid);
                    alert("There was some problem trying to fetch video from your webcam, using a fallback video instead.");
                }

                navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;
                window.URL = window.URL || window.webkitURL || window.msURL || window.mozURL;

                // check for camerasupport
                if (navigator.mediaDevices) {
                    navigator.mediaDevices.getUserMedia({video : true}).then(gumSuccess).catch(gumFail);
                } else if (navigator.getUserMedia) {
                    navigator.getUserMedia({video : true}, gumSuccess, gumFail);
                } else {
                    insertAltVideo(vid);
                    alert("Your browser does not seem to support getUserMedia, using a fallback video instead.");
                }

                vid.addEventListener('canplay', function() {videoReady = true;enablestart();}, false);

                /*********** Code for face substitution *********/

                var animationRequest;
                var positions;

                var ctrack = new clm.tracker();
                ctrack.init(pModel);

                function startVideo() {
                    // start video
                    vid.play();
                    // start tracking
                    ctrack.start(vid);
                    // start drawing face grid
                    drawGridLoop();
                }

                var fd = new faceDeformer();

                var mouth_vertices = [
                    [44,45,61,44],
                    [45,46,61,45],
                    [46,60,61,46],
                    [46,47,60,46],
                    [47,48,60,47],
                    [48,59,60,48],
                    [48,49,59,48],
                    [49,50,59,49],
                    [50,51,58,50],
                    [51,52,58,51],
                    [52,57,58,52],
                    [52,53,57,52],
                    [53,54,57,53],
                    [54,56,57,54],
                    [54,55,56,54],
                    [55,44,56,55],
                    [44,61,56,44],
                    [61,60,56,61],
                    [56,57,60,56],
                    [57,59,60,57],
                    [57,58,59,57],
                    [50,58,59,50],
                ];

                var extendVertices = [
                    [0,71,72,0],
                    [0,72,1,0],
                    [1,72,73,1],
                    [1,73,2,1],
                    [2,73,74,2],
                    [2,74,3,2],
                    [3,74,75,3],
                    [3,75,4,3],
                    [4,75,76,4],
                    [4,76,5,4],
                    [5,76,77,5],
                    [5,77,6,5],
                    [6,77,78,6],
                    [6,78,7,6],
                    [7,78,79,7],
                    [7,79,8,7],
                    [8,79,80,8],
                    [8,80,9,8],
                    [9,80,81,9],
                    [9,81,10,9],
                    [10,81,82,10],
                    [10,82,11,10],
                    [11,82,83,11],
                    [11,83,12,11],
                    [12,83,84,12],
                    [12,84,13,12],
                    [13,84,85,13],
                    [13,85,14,13],
                    [14,85,86,14],
                    [14,86,15,14],
                    [15,86,87,15],
                    [15,87,16,15],
                    [16,87,88,16],
                    [16,88,17,16],
                    [17,88,89,17],
                    [17,89,18,17],
                    [18,89,93,18],
                    [18,93,22,18],
                    [22,93,21,22],
                    [93,92,21,93],
                    [21,92,20,21],
                    [92,91,20,92],
                    [20,91,19,20],
                    [91,90,19,91],
                    [19,90,71,19],
                    [19,71,0,19]
                ]

                function drawGridLoop() {
                    // get position of face
                    positions = ctrack.getCurrentPosition();

                    overlayCC.clearRect(0, 0, vid_width, vid_height);
                    if (positions) {
                        // draw current grid
                        ctrack.draw(overlay);
                    }
                    // check whether mask has converged
                    var pn = ctrack.getConvergence();
                    if (pn < 0.4) {
                        drawMaskLoop();
                    } else {
                        requestAnimFrame(drawGridLoop);
                    }
                }

                function drawMaskLoop() {
                    videocanvas.getContext('2d').drawImage(vid,0,0,videocanvas.width,videocanvas.height);

                    var pos = ctrack.getCurrentPosition();

                    if (pos) {
                        // create additional points around face
                        var tempPos;
                        var addPos = [];
                        for (var i = 0;i < 23;i++) {
                            tempPos = [];
                            tempPos[0] = (pos[i][0] - pos[62][0])*1.3 + pos[62][0];
                            tempPos[1] = (pos[i][1] - pos[62][1])*1.3 + pos[62][1];
                            addPos.push(tempPos);
                        }
                        // merge with pos
                        var newPos = pos.concat(addPos);

                        var newVertices = pModel.path.vertices.concat(mouth_vertices);
                        // merge with newVertices
                        newVertices = newVertices.concat(extendVertices);

                        fd.load(videocanvas, newPos, pModel, newVertices);

                        var parameters = ctrack.getCurrentParameters();
                        for (var i = 6;i < parameters.length;i++) {
                            parameters[i] += ph['component '+(i-3)];
                        }
                        positions = ctrack.calculatePositions(parameters);

                        overlayCC.clearRect(0, 0, vid_width, vid_height);
                        if (positions) {
                            // add positions from extended boundary, unmodified
                            newPos = positions.concat(addPos);
                            // draw mask on top of face
                            fd.draw(newPos);
                        }
                    }
                    animationRequest = requestAnimFrame(drawMaskLoop);
                }

                /*********** Code for stats **********/

                stats = new Stats();
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.top = '0px';
                document.getElementById('container').appendChild( stats.domElement );

                document.addEventListener("clmtrackrIteration", function(event) {
                    stats.update();
                }, false);

                /********** parameter code *********/

                var pnums = pModel.shapeModel.eigenValues.length-2;
                var parameterHolder = function() {
                    for (var i = 0;i < pnums;i++) {
                        this['component '+(i+3)] = 0;
                    }
                    this.presets = 0;
                };

                var ph = new parameterHolder();
                var gui = new dat.GUI();

                var presets = {
                    "unwell" : [0, 0, 0, 0, 0, 0, 22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    "inca" : [0, 0, -9, 0, -11, 0, 0, 0, 0, 0, 0, 0, 12, 0, 0, 0, 0, 0],
                    "cheery" : [0, 0, -9, 9, -11, 0, 0, 0, 0, 0, 0, 0, -9, 0, 0, 0, 0, 0],
                    "dopey" : [0, 0, 0, 0, 0, 0, 0, -11, 0, 0, 0, 0, 0, 0, 20, 0, 0, 0],
                    "longface" : [0, 0, 0, 0, -15, 0, 0, -12, 0, 0, 0, 0, 0, 0, -7, 0, 0, 5],
                    "lucky" : [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -4, 0, -6, 12, 0, 0],
                    "overcute" : [0, 0, 0, 0, 16, 0, -14, 0, 0, 0, 0, 0, -7, 0, 0, 0, 0, 0],
                    "aloof" : [0, 0, 0, 0, 0, 0, 0, -8, 0, 0, 0, 0, 0, 0, -2, 0, 0, 10],
                    "evil" : [0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, -8],
                    "artificial" : [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11, 0, -16, 0, 0, 0, 0, 0],
                    "none" : [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                };

                var control = {};
                var eig = 0;
                for (var i = 0;i < pnums;i++) {
                    eig = Math.sqrt(pModel.shapeModel.eigenValues[i+2])*3
                    control['c'+(i+3)] = gui.add(ph, 'component '+(i+3), -5*eig, 5*eig).listen();
                }

                /********** defaults code **********/

                function switchDeformedFace(e) {
                    //var split = ph.presets.split(",");
                    for (var i = 0;i < pnums;i++) {
                        ph['component '+(i+3)] = presets[e.target.value][i];
                    }
                }

                document.getElementById('deform').addEventListener('change', switchDeformedFace, false);

                for (var i = 0;i < pnums;i++) {
                    ph['component '+(i+3)] = presets['unwell'][i];
                }

推荐答案

stackoverflow 上已经回答了至少 10 次 webgl 画布为空白的原因

The reason the webgl canvas is blank has been answered at least 10 times here on stackoverflow

通过 canvas.toDataURL 将画布保存到图像会导致黑色矩形

Canvas toDataURL() 仅在 Firefox 中返回空白图像

toDataURL()的webgl画布返回透明图片

为什么我的画布在转换为图片?

我知道还有几个,但我懒得搜索所有这些

I know there's several more but I'm too lazy to search for all of them

我没有将此标记为重复的唯一原因是因为您想要 2 个画布中的 1 个 png.

The only reason I didn't mark this as a duplicate is because you wanted 1 png from 2 canvases.

如果您只想要 1 个 png,那么您需要从一个画布上捕获.因此,将 WebGL 画布绘制到视频画布中,然后在视频画布上调用 toDataURL.

If you want just 1 png then you need to capture from one canvas. So, draw the WebGL canvas into the video canvas then call toDataURL on the video canvas.

const vctx = videocanvas.getContext('2d');
vctx.drawImage(webGLTestCanvas, 0, 0); 
const capturedImage = videocanvas.toDataURL();

这篇关于HTML 将 WebGL 画布另存为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编程学习网!

本文标题为:HTML 将 WebGL 画布另存为图像

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