我在截屏时遇到了一些麻烦。如果你跟着啧啧,在http://doc.babylonjs.com/tutorials/render_scene_on_a_png,你看到他们只提供了一行BABYLON.Tools.CreateScreenshot(engine, camera, size);
尺寸和相机是您可以更改的变量。当我实现这个时,我会得到一个黑色截图。我首先想到的可能是它在页面渲染之前截取了屏幕截图,所以我添加了一个简单的循环并添加了一个警告框,等到屏幕截图执行之前加载的场景。但由于某种原因,我仍然得到一个黑色截图。 感谢您的投入:D
var canvas = document.querySelector("#renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
//Needed for the CreateScene Function
var createScene = function () {
var scene = new BABYLON.Scene(engine);
// Setup camera
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 10, 0, BABYLON.Vector3.Zero(), scene);
camera.setPosition(new BABYLON.Vector3(-10, 10, 25));
camera.attachControl(canvas, true);
// Lights
var light0 = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(0, 10, 5), scene);
var light1 = new BABYLON.PointLight("Omni1", new BABYLON.Vector3(0, -10, 5), scene);
var light2 = new BABYLON.PointLight("Omni2", new BABYLON.Vector3(10, 0, 5), scene);
var light3 = new BABYLON.DirectionalLight("Dir0", new BABYLON.Vector3(1, -1, 2), scene);
var light4 = new BABYLON.SpotLight("Spot0", new BABYLON.Vector3(0, 5, -10), new BABYLON.Vector3(0, -1, 0), 0.8, 3, scene);
var light5 = new BABYLON.HemisphericLight("Hemi0", new BABYLON.Vector3(0, 1, 0), scene);
var material = new BABYLON.StandardMaterial("kosh", scene);
var sphere = BABYLON.Mesh.CreateSphere("Sphere", 16, 3, scene);
var cylinder = BABYLON.Mesh.CreateCylinder("cylinder", 7.5, 3, 6, 6, 1, scene);
var box = BABYLON.Mesh.CreateBox("box", 6.0, scene);
// Creating light sphere
var lightSphere0 = BABYLON.Mesh.CreateSphere("Sphere0", 16, .5, scene);
var lightSphere1 = BABYLON.Mesh.CreateSphere("Sphere1", 16, 0.5, scene);
var lightSphere2 = BABYLON.Mesh.CreateSphere("Sphere2", 16, 0.5, scene);
//Shifting position up of Sphere
sphere.position.y = 5;
box.position.y = -2;
//generating shadows
var shadowGenerator = new BABYLON.ShadowGenerator(1024, light3);
shadowGenerator.getShadowMap().renderList.push(box);
shadowGenerator.getShadowMap().renderList.push(sphere);
shadowGenerator.getShadowMap().renderList.push(cylinder);
//Colors
lightSphere0.material = new BABYLON.StandardMaterial("red", scene);
lightSphere0.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere0.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere0.material.emissiveColor = new BABYLON.Color3(1, 0, 0);
lightSphere1.material = new BABYLON.StandardMaterial("green", scene);
lightSphere1.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere1.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere1.material.emissiveColor = new BABYLON.Color3(0, 1, 0);
lightSphere2.material = new BABYLON.StandardMaterial("blue", scene);
lightSphere2.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere2.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere2.material.emissiveColor = new BABYLON.Color3(0, 0, 1);
// Sphere material
material.diffuseColor = new BABYLON.Color3(1, 1, 1);
sphere.material = material;
// Lights colors
light0.diffuse = new BABYLON.Color3(1, 0, 0);
light0.specular = new BABYLON.Color3(1, 0, 0);
light1.diffuse = new BABYLON.Color3(0, 1, 0);
light1.specular = new BABYLON.Color3(0, 1, 0);
light2.diffuse = new BABYLON.Color3(0, 0, 1);
light2.specular = new BABYLON.Color3(0, 0, 1);
light3.diffuse = new BABYLON.Color3(1, 1, 1);
light3.specular = new BABYLON.Color3(1, 1, 1);
light4.diffuse = new BABYLON.Color3(1, 0, 0);
light4.specular = new BABYLON.Color3(1, 1, 1);
light5.diffuse = new BABYLON.Color3(1, 1, 1);
light5.specular = new BABYLON.Color3(1, 1, 1);
light5.groundColor = new BABYLON.Color3(0, 0, 0);
//Adding the SkyBox
var skybox = BABYLON.Mesh.CreateBox("skyBox", 100.0, scene);
var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);
skyboxMaterial.backFaceCulling = false;
skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("../textures/TropicalSunnyDay", scene);
skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);
skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
skyboxMaterial.disableLighting = true;
skybox.material = skyboxMaterial;
// Animations
var alpha = 0;
scene.beforeRender = function () {
light0.position = new BABYLON.Vector3(10 * Math.sin(alpha), 0, 10 * Math.cos(alpha));
light1.position = new BABYLON.Vector3(10 * Math.sin(alpha), 0, -10 * Math.cos(alpha));
light2.position = new BABYLON.Vector3(10 * Math.cos(alpha), 0, 10 * Math.sin(alpha));
lightSphere0.position = light0.position;
lightSphere1.position = light1.position;
lightSphere2.position = light2.position;
lightSphere0.position.y = 5;
lightSphere1.position.y = 5;
lightSphere2.position.y = 5;
alpha += 0.01;
};
//ground
var ground = BABYLON.Mesh.CreateGround("ground1", 100, 100, 2, scene);
ground.receiveShadows = true;
var materialGround = new BABYLON.StandardMaterial("grassTexture", scene);
materialGround.diffuseColor = new BABYLON.Color3(1,1,1);
materialGround.diffuseTexture = new
BABYLON.Texture("../textures/grass.png",scene);
ground.material = materialGround;
//wait loop for the screenshot
size = { width: 600, height: 400};
var i = 1;
function myLoop () {
setTimeout(function () {
alert('Taking Screenshot!');
//Creating png screenshot
BABYLON.Tools.CreateScreenshot(engine, camera, size);
i++;
if (i < 1) {
myLoop();
}
}, 2000)
}
myLoop();
//Returning the scene
return scene;
};
var scene = createScene();
engine.runRenderLoop(function () {
scene.render();
});
window.addEventListener("resize", function () {
engine.resize();
});
答案 0 :(得分:3)
来自htmlgameDevs的很酷的家伙(DeltaKosh)帮助了我。他说,当你为截图创建引擎或渲染PNG文件时,你必须这样定义:
engine = new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true });
我还添加了一个等待一秒的循环,直到场景渲染后才能截取屏幕截图
var scene = createScene();
var booleanR = false;
var size = 512;
engine.runRenderLoop(function () {
scene.render();
});
function myLoop () {
setTimeout(function () {
if(booleanR == false){
BABYLON.Tools.CreateScreenshot(engine, camera, size);
booleanR = true;
}
}, 1000)
}