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- import { Texture } from "../Materials/Textures/texture.js";
- import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js";
- import { FxaaPostProcess } from "../PostProcesses/fxaaPostProcess.js";
- import { Logger } from "./logger.js";
- import { Tools } from "./tools.js";
- import { DumpTools } from "./dumpTools.js";
- import { ApplyPostProcess } from "./textureTools.js";
- let screenshotCanvas = null;
- /**
- * Captures a screenshot of the current rendering
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine defines the rendering engine
- * @param camera defines the source camera
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param successCallback defines the callback receives a single parameter which contains the
- * screenshot as a string of base64-encoded characters. This string can be assigned to the
- * src parameter of an <img> to display it
- * @param mimeType defines the MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param forceDownload force the system to download the image even if a successCallback is provided
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- */
- export function CreateScreenshot(engine, camera, size, successCallback, mimeType = "image/png", forceDownload = false, quality) {
- const { height, width } = _GetScreenshotSize(engine, camera, size);
- if (!(height && width)) {
- Logger.Error("Invalid 'size' parameter !");
- return;
- }
- if (!screenshotCanvas) {
- screenshotCanvas = document.createElement("canvas");
- }
- screenshotCanvas.width = width;
- screenshotCanvas.height = height;
- const renderContext = screenshotCanvas.getContext("2d");
- const ratio = engine.getRenderWidth() / engine.getRenderHeight();
- let newWidth = width;
- let newHeight = newWidth / ratio;
- if (newHeight > height) {
- newHeight = height;
- newWidth = newHeight * ratio;
- }
- const offsetX = Math.max(0, width - newWidth) / 2;
- const offsetY = Math.max(0, height - newHeight) / 2;
- const scene = camera.getScene();
- if (scene.activeCamera !== camera) {
- CreateScreenshotUsingRenderTarget(engine, camera, size, (data) => {
- if (forceDownload) {
- const blob = new Blob([data]);
- Tools.DownloadBlob(blob);
- if (successCallback) {
- successCallback("");
- }
- }
- else if (successCallback) {
- successCallback(data);
- }
- }, mimeType, 1.0, engine.getCreationOptions().antialias, undefined, undefined, undefined, undefined, quality);
- }
- else {
- engine.onEndFrameObservable.addOnce(() => {
- const renderingCanvas = engine.getRenderingCanvas();
- if (renderContext && renderingCanvas) {
- renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
- }
- if (screenshotCanvas) {
- if (forceDownload) {
- Tools.EncodeScreenshotCanvasData(screenshotCanvas, undefined, mimeType, undefined, quality);
- if (successCallback) {
- successCallback("");
- }
- }
- else {
- Tools.EncodeScreenshotCanvasData(screenshotCanvas, successCallback, mimeType, undefined, quality);
- }
- }
- });
- }
- }
- /**
- * Captures a screenshot of the current rendering
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine defines the rendering engine
- * @param camera defines the source camera
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param mimeType defines the MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- * @returns screenshot as a string of base64-encoded characters. This string can be assigned
- * to the src parameter of an <img> to display it
- */
- export function CreateScreenshotAsync(engine, camera, size, mimeType = "image/png", quality) {
- return new Promise((resolve, reject) => {
- CreateScreenshot(engine, camera, size, (data) => {
- if (typeof data !== "undefined") {
- resolve(data);
- }
- else {
- reject(new Error("Data is undefined"));
- }
- }, mimeType, undefined, quality);
- });
- }
- /**
- * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine defines the rendering engine
- * @param camera defines the source camera
- * @param width defines the expected width
- * @param height defines the expected height
- * @param mimeType defines the MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- * @returns screenshot as a string of base64-encoded characters. This string can be assigned
- * to the src parameter of an <img> to display it
- */
- export function CreateScreenshotWithResizeAsync(engine, camera, width, height, mimeType = "image/png", quality) {
- return new Promise((resolve) => {
- CreateScreenshot(engine, camera, { width: width, height: height }, () => {
- resolve();
- }, mimeType, true, quality);
- });
- }
- /**
- * Generates an image screenshot from the specified camera.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine The engine to use for rendering
- * @param camera The camera to use for rendering
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height, finalWidth, finalHeight. If a single number is passed,
- * it will be used for both width and height, as well as finalWidth, finalHeight. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param successCallback The callback receives a single parameter which contains the
- * screenshot as a string of base64-encoded characters. This string can be assigned to the
- * src parameter of an <img> to display it
- * @param mimeType The MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param samples Texture samples (default: 1)
- * @param antialiasing Whether antialiasing should be turned on or not (default: false)
- * @param fileName A name for for the downloaded file.
- * @param renderSprites Whether the sprites should be rendered or not (default: false)
- * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)
- * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.
- */
- export function CreateScreenshotUsingRenderTarget(engine, camera, size, successCallback, mimeType = "image/png", samples = 1, antialiasing = false, fileName, renderSprites = false, enableStencilBuffer = false, useLayerMask = true, quality, customizeTexture) {
- const { height, width, finalWidth, finalHeight } = _GetScreenshotSize(engine, camera, size);
- const targetTextureSize = { width, height };
- if (!(height && width)) {
- Logger.Error("Invalid 'size' parameter !");
- return;
- }
- const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };
- engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions
- const scene = camera.getScene();
- // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
- const texture = new RenderTargetTexture("screenShot", targetTextureSize, scene, false, false, 0, false, Texture.BILINEAR_SAMPLINGMODE, undefined, enableStencilBuffer, undefined, undefined, undefined, samples);
- texture.renderList = scene.meshes.slice();
- texture.samples = samples;
- texture.renderSprites = renderSprites;
- texture.activeCamera = camera;
- texture.forceLayerMaskCheck = useLayerMask;
- customizeTexture?.(texture);
- const renderWhenReady = () => {
- if (texture.isReadyForRendering() && camera.isReady(true)) {
- engine.onEndFrameObservable.addOnce(() => {
- if (finalWidth === width && finalHeight === height) {
- texture.readPixels(undefined, undefined, undefined, false).then((data) => {
- DumpTools.DumpData(width, height, data, successCallback, mimeType, fileName, true, undefined, quality);
- texture.dispose();
- });
- }
- else {
- ApplyPostProcess("pass", texture.getInternalTexture(), scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {
- engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {
- DumpTools.DumpData(finalWidth, finalHeight, data, successCallback, mimeType, fileName, true, undefined, quality);
- texture.dispose();
- });
- });
- }
- });
- texture.render(true);
- // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur
- // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)
- scene.incrementRenderId();
- scene.resetCachedMaterial();
- engine.setSize(originalSize.width, originalSize.height);
- camera.getProjectionMatrix(true); // Force cache refresh;
- scene.render();
- }
- else {
- setTimeout(renderWhenReady, 16);
- }
- };
- const renderToTexture = () => {
- // render the RTT
- scene.incrementRenderId();
- scene.resetCachedMaterial();
- renderWhenReady();
- };
- if (antialiasing) {
- const fxaaPostProcess = new FxaaPostProcess("antialiasing", 1.0, scene.activeCamera);
- texture.addPostProcess(fxaaPostProcess);
- // Async Shader Compilation can lead to none ready effects in synchronous code
- if (!fxaaPostProcess.getEffect().isReady()) {
- fxaaPostProcess.getEffect().onCompiled = () => {
- renderToTexture();
- };
- }
- // The effect is ready we can render
- else {
- renderToTexture();
- }
- }
- else {
- // No need to wait for extra resources to be ready
- renderToTexture();
- }
- }
- /**
- * Generates an image screenshot from the specified camera.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine The engine to use for rendering
- * @param camera The camera to use for rendering
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param mimeType The MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param samples Texture samples (default: 1)
- * @param antialiasing Whether antialiasing should be turned on or not (default: false)
- * @param fileName A name for for the downloaded file.
- * @param renderSprites Whether the sprites should be rendered or not (default: false)
- * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)
- * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- * @returns screenshot as a string of base64-encoded characters. This string can be assigned
- * to the src parameter of an <img> to display it
- */
- export function CreateScreenshotUsingRenderTargetAsync(engine, camera, size, mimeType = "image/png", samples = 1, antialiasing = false, fileName, renderSprites = false, enableStencilBuffer = false, useLayerMask = true, quality) {
- return new Promise((resolve, reject) => {
- CreateScreenshotUsingRenderTarget(engine, camera, size, (data) => {
- if (typeof data !== "undefined") {
- resolve(data);
- }
- else {
- reject(new Error("Data is undefined"));
- }
- }, mimeType, samples, antialiasing, fileName, renderSprites, enableStencilBuffer, useLayerMask, quality);
- });
- }
- /**
- * Gets height and width for screenshot size
- * @param engine
- * @param camera
- * @param size
- * @private
- */
- function _GetScreenshotSize(engine, camera, size) {
- let height = 0;
- let width = 0;
- let finalWidth = 0;
- let finalHeight = 0;
- //If a size value defined as object
- if (typeof size === "object") {
- const precision = size.precision
- ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height
- : 1;
- //If a width and height values is specified
- if (size.width && size.height) {
- height = size.height * precision;
- width = size.width * precision;
- }
- //If passing only width, computing height to keep display canvas ratio.
- else if (size.width && !size.height) {
- width = size.width * precision;
- height = Math.round(width / engine.getAspectRatio(camera));
- }
- //If passing only height, computing width to keep display canvas ratio.
- else if (size.height && !size.width) {
- height = size.height * precision;
- width = Math.round(height * engine.getAspectRatio(camera));
- }
- else {
- width = Math.round(engine.getRenderWidth() * precision);
- height = Math.round(width / engine.getAspectRatio(camera));
- }
- //If a finalWidth and finalHeight values is specified
- if (size.finalWidth && size.finalHeight) {
- finalHeight = size.finalHeight;
- finalWidth = size.finalWidth;
- }
- //If passing only finalWidth, computing finalHeight to keep display canvas ratio.
- else if (size.finalWidth && !size.finalHeight) {
- finalWidth = size.finalWidth;
- finalHeight = Math.round(finalWidth / engine.getAspectRatio(camera));
- }
- //If passing only finalHeight, computing finalWidth to keep display canvas ratio.
- else if (size.finalHeight && !size.finalWidth) {
- finalHeight = size.finalHeight;
- finalWidth = Math.round(finalHeight * engine.getAspectRatio(camera));
- }
- else {
- finalWidth = width;
- finalHeight = height;
- }
- }
- //Assuming here that "size" parameter is a number
- else if (!isNaN(size)) {
- height = size;
- width = size;
- finalWidth = size;
- finalHeight = size;
- }
- // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context
- // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element
- // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData
- // to resolve this, we truncate the floats here to ensure the same size
- if (width) {
- width = Math.floor(width);
- }
- if (height) {
- height = Math.floor(height);
- }
- if (finalWidth) {
- finalWidth = Math.floor(finalWidth);
- }
- if (finalHeight) {
- finalHeight = Math.floor(finalHeight);
- }
- return { height: height | 0, width: width | 0, finalWidth: finalWidth | 0, finalHeight: finalHeight | 0 };
- }
- /**
- * Class containing a set of static utilities functions for screenshots
- */
- export const ScreenshotTools = {
- /**
- * Captures a screenshot of the current rendering
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine defines the rendering engine
- * @param camera defines the source camera
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param successCallback defines the callback receives a single parameter which contains the
- * screenshot as a string of base64-encoded characters. This string can be assigned to the
- * src parameter of an <img> to display it
- * @param mimeType defines the MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param forceDownload force the system to download the image even if a successCallback is provided
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- */
- CreateScreenshot,
- /**
- * Captures a screenshot of the current rendering
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine defines the rendering engine
- * @param camera defines the source camera
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param mimeType defines the MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- * @returns screenshot as a string of base64-encoded characters. This string can be assigned
- * to the src parameter of an <img> to display it
- */
- CreateScreenshotAsync,
- /**
- * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine defines the rendering engine
- * @param camera defines the source camera
- * @param width defines the expected width
- * @param height defines the expected height
- * @param mimeType defines the MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- * @returns screenshot as a string of base64-encoded characters. This string can be assigned
- * to the src parameter of an <img> to display it
- */
- CreateScreenshotWithResizeAsync,
- /**
- * Generates an image screenshot from the specified camera.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine The engine to use for rendering
- * @param camera The camera to use for rendering
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param successCallback The callback receives a single parameter which contains the
- * screenshot as a string of base64-encoded characters. This string can be assigned to the
- * src parameter of an <img> to display it
- * @param mimeType The MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param samples Texture samples (default: 1)
- * @param antialiasing Whether antialiasing should be turned on or not (default: false)
- * @param fileName A name for for the downloaded file.
- * @param renderSprites Whether the sprites should be rendered or not (default: false)
- * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- */
- CreateScreenshotUsingRenderTarget,
- /**
- * Generates an image screenshot from the specified camera.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
- * @param engine The engine to use for rendering
- * @param camera The camera to use for rendering
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param mimeType The MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param samples Texture samples (default: 1)
- * @param antialiasing Whether antialiasing should be turned on or not (default: false)
- * @param fileName A name for for the downloaded file.
- * @param renderSprites Whether the sprites should be rendered or not (default: false)
- * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
- * @returns screenshot as a string of base64-encoded characters. This string can be assigned
- * to the src parameter of an <img> to display it
- */
- CreateScreenshotUsingRenderTargetAsync,
- };
- /**
- * This will be executed automatically for UMD and es5.
- * If esm dev wants the side effects to execute they will have to run it manually
- * Once we build native modules those need to be exported.
- * @internal
- */
- const initSideEffects = () => {
- // References the dependencies.
- Tools.CreateScreenshot = CreateScreenshot;
- Tools.CreateScreenshotAsync = CreateScreenshotAsync;
- Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;
- Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;
- };
- initSideEffects();
- //# sourceMappingURL=screenshotTools.js.map
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