NB:
Now that this question has been specifically edited to treat webgl contexts, it may not be completely a duplicate of this previous answer, which indeed doesn't work with webgl contexts ; but because of an chrome bug...
So this answer will show you how to workaround this bug, while waiting for a fix from chrome.
The linked answer made use of the WebAudio API's timing method to create an Timed loop, not tied to the screen refresh-rate nor the window / tab's visibility.
But as said in the header, this currently doesn't work with webgl contexts on chrome.
The easy workaround, is to use an offscreen 2d context as the stream source, and to draw our webgl canvas onto this 2d context :
function startRecording(webgl_renderer, render_func) {
// create a clone of the webgl canvas
var canvas = webgl_renderer.domElement.cloneNode();
// init an 2D context
var ctx = canvas.getContext('2d');
function anim(){
// render the webgl Animation
render_func();
// draw the wegbl canvas on our 2D one
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.drawImage(webgl_renderer.domElement, 0,0);
}
var fps = 60;
// start our loop @60fps
var stopAnim = audioTimerLoop(anim, 1000 / fps);
// maximum stream rate set as 60 fps
var cStream = canvas.captureStream(fps);
let chunks = [];
var recorder = new MediaRecorder(cStream);
recorder.ondataavailable = e => chunks.push(e.data);
recorder.onstop = e => {
// we can stop our loop
stopAnim();
var url = URL.createObjectURL(new Blob(chunks));
var v = document.createElement('video');
v.src = url;
v.controls = true;
document.body.appendChild(v);
}
recorder.start();
// stops the recorder in 20s, try to change tab during this time
setTimeout(function() {
recorder.stop();
}, 20000);
btn.parentNode.removeChild(btn);
}
/*
An alternative timing loop, based on AudioContext's clock
@arg callback : a callback function
with the audioContext's currentTime passed as unique argument
@arg frequency : float in ms;
@returns : a stop function
*/
function audioTimerLoop(callback, frequency) {
var freq = frequency / 1000; // AudioContext time parameters are in seconds
var aCtx = new AudioContext();
// Chrome needs our oscillator node to be attached to the destination
// So we create a silent Gain Node
var silence = aCtx.createGain();
silence.gain.value = 0;
silence.connect(aCtx.destination);
onOSCend();
var stopped = false; // A flag to know when we'll stop the loop
function onOSCend() {
var osc = aCtx.createOscillator();
osc.onended = onOSCend; // so we can loop
osc.connect(silence);
osc.start(0); // start it now
osc.stop(aCtx.currentTime + freq); // stop it next frame
callback(aCtx.currentTime); // one frame is done
if (stopped) { // user broke the loop
osc.onended = function() {
aCtx.close(); // clear the audioContext
return;
};
}
};
// return a function to stop our loop
return function() {
stopped = true;
};
}
/* global THREE */
/* Note that all rAF loop have been removed
since they're now handled by our 'audioTimerLoop' */
(function() {
'use strict';
var WIDTH = 500, HEIGHT = 500;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, WIDTH / HEIGHT, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(WIDTH , HEIGHT);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.CubeGeometry(5, 5, 5);
var material = new THREE.MeshLambertMaterial({
color: 0x00fff0
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 12;
var pointLight = new THREE.PointLight(0xFFFFFF);
pointLight.position.x = 10;
pointLight.position.y = 50;
pointLight.position.z = 130;
scene.add(pointLight);
var render = function() {
var delta = Math.random() * (0.06 - 0.02) + 0.02;
cube.rotation.x += delta;
cube.rotation.y += delta;
cube.rotation.z -= delta;
renderer.render(scene, camera);
};
render();
console.clear();
btn.onclick = function(){startRecording(renderer, render);};
}());
body {
margin: 0;
background: #000;
}
button{
position: absolute;
top: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/85/three.min.js"></script>
<!-- Mobile devices need an user interaction to start the WebAudio API -->
<button id="btn">Start</button>
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