我正在构建在线Web应用程序,该应用程序在画布上呈现视频,然后使用canvas.captureStream()和mediaRecorder记录画布.问题在于,当用户切换选项卡或最小化窗口时,画布会冻结.我使用了webWorkerSetInterval(Hacktimer.js)后,动画一直保持运行状态.根据Chrome,他们尚未提供解决方案https://bugs.chromium.org/p/chromium/issues/detail?id=639105.
有人可以建议解决方法吗?我尝试了不允许最小化但未成功的新窗口.切换窗口时录制不会停止(仅在切换或最小化选项卡时停止)
解决方法:
注意:
既然已经对这个问题进行了专门的编辑以处理webgl上下文,那么它可能并不完全是该previous answer的重复,这确实不适用于webgl上下文;但由于存在镀铬错误…
因此,此答案将向您展示如何在等待chrome修复时解决该错误.
链接的答案利用了WebAudio API的计时方法来创建“计时”循环,而不受屏幕刷新率和窗口/选项卡可见性的限制.
但是正如标题中所述,目前这不适用于chrome上的webgl上下文.
一种简单的解决方法是使用屏幕外的2d上下文作为流源,并将我们的webgl画布绘制到此2d上下文上:
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>