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Unity 在WebGL上录制视频和截图

Unity 在WebGL上录制视频和截图

作者: 雄关漫道从头越 | 来源:发表于2019-09-30 14:01 被阅读0次

    最近有个项目需要发布到web平台,项目中需要视频录制和截图,尝试了一些插件,在iOS和Android还可以,WebGL上没有找到合适的。网上查了下,WebGL2.0已经原生的支持视频录制和截图了,于是研究了下,目前已经应用在项目中了,现在把Unity在WebGL上视频录制和截图整理成一个Unity项目分享出来,以飨各位有兴趣的朋友。

    1.WebGL中录制视频和截图

    这个直接去官网找例子,不多说了,直接贴代码:

    /** WebGLRecoder.js
    **  WebGL录制视频和截图
    */
    let mediaRecorder;
    let recordedBlobs;
    let canvas;
    let stream;
    
    //截图
    function ScreenShot(fileName) {
        console.log('ScreenShot', fileName);
        canvas = document.querySelector('canvas');
        console.log(typeof(canvas));
        console.log(canvas);
        var dataURL = canvas.toDataURL('image/png');
            //直接下载
        var a = document.createElement("a");
        a.style.display = 'none';
        a.href = dataURL;
        a.download = fileName;
        document.body.appendChild(a);
        a.click();
        setTimeout(() =>{
            document.body.removeChild(a);
            //window.URL.revokeObjectURL(url);
        },
        100);
        console.log('ScreenShot', dataURL);
    }
    
    function handleDataAvailable (event) {
        if (event.data && event.data.size > 0) {
            recordedBlobs.push(event.data);
        }
    }
    
    function handleStop (event) {
        console.log('Recorder stopped: ', event);
    }
    
    //开始录制
    function StartRecording () {
        canvas = document.querySelector('canvas');
        stream = canvas.captureStream(); // frames per second
        let options = {mimeType: 'video/webm'};
        recordedBlobs = [];
        try {
            mediaRecorder = new MediaRecorder(stream, options);
        } catch(e0) {
            console.log('Unable to create MediaRecorder with options Object: ', e0);
            try {
                options = {
                    mimeType: 'video/webm,codecs=vp9'
                };
                mediaRecorder = new MediaRecorder(stream, options);
            } catch(e1) {
                console.log('Unable to create MediaRecorder with options Object: ', e1);
                try {
                    options = 'video/vp8'; // Chrome 47
                    mediaRecorder = new MediaRecorder(stream, options);
                } catch(e2) {
                    alert('MediaRecorder is not supported by this browser.\n\n' + 'Try Firefox 29 or later, or Chrome 47 or later, ' + 'with Enable experimental Web Platform features enabled from chrome://flags.');
                    console.error('Exception while creating MediaRecorder:', e2);
                    return;
                }
            }
        }
        console.log('Created MediaRecorder', mediaRecorder, 'with MIME_TYPE', options);
        mediaRecorder.onstop = handleStop;
        mediaRecorder.ondataavailable = handleDataAvailable;
        mediaRecorder.start(100); // collect 100ms of data
        console.log('MediaRecorder started', mediaRecorder);
    }
    
    //完成录制
    function StopRecording () {
        console.log("WebGLRecoder: Stopping recording"),
        mediaRecorder.stop();
    }
    
    //下载
    function RecordDownload (fileName) {
        console.log('RecordDownload');
        const blob = new Blob(recordedBlobs, {
            type: 'video/webm'
        });
        const url = window.URL.createObjectURL(blob);
        const a = document.createElement('a');
        a.style.display = 'none';
        a.href = url;
        //a.download = 'test.webm';
        a.download = fileName;
        document.body.appendChild(a);
        a.click();
        setTimeout(() =>{
            document.body.removeChild(a);
            window.URL.revokeObjectURL(url);
        },
        100);
    }
    

    2.基于jslib的Unity与WebGL跨平台通信

    在浏览器中,调用JavaScript的推荐方法是将JavaScript源添加到项目中,然后直接从脚本代码中调用这些函数,Unity有自己在WebGL中实现的库,而且Unity最终会使用emscripten将源代码从C / C ++代码编译为JavaScript。
    其做法就是在Assets/Plugins/WebGL中新建一个.jslib的文件:

    // WebGLRecoder.jslib
    const WebGLRecoder = {
        $sharedInstance: {
            
        },
        WebGLScreenShot: function(fileName) {
            console.log('ScreenShot', Pointer_stringify(fileName));
            ScreenShot(Pointer_stringify(fileName));
        },
        WebGLStartRecording: function() {
            StartRecording();
        },
        WebGLStopRecording: function(obj) {
            console.log("WebGLRecoder: Stopping recording");
            StopRecording();
            Runtime.dynCall('v', obj, 0);
        },
        WebGLRecordDownload: function(fileName) {
            console.log('RecordDownload: ', Pointer_stringify(fileName));
            RecordDownload(Pointer_stringify(fileName));
        },
        WebGLGetStudentName: function(){
            var name = getStudentNameFromLocal();
            console.log('name:'+name);
            //Get size of the string
            var bufferSize = lengthBytesUTF8(name) + 1;
            //Allocate memory space
            var buffer = _malloc(bufferSize);
            //Copy old data to the new one then return it
            stringToUTF8(name, buffer, bufferSize);
            return buffer;
        },
        WebGLGetStudentNo: function(){
            var no = getStudentNoFromLocal();
            console.log('no:'+no);
            //Get size of the string
            var bufferSize = lengthBytesUTF8(no) + 1;
            //Allocate memory space
            var buffer = _malloc(bufferSize);
            //Copy old data to the new one then return it
            stringToUTF8(no, buffer, bufferSize);
            return buffer;
        },
        WebGLIsLogin: function(){
           if(hasLogin()){
                return 1;
           }else{
                return 0;
            }
        },
        WebGLLogin: function(){
            console.log('login');
            Login();
        },
        WebGLGetServerHost: function(){
            var host =  getServerHost();
            console.log('host:'+host);
            //Get size of the string
            var bufferSize = lengthBytesUTF8(host) + 1;
            //Allocate memory space
            var buffer = _malloc(bufferSize);
            //Copy old data to the new one then return it
            stringToUTF8(host, buffer, bufferSize);
            return buffer;
        },
        WebGLGetFileServerHost: function(){
            var host = getFileServerHost();
            console.log('host:'+host);
            //Get size of the string
            var bufferSize = lengthBytesUTF8(host) + 1;
            //Allocate memory space
            var buffer = _malloc(bufferSize);
            //Copy old data to the new one then return it
            stringToUTF8(host, buffer, bufferSize);
            return buffer;
        }
    };
    autoAddDeps(WebGLRecoder, "$sharedInstance"),
    mergeInto(LibraryManager.library, WebGLRecoder);
    

    这个jslib调用上述js中的方法,并且提供接口给C#调用:

    
    using AOT;
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.Runtime.InteropServices;
    using UnityEngine;
    public class WebGLManager : SingletonMonoNewGO<WebGLManager>
    {
       /// <summary>
       /// C#-->WebGLRecoder.jslib-->WebGLRecoder.js(index.html <script src="js/WebGLRecoder.js"></script>)
       /// </summary>
       /// <param name="fileName"></param>
    #if UNITY_WEBGL && !UNITY_EDITOR
       [DllImport(@"__Internal")]
       public static extern void WebGLScreenShot(string fileName);
       [DllImport(@"__Internal")]
       public static extern void WebGLStartRecording();
       [DllImport(@"__Internal")]
       public static extern void WebGLStopRecording(Action callback);
       [DllImport(@"__Internal")]
       public static extern void WebGLRecordDownload(string fileName); 
    #endif
       public void ScreenShot(string fileName)
       {
    #if UNITY_WEBGL && !UNITY_EDITOR
           WebGLScreenShot(fileName);
    #endif
       }
    
       public void StartRecording()
       {
    #if UNITY_WEBGL && !UNITY_EDITOR
           WebGLStartRecording();
    #endif
       }
    
       /// <summary>
       /// 停止录屏
       /// </summary>
       /// <param name="callback">该回调一定是静态方法</param>
       public void StopRecording(Action callback)
       {
    #if UNITY_WEBGL && !UNITY_EDITOR
           WebGLStopRecording(callback);
    #endif
       }
    
       public void RecordDownload(string fileName)
       {
    #if UNITY_WEBGL && !UNITY_EDITOR
           WebGLRecordDownload(fileName);
    #endif
       }
    }
    

    3.发布WebGL,在html导入相关js

    完成C#与jslib的对接后,就可以发布webgl工程了,


    WebGL工程结构

    这里我已经将第一步编写的录制视频和截图的WebGLRecoder.js文件放到js目录下(没有就创建一个),index.html中导入js文件

    <!DOCTYPE html>
    <html lang="en-us">
    <head>
        <meta charset="utf-8">
        <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
        <title>Unity WebGL Player | Holder-Hander</title>
        <link rel="shortcut icon" href="TemplateData/favicon.ico">
        <link rel="stylesheet" href="TemplateData/style.css">
        <script src="TemplateData/UnityProgress.js"></script>
        <script src="Build/UnityLoader.js"></script>
        <!-- 录制和截图js-->
        <script src="js/WebGLRecoder.js"></script>
        <script>
            var gameInstance = UnityLoader.instantiate("gameContainer", "Build/webgl.json", {
                onProgress: UnityProgress,
                Module: {
                    webglContextAttributes: {"preserveDrawingBuffer": true},
                }
            });
        </script>
    </head>
    <body>
    <div class="webgl-content">
        <div id="gameContainer" style="width: 960px; height: 600px"></div>
        <div class="footer">
            <div class="fullscreen" onclick="gameInstance.SetFullscreen(1)"></div>
        </div>
    </div>
    </body>
    </html>
    

    还有要注意WebGL必须要部署到一个web服务器上才能打开,不能直接通过浏览器打开。
    到此终于,可以开心的去开发业务功能了。
    项目我已经整理出来了,github地址:https://github.com/eangulee/UnityWebGLRecoder
    好了,最近研究了下AR环境下的手势识别,demo已经上传到github,有兴趣的可以去笔者的github中找一下,有空再写篇文章介绍下吧。
    哈哈哈哈哈,国庆要去浪了~~~

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