There are a couple of things you will have to do to save the frame as a jpg image.
Firstly initialize the WebGL context like this
renderer = new THREE.WebGLRenderer({
preserveDrawingBuffer: true
});
preserveDrawingBuffer
flag will help you to get the base64 encoding of the current frame
The code for that will be something like this
var strMime = "image/jpeg";
imgData = renderer.domElement.toDataURL(strMime);
Now secondly you might want to save the file using a .jpg
extension, but not all browsers allow you to specify the file name.
The best solution I found was in this SO thread.
So our script will check if the browser allows it will create a new anchor
element and set its download
and click it(which will save the file in a specified filename) else it will just download the file but the user will have to rename it with a .jpg
extension to open it.
var camera, scene, renderer;
var mesh;
var strDownloadMime = "image/octet-stream";
init();
animate();
function init() {
var saveLink = document.createElement('div');
saveLink.style.position = 'absolute';
saveLink.style.top = '10px';
saveLink.style.width = '100%';
saveLink.style.background = '#FFFFFF';
saveLink.style.textAlign = 'center';
saveLink.innerHTML =
'<a href="#" id="saveLink">Save Frame</a>';
document.body.appendChild(saveLink);
document.getElementById("saveLink").addEventListener('click', saveAsImage);
renderer = new THREE.WebGLRenderer({
preserveDrawingBuffer: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 400;
scene = new THREE.Scene();
var geometry = new THREE.BoxGeometry(200, 200, 200);
var material = new THREE.MeshBasicMaterial({
color: 0x00ff00
});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
function saveAsImage() {
var imgData, imgNode;
try {
var strMime = "image/jpeg";
var strDownloadMime = "image/octet-stream";
imgData = renderer.domElement.toDataURL(strMime);
saveFile(imgData.replace(strMime, strDownloadMime), "test.jpg");
} catch (e) {
console.log(e);
return;
}
}
var saveFile = function (strData, filename) {
var link = document.createElement('a');
if (typeof link.download === 'string') {
document.body.appendChild(link); //Firefox requires the link to be in the body
link.download = filename;
link.href = strData;
link.click();
document.body.removeChild(link); //remove the link when done
} else {
location.replace(uri);
}
}
html, body {
padding:0px;
margin:0px;
}
canvas {
width: 100%;
height: 100%
}
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.min.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
Edit Dec 2022
As Mohammad Tbeishat pointed out in a comment this is a more preformat API available now canvas.toBlob
you can refer to at
https://r105.threejsfundamentals.org/threejs/lessons/threejs-tips.html