Blender渲染
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  1. <?php
  2. namespace Blobt\Luxcore\scene;
  3. use Blobt\Luxcore\utils\MatHelper;
  4. use GuzzleHttp\Client;
  5. include dirname(dirname(__FILE__)) . "/vendor/autoload.php";
  6. const OPEN = true | 1;
  7. const CLOSE = false | 0;
  8. /**
  9. * 标准材质长宽
  10. */
  11. const MAT_STANDARD_SIZE = 1000;
  12. $client = new Client();
  13. $response = $client->get("deep3d.backend-api.dev.com/test/render-task");
  14. $resContents = $response->getBody()->getContents();
  15. $result = json_decode($resContents,false);
  16. $taskData = $result->data;
  17. $taskScene = $taskData->scene;
  18. $taskModel = $taskScene->model;
  19. /**
  20. * 创建 Luxcore 材质
  21. */
  22. function createLuxcoreMat($matOriginal, $textureScaleU, $textureScaleV, $scene){
  23. switch($matOriginal->renderType){
  24. case 1:
  25. return MatHelper::createMatOfDisney($matOriginal, $textureScaleU, $textureScaleV, $scene);
  26. case 2:
  27. return;
  28. case 3:
  29. return;
  30. case 4:
  31. return;
  32. }
  33. }
  34. // 创建一个场景;
  35. $scene = new Scene();
  36. $sceneTemplatePath = dirname(dirname(__FILE__)) . "/sceneTemplate";
  37. // 一、创建光场:
  38. // 1、创建 面片光001
  39. $material = new materials\Matte();
  40. $material->setBaseColor('0 0 0');
  41. $material->setTransparencyShadow('1 1 1');
  42. $material->setEmission('1 1 1');
  43. $scene->registerMaterial($material);
  44. $obj = new objects\Objects();
  45. $obj->ply = './ply/FaceLight001.ply';
  46. $obj->setMaterial($material);
  47. $scene->registerObjects($obj);
  48. // 2、创建 面片光002
  49. $material = new materials\Matte();
  50. $material->setBaseColor('0 0 0');
  51. $material->setTransparencyShadow('1 1 1');
  52. $material->setEmission('0 0 0');
  53. $material->emissionCfg = new lights\Emission([
  54. 'gain' => "30 30 30",
  55. ]);
  56. $scene->registerMaterial($material);
  57. $obj = new objects\Objects();
  58. $obj->ply = './ply/FaceLight002.ply';
  59. $obj->setMaterial($material);
  60. $scene->registerObjects($obj);
  61. // 3、创建 面片光003
  62. $material = new materials\Matte();
  63. $material->setBaseColor('0 0 0');
  64. $material->setTransparencyShadow('1 1 1');
  65. $material->setEmission('1 1 1');
  66. $material->emissionCfg = new lights\Emission([
  67. 'gain' => "50 50 50",
  68. ]);
  69. $scene->registerMaterial($material);
  70. $obj = new objects\Objects();
  71. $obj->ply = './ply/FaceLight003.ply';
  72. $obj->setMaterial($material);
  73. $scene->registerObjects($obj);
  74. // 4、创建 面片光004
  75. $material = new materials\Matte();
  76. $material->setBaseColor('0 0 0');
  77. $material->setTransparencyShadow('1 1 1');
  78. $material->setEmission('0 0 0');
  79. $material->emissionCfg = new lights\Emission([
  80. 'gain' => "4 4 4",
  81. ]);
  82. $scene->registerMaterial($material);
  83. $obj = new objects\Objects();
  84. $obj->ply = './ply/FaceLight004.ply';
  85. $obj->setMaterial($material);
  86. $scene->registerObjects($obj);
  87. // 5、创建 面片光005
  88. $material = new materials\Matte();
  89. $material->setBaseColor('0 0 0');
  90. $material->setTransparencyShadow('1 1 1');
  91. $material->setEmission('1 1 1');
  92. $material->emissionCfg = new lights\Emission([
  93. 'gain' => "10 10 10",
  94. ]);
  95. $scene->registerMaterial($material);
  96. $obj = new objects\Objects();
  97. $obj->ply = './ply/FaceLight005.ply';
  98. $obj->setMaterial($material);
  99. $scene->registerObjects($obj);
  100. // 6、创建 面片光006
  101. $material = new materials\Matte();
  102. $material->setBaseColor('0 0 0');
  103. $material->setTransparencyShadow('1 1 1');
  104. $material->setEmission('1 1 1');
  105. $material->emissionCfg = new lights\Emission([
  106. 'gain' => "8 8 8",
  107. 'mapfile' => "./map/SD-037.exr",
  108. 'gamma' => 1,
  109. 'storage' => "float"
  110. ]);
  111. $scene->registerMaterial($material);
  112. $obj = new objects\Objects();
  113. $obj->ply = './ply/FaceLight006.ply';
  114. $obj->setMaterial($material);
  115. $scene->registerObjects($obj);
  116. // 7、创建 面片光000
  117. $material = new materials\Matte();
  118. $material->setBaseColor('0 0 0');
  119. $material->setTransparencyShadow('1 1 1');
  120. $material->setEmission('1 1 1');
  121. $material->emissionCfg = new lights\Emission([
  122. 'gain' => "3.3 3.3 3.3",
  123. ]);
  124. $scene->registerMaterial($material);
  125. $obj = new objects\Objects();
  126. $obj->ply = './ply/FaceLight000.ply';
  127. $obj->setMaterial($material);
  128. $scene->registerObjects($obj);
  129. // 8、创建环境光
  130. $light = new lights\env\HdrImage([
  131. 'gain' => "1.25 1.25 1.25",
  132. 'transformation' => "0.1736481 -0.9848078 0 0 -0.9848078 -0.1736481 0 0 0 0 1 0 0 0 0 1",
  133. 'file' => "./map/env.png",
  134. 'gamma' => 1,
  135. 'storage' => "byte"
  136. ]);
  137. $light->id = 0;
  138. $scene->registerLight($light);
  139. // 9、创建地面模型
  140. $mapping = new texture\mapping\Mapping();
  141. $mapping->useUVMapping2d(0, "0", "0.4 -0.966", "0.3 0.983");
  142. $texture = new texture\procedural\ImageMap([
  143. 'file' => "./map/方形阴影遮照.png",
  144. 'gain' => 0.6,
  145. 'gamma' => 1,
  146. ]);
  147. $texture->mapping = $mapping;
  148. $scene->registerTexture($texture);
  149. $material = new materials\Disney([
  150. 'shadowcatcherEnable' => OPEN,
  151. 'photongiEnable' => CLOSE
  152. ]);
  153. $material->setBaseColor('1 1 1');
  154. $material->setTransparencyFront($texture);
  155. $material->setTransparencyBack($texture);
  156. $scene->registerMaterial($material);
  157. $obj = new objects\Objects();
  158. $obj->ply = './ply/ground.ply';
  159. $obj->setMaterial($material);
  160. $scene->registerObjects($obj);
  161. // 二、添加要渲染的模型
  162. foreach($taskModel->childsParams as $childParams){
  163. $material = null;
  164. $matOriginal = (function ($childParams){
  165. if(is_object($childParams->customMat)){
  166. return $childParams->customMat;
  167. }else if(is_object($childParams->fixedMat)){
  168. return $childParams->fixedMat;
  169. }else if(is_object($childParams->defaultMat)){
  170. return $childParams->defaultMat;
  171. }
  172. })($childParams);
  173. $textureScaleU = $taskModel->uvScale*(MAT_STANDARD_SIZE/$matOriginal->width);
  174. $textureScaleV = $taskModel->uvScale*(MAT_STANDARD_SIZE/$matOriginal->height);
  175. if(is_object($matOriginal)){
  176. $material = createLuxcoreMat($matOriginal, $textureScaleU, $textureScaleV, $scene);
  177. }else{
  178. $material = new materials\Disney();
  179. $material->setBaseColor('1 1 1');
  180. }
  181. $scene->registerMaterial($material);
  182. $obj = new objects\Objects();
  183. $obj->ply = $childParams->childPlyFile;
  184. $obj->setMaterial($material);
  185. $scene->registerObjects($obj);
  186. }
  187. // 三、创建相机
  188. $camera = new camera\Perspective( // 创建一个相机
  189. [
  190. 'autovolumeEnable' => 0, // 关闭自动体积效果
  191. 'lookatOrig' => "-3.197486 -4.560584 0.8914337", // 视点坐标位置
  192. 'lookatTarget' => "-2.632151 -3.747173 0.7544713", // 目标点坐标位置
  193. 'up' => "0.0781663 0.1124666 0.9905763", // 旋转参数
  194. 'screenwindow' => "-1 1 -1 1", // 视野比例
  195. 'autofocusEnable' => 0, // 关闭自动对焦
  196. 'fieldofview' => 3.40608, // 视野角度大小
  197. 'cliphither' => 0.1 // 剪切成像起始位置,单位跟随系统
  198. ]
  199. );
  200. $camera->bokeh->blades = 0; // 模拟镜头模糊效果的光圈数
  201. $scene->registerCamera($camera); // 将相机注册到 scene 中
  202. // 四、设置渲染参数
  203. $render = '';
  204. $renderEngine = new render\RenderEngine(); // 设置 渲染引擎 的配置参数,默认使用了 PATHOCL,意义着将使用 GPU 设备渲染
  205. $render .= $renderEngine;
  206. $openCL = new render\OpenCL(); // 设置 GPU 渲染参数,这里使用一个默认的参数
  207. $render .= $openCL;
  208. $path = new render\Path(); // 设置 光线跟踪 参数,这里使用一个默认的参数
  209. $render .= $path;
  210. $sampler = new render\Sampler(); // 设置 采样器 配置参数,默认使用 Sobol 类型的自适应采样器
  211. $render .= $sampler;
  212. $lightStrategy = new render\LightStrategy(); // 设置 灯光策略 类型,默认使用 LOG_POWER 类型
  213. $render .= $lightStrategy;
  214. $filesaver = new render\FileSaver(); // 设置 文件储存格式 配置参数
  215. $render .= $filesaver;
  216. $batch = new render\Batch(); // 设置 渲染终止 参数,
  217. $batch->haltspp = 1000; // 设置 每像素 采样达 800 则终止渲染
  218. // $batch->halttime = 2000; // 设置 渲染 超时参数,
  219. $render .= $batch;
  220. $sceneCfg = new render\Scene(); // 设置 场景属性 参数
  221. $render .= $sceneCfg;
  222. $film = new render\Film(); // 添加一个渲染胶片
  223. $film->width = 3000; // 设置渲染胶片宽度,单位像素
  224. $film->heigth = 3000; // 设置渲染胶片宽度,单位像素
  225. $img = new render\Image(); // 添加一个图像输出
  226. $img->effect = [new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()];
  227. // 为该图像添加效果管线
  228. $film->addImage($img); // 将该图像输出添加到渲染胶片
  229. $film->addImage(new render\Image(['type' => render\Image::TYPE_OBJECT_ID])); // 为渲染胶片添加一个 通道图类型 的图像输出
  230. $film->addImage(new render\Image(['type' => render\Image::TYPE_RGBA])); // 添加一个 透明底 的图像输出
  231. $img = new render\Image(); // 添加一个图像输出,使用默认参数
  232. $img->effect[] = new render\effect\NoiseReducerOIDN(); // 添加降噪效果管线,使用默认参数
  233. $img->effect[] = new render\effect\Pretreatment(); //
  234. $img->effect[] = new render\effect\ToneMapLinear(); // 添加一亮度效果管线,使用默认参数
  235. $img->effect[] = new render\effect\Synthesis(); // 添加一个合成效果管线,使用默认参数
  236. $img->effect[] = new render\effect\BackgroundImg( // 添加一个背景图像,使用默认参数
  237. [
  238. 'file' => "./map/纯白242.png"
  239. ]
  240. );
  241. $img->effect[] = new render\effect\CammaCorrection(); // 添加一个 gamma 校正,,使用默认参数
  242. $film->addImage($img); // 将该图像输出添加到渲染胶片
  243. $render .= $film;
  244. // 五、输出场景文件 scene.scn,及渲染文件 render.cfg
  245. echo $scene;
  246. $handle = fopen( $sceneTemplatePath . "/scene.scn",'w+');
  247. fwrite($handle,$scene);
  248. fclose($handle);
  249. echo $render ;
  250. $handle = fopen( $sceneTemplatePath . "/render.cfg",'w+');
  251. fwrite($handle,$render);
  252. fclose($handle);
  253. // 六、启动渲染器
  254. $cfgPath = $sceneTemplatePath . "/render.cfg";
  255. $scenePath = $sceneTemplatePath . "/scene.scn";
  256. $logPath = $sceneTemplatePath . "/render.log";
  257. $cmd = "luxcoreconsole -o " . $cfgPath . " -f " . $scenePath . " 1>" . $logPath . " 2>&1";
  258. echo "\n".$cmd."\n";
  259. $output;
  260. $returnVar;
  261. exec($cmd,$output,$returnVar);
  262. if( $returnVar == 127 ){
  263. throw new \Exception("Please install the luxcorerender bin file in the system directory correctly,Or add to the system environment variable");
  264. }
  265. ?>