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<?php
namespace Blobt\Luxcore\scene; use Blobt\Luxcore\scene\materials; use Blobt\Luxcore\scene\objects; use Blobt\Luxcore\scene\render;
include dirname(dirname(__FILE__)) . "/vendor/autoload.php";
echo '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>渲染配置参数>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>'; echo "\n\n\n\n";
/* //设置打印 渲染引擎 的配置参数
$renderEngine = new RenderEngine(); echo $renderEngine;
//设置打印GPU渲染设备的配置参数
$openCL = new OpenCL(); echo $openCL;
//设置打印光线跟踪的配置参数
$path = new Path(); echo $path;
//设置打印 采样器 配置参数
$sampler = new Sampler(); echo $sampler;
//设置打印 灯光策略 配置参数
$lightStrategy = new LightStrategy(); echo $lightStrategy;
//设置打印 文件储存格式 配置参数
$filesaver = new FileSaver(); echo $filesaver;
//设置打印 渲染终止 配置参数
$batch = new Batch(); echo $batch;
//设置打印 场景属性 配置参数
$scene = new Scene(); echo $scene;
*/
//设置打印 “胶片” 配置参数
$film = new render\Film();//添加一个胶片,
$img = new render\Image(); $img->effect = [new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()]; $film->addImage($img);
$film->addImage(new render\Image(['type' => 'ALBEDO'])); $film->addImage(new render\Image(['type' => 'AVG_SHADING_NORMAL']));
$img = new render\Image(); $img->effect = [new render\effect\NoiseReducerOIDN(),new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()]; $film->addImage($img);
echo $film;
echo "\n\n\n\n"; echo '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>场景配置参数>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>'; echo "\n\n\n\n";
$scene = new Scene();//创建一个场景,
//添加第一个模型
$obj = new objects\Objects( [ 'ply' => 'mesh-10086.ply','appliedtransformation' => '1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1' ] ); //创建一个的模型,
$mix = new materials\Mix(); //创建一个 Mix材质,
$mix->material1 = new materials\Disney();//指定混合材质的第一个材质为 Disney
$mix->material2 = new materials\Metal();//指定混合材质的第一个材质为 Metal
$mix->amount = 0.6; //指定混合系数为 0.6
$obj->material = $mix; //为模型赋予这个混合材质
$scene->addobjects($obj); //将模型添加到场景中
/*
//添加第二个模型
$obj = new objects\Objects( [ 'ply' => 'mesh-119.ply','appliedtransformation' => '1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1' ] ); //创建一个的模型,
$obj->material = new materials\Metal( ['fresnel' => "2517393611944Fresnel"] ); //为模型创建一个 金属 类型的材质
$scene->addObject($obj); //将模型添加到场景中
*/
//echo $scene;
?>
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