>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>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; ?>