Blender渲染
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<?php
namespace Blobt\Luxcore\scene;
use Blobt\Luxcore\scene\materials\Disney;
use Blobt\Luxcore\scene\objects\Objects;
use Blobt\Luxcore\utils\MatHelper;
use GuzzleHttp\Client;
use GuzzleHttp\RequestOptions;
include dirname(dirname(__FILE__)) . "/vendor/autoload.php";
const OPEN = true | 1;
const CLOSE = false | 0;
/**
* 标准材质长宽
*/
const MAT_STANDARD_SIZE = 1000;
$client = new Client();
$response = $client->get("deep3d.backend-api.dev.com/test/render-task");
$resContents = $response->getBody()->getContents();
$result = json_decode($resContents,false);
$taskData = $result->data;
$taskScene = $taskData->scene;
$taskModel = $taskScene->model;
/**
* 创建 Luxcore 材质
*/
function createLuxcoreMat($matOriginal, $textureScaleU, $textureScaleV, $downloadDir, $scene){
switch($matOriginal->renderType){
case 1:
return MatHelper::createMatOfDisney($matOriginal, $textureScaleU, $textureScaleV, $downloadDir, $scene);
case 2:
return;
case 3:
return;
case 4:
return;
}
}
// 创建一个场景;
$scene = new Scene();
$sceneTemplatePath = dirname(dirname(__FILE__)) . "/sceneTemplate";
// 一、创建光场:
// 1、创建 面片光001
$material = new materials\Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$scene->registerMaterial($material);
$obj = new Objects();
$obj->ply = './ply/FaceLight001.ply';
$obj->setMaterial($material);
$scene->registerObjects($obj);
// 2、创建 面片光002
$material = new materials\Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('0 0 0');
$material->emissionCfg = new lights\Emission([
'gain' => "30 30 30",
]);
$scene->registerMaterial($material);
$obj = new Objects();
$obj->ply = './ply/FaceLight002.ply';
$obj->setMaterial($material);
$scene->registerObjects($obj);
// 3、创建 面片光003
$material = new materials\Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$material->emissionCfg = new lights\Emission([
'gain' => "50 50 50",
]);
$scene->registerMaterial($material);
$obj = new Objects();
$obj->ply = './ply/FaceLight003.ply';
$obj->setMaterial($material);
$scene->registerObjects($obj);
// 4、创建 面片光004
$material = new materials\Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('0 0 0');
$material->emissionCfg = new lights\Emission([
'gain' => "4 4 4",
]);
$scene->registerMaterial($material);
$obj = new Objects();
$obj->ply = './ply/FaceLight004.ply';
$obj->setMaterial($material);
$scene->registerObjects($obj);
// 5、创建 面片光005
$material = new materials\Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$material->emissionCfg = new lights\Emission([
'gain' => "10 10 10",
]);
$scene->registerMaterial($material);
$obj = new Objects();
$obj->ply = './ply/FaceLight005.ply';
$obj->setMaterial($material);
$scene->registerObjects($obj);
// 6、创建 面片光006
$material = new materials\Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$material->emissionCfg = new lights\Emission([
'gain' => "8 8 8",
'mapfile' => "./map/SD-037.exr",
'gamma' => 1,
'storage' => "float"
]);
$scene->registerMaterial($material);
$obj = new Objects();
$obj->ply = './ply/FaceLight006.ply';
$obj->setMaterial($material);
$scene->registerObjects($obj);
// 7、创建 面片光000
$material = new materials\Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$material->emissionCfg = new lights\Emission([
'gain' => "3.3 3.3 3.3",
]);
$scene->registerMaterial($material);
$obj = new Objects();
$obj->ply = './ply/FaceLight000.ply';
$obj->setMaterial($material);
$scene->registerObjects($obj);
// 8、创建环境光
$light = new lights\env\HdrImage([
'gain' => "1.25 1.25 1.25",
'transformation' => "0.1736481 -0.9848078 0 0 -0.9848078 -0.1736481 0 0 0 0 1 0 0 0 0 1",
'file' => "./map/env.png",
'gamma' => 1,
'storage' => "byte"
]);
$light->id = 0;
$scene->registerLight($light);
// 9、创建地面模型
$mapping = new texture\mapping\Mapping();
$mapping->useUVMapping2d(0, "0", "0.4 -0.966", "0.3 0.983");
$texture = new texture\procedural\ImageMap([
'file' => "./map/方形阴影遮照.png",
'gain' => 0.6,
'gamma' => 1,
]);
$texture->mapping = $mapping;
$scene->registerTexture($texture);
$material = new Disney([
'shadowcatcherEnable' => OPEN,
'photongiEnable' => CLOSE
]);
$material->setBaseColor('1 1 1');
$material->setTransparencyFront($texture);
$material->setTransparencyBack($texture);
$scene->registerMaterial($material);
$obj = new Objects();
$obj->ply = './ply/ground.ply';
$obj->setMaterial($material);
$scene->registerObjects($obj);
// 二、添加要渲染的模型
foreach($taskModel->childsParams as $childParams){
$downloadDir = $sceneTemplatePath.'/cacheFiles/';
$material = null;
$matOriginal = (function ($childParams){
if(is_object($childParams->customMat)){
return $childParams->customMat;
}else if(is_object($childParams->fixedMat)){
return $childParams->fixedMat;
}else if(is_object($childParams->defaultMat)){
return $childParams->defaultMat;
}
})($childParams);
$textureScaleU = $taskModel->uvScale*(MAT_STANDARD_SIZE/$matOriginal->width);
$textureScaleV = $taskModel->uvScale*(MAT_STANDARD_SIZE/$matOriginal->height);
if(false){
$material = createLuxcoreMat($matOriginal, $textureScaleU, $textureScaleV, $downloadDir, $scene);
}else{
$material = new Disney();
$material->setBaseColor('1 1 1');
}
$scene->registerMaterial($material);
$plyFileSavaPath = $downloadDir.basename($childParams->childPlyFile);
$plyFileHandle = fopen($plyFileSavaPath, "w");
(new Client())->get($childParams->childPlyFile, [RequestOptions::SINK => $plyFileHandle]);
$obj = new Objects();
$obj->ply = $plyFileSavaPath;
$obj->setMaterial($material);
$scene->registerObjects($obj);
}
// 三、创建相机
$camera = new camera\Perspective( // 创建一个相机
[
'autovolumeEnable' => 0, // 关闭自动体积效果
'lookatOrig' => "-3.197486 -4.560584 0.8914337", // 视点坐标位置
'lookatTarget' => "-2.632151 -3.747173 0.7544713", // 目标点坐标位置
'up' => "0.0781663 0.1124666 0.9905763", // 旋转参数
'screenwindow' => "-1 1 -1 1", // 视野比例
'autofocusEnable' => 0, // 关闭自动对焦
'fieldofview' => 3.40608, // 视野角度大小
'cliphither' => 0.1 // 剪切成像起始位置,单位跟随系统
]
);
$camera->bokeh->blades = 0; // 模拟镜头模糊效果的光圈数
$scene->registerCamera($camera); // 将相机注册到 scene 中
// 四、设置渲染参数
$render = '';
$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
$render .= $renderEngine;
$openCL = new render\OpenCL(); // 设置 GPU 渲染参数,这里使用一个默认的参数
$render .= $openCL;
$path = new render\Path(); // 设置 光线跟踪 参数,这里使用一个默认的参数
$render .= $path;
$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
$render .= $sampler;
$lightStrategy = new render\LightStrategy(); // 设置 灯光策略 类型,默认使用 LOG_POWER 类型
$render .= $lightStrategy;
$filesaver = new render\FileSaver(); // 设置 文件储存格式 配置参数
$render .= $filesaver;
$batch = new render\Batch(); // 设置 渲染终止 参数,
$batch->haltspp = 1000; // 设置 每像素 采样达 800 则终止渲染
// $batch->halttime = 2000; // 设置 渲染 超时参数,
$render .= $batch;
$sceneCfg = new render\Scene(); // 设置 场景属性 参数
$render .= $sceneCfg;
$film = new render\Film(); // 添加一个渲染胶片
$film->width = 3000; // 设置渲染胶片宽度,单位像素
$film->heigth = 3000; // 设置渲染胶片宽度,单位像素
$img = new render\Image(); // 添加一个图像输出
$img->effect = [new render\effect\Pretreatment(),new render\effect\ToneMapLinear(),new render\effect\CammaCorrection()];
// 为该图像添加效果管线
$film->addImage($img); // 将该图像输出添加到渲染胶片
$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
$film->addImage(new render\Image(['type' => render\Image::TYPE_RGBA])); // 添加一个 透明底 的图像输出
$img = new render\Image(); // 添加一个图像输出,使用默认参数
$img->effect[] = new render\effect\NoiseReducerOIDN(); // 添加降噪效果管线,使用默认参数
$img->effect[] = new render\effect\Pretreatment(); //
$img->effect[] = new render\effect\ToneMapLinear(); // 添加一亮度效果管线,使用默认参数
$img->effect[] = new render\effect\Synthesis(); // 添加一个合成效果管线,使用默认参数
$img->effect[] = new render\effect\BackgroundImg( // 添加一个背景图像,使用默认参数
[
'file' => "./map/纯白242.png"
]
);
$img->effect[] = new render\effect\CammaCorrection(); // 添加一个 gamma 校正,,使用默认参数
$film->addImage($img); // 将该图像输出添加到渲染胶片
$render .= $film;
// 五、输出场景文件 scene.scn,及渲染文件 render.cfg
echo $scene;
$handle = fopen( $sceneTemplatePath . "/scene.scn",'w+');
fwrite($handle,$scene);
fclose($handle);
echo $render ;
$handle = fopen( $sceneTemplatePath . "/render.cfg",'w+');
fwrite($handle,$render);
fclose($handle);
// // 六、启动渲染器
// $cfgPath = $sceneTemplatePath . "/render.cfg";
// $scenePath = $sceneTemplatePath . "/scene.scn";
// $logPath = $sceneTemplatePath . "/render.log";
// $cmd = "luxcoreconsole -o " . $cfgPath . " -f " . $scenePath . " 1>" . $logPath . " 2>&1";
// echo "\n".$cmd."\n";
// $output;
// $returnVar;
// exec($cmd,$output,$returnVar);
// if( $returnVar == 127 ){
// throw new \Exception("Please install the luxcorerender bin file in the system directory correctly,Or add to the system environment variable");
// }
?>