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