Blender渲染
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<?php
namespace Blobt\Luxcore\scene;
use Blobt\Luxcore\scene\lights\Emission;
use Blobt\Luxcore\scene\lights\env\HdrImage;
use Blobt\Luxcore\scene\materials\Disney;
use Blobt\Luxcore\scene\materials\Matte;
use Blobt\Luxcore\scene\objects\Objects;
use Blobt\Luxcore\scene\render\Batch;
use Blobt\Luxcore\scene\render\effect\BackgroundImg;
use Blobt\Luxcore\scene\render\effect\CammaCorrection;
use Blobt\Luxcore\scene\render\effect\NoiseReducerOIDN;
use Blobt\Luxcore\scene\render\effect\Pretreatment;
use Blobt\Luxcore\scene\render\effect\Synthesis;
use Blobt\Luxcore\scene\render\effect\ToneMapLinear;
use Blobt\Luxcore\scene\render\FileSaver;
use Blobt\Luxcore\scene\render\Film;
use Blobt\Luxcore\scene\render\Filter;
use Blobt\Luxcore\scene\render\HybridBackforWard;
use Blobt\Luxcore\scene\render\Image;
use Blobt\Luxcore\scene\render\LightStrategy;
use Blobt\Luxcore\scene\render\Native;
use Blobt\Luxcore\scene\render\OpenCL;
use Blobt\Luxcore\scene\render\Path;
use Blobt\Luxcore\scene\render\RenderEngine;
use Blobt\Luxcore\scene\render\Sampler;
use Blobt\Luxcore\scene\texture\mapping\Mapping;
use Blobt\Luxcore\scene\texture\procedural\ImageMap;
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;
const UNIT_CONVERSION_MM_TO_M = 0.001;
$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;
$taskCamera = $taskScene->camera;
/**
* 创建 Luxcore 材质
*/
function createLuxcoreMat($matOriginal, $textureScaleU, $textureScaleV, $cacheFileDir, $scene){
switch($matOriginal->renderType){
case 1:
return MatHelper::createMatOfDisney($matOriginal, $textureScaleU, $textureScaleV, $cacheFileDir, $scene);
case 2:
return MatHelper::createMatOfGlass($matOriginal, $textureScaleU, $textureScaleV, $cacheFileDir, $scene);
case 3:
return MatHelper::createMatOfTranslucent($matOriginal, $textureScaleU, $textureScaleV, $cacheFileDir, $scene);
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 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 Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('0 0 0');
$material->emissionCfg = new 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 Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$material->emissionCfg = new 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 Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('0 0 0');
$material->emissionCfg = new 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 Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$material->emissionCfg = new 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 Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$material->emissionCfg = new 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 Matte();
$material->setBaseColor('0 0 0');
$material->setTransparencyShadow('1 1 1');
$material->setEmission('1 1 1');
$material->emissionCfg = new 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 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 Mapping();
$mapping->useUVMapping2d(0, "0", "0.4 -0.966", "0.3 0.983");
$texture = new 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 $childParams){
// 如果某个模型节点不可见,则不添加到场景渲染
if($childParams->isVisible !== 1){
continue;
}
$cacheFileDir = $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);
if(is_object($matOriginal)){
$textureScaleU = $taskModel->uvScale*(MAT_STANDARD_SIZE/$matOriginal->width);
$textureScaleV = $taskModel->uvScale*(MAT_STANDARD_SIZE/$matOriginal->height)*-1;
$material = createLuxcoreMat($matOriginal, $textureScaleU, $textureScaleV, $cacheFileDir, $scene);
}else{
$material = new Disney();
$material->setBaseColor('1 1 1');
}
$scene->registerMaterial($material);
$plyFileSavaPath = $cacheFileDir.'/'.basename($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
$position = $taskCamera->position;
$position->x = $position->x * UNIT_CONVERSION_MM_TO_M;
$position->y = $position->y * UNIT_CONVERSION_MM_TO_M;
$position->z = $position->z * UNIT_CONVERSION_MM_TO_M;
$target = $taskCamera->target;
$target->x = $target->x * UNIT_CONVERSION_MM_TO_M;
$target->y = $target->y * UNIT_CONVERSION_MM_TO_M;
$target->z = $target->z * UNIT_CONVERSION_MM_TO_M;
$upVector = $taskCamera->upVector;
$camera = new camera\Perspective(
[
'autovolumeEnable' => 0,
'lookatOrig' => "{$position->x} {$position->y} {$position->z}",
'lookatTarget' => "{$target->x} {$target->y} {$target->z}",
'up' => "{$upVector->x} {$upVector->y} {$upVector->z}",
'screenwindow' => "-1 1 -1 1",
'autofocusEnable' => 0,
'fieldofview' => $taskCamera->fov,
'cliphither' => 0.1,
]
);
$camera->bokeh->blades = 0;
$scene->registerCamera($camera);
// 四、设置渲染参数
// gpu 渲染
$render = '';
$renderEngine = new RenderEngine();
$render .= $renderEngine;
$openCL = new OpenCL();
// $openCL->cpuUse = OpenCL::CLOSE;
// $openCL->nativeThreadsCount = 0;
$render .= $openCL;
$lightStrategy = new LightStrategy();
$render .= $lightStrategy;
$hybridBackforWard = new HybridBackforWard();
$hybridBackforWard->partition = 1;
$path = new Path([],null,$hybridBackforWard);
$render .= $path;
$sampler = new Sampler();
$render .= $sampler;
$filesaver = new FileSaver();
$render .= $filesaver;
$batch = new Batch();
$batch->haltspp = 4000;
// $batch->halttime = 2000;
$render .= $batch;
$sceneCfg = new render\Scene();
$render .= $sceneCfg;
// // cpu 渲染
// $render = '';
// $renderEngine = new RenderEngine();
// $renderEngine->type = RenderEngine::TYPE_PATHCPU;
// $render .= $renderEngine;
// $native = new Native();
// $render .= $native;
// $lightStrategy = new LightStrategy();
// $render .= $lightStrategy;
// $hybridBackforWard = new HybridBackforWard();
// $hybridBackforWard->partition = 0.8;
// $path = new Path([],null,$hybridBackforWard);
// $render .= $path;
// $sampler = new Sampler();
// $render .= $sampler;
// $filesaver = new FileSaver();
// $filesaver->renderengineType = FileSaver::TYPE_PATHCPU;
// $render .= $filesaver;
// $batch = new Batch();
// $batch->haltspp = 4000;
// // $batch->halttime = 2000;
// $render .= $batch;
// $sceneCfg = new render\Scene();
// $render .= $sceneCfg;
// 图像输出设置
$imageOutDir = $sceneTemplatePath.'/imageOut';
$film = new Film();
$filter = new Filter();
$filter->type = Filter::TYPE_GAUSSIAN;
$filter->gaussianAlpha = 1;
$filter->width = 1;
$film->filter = $filter;
$film->width = 4096;
$film->heigth = 4096;
$img = new Image();
$img->effect = [new Pretreatment(),new ToneMapLinear(),new CammaCorrection()];
$film->addImage($img, $imageOutDir);
$film->addImage(new Image(['type' => Image::TYPE_OBJECT_ID]), $imageOutDir);
$film->addImage(new Image(['type' => Image::TYPE_RGBA]), $imageOutDir);
$img = new Image();
// $img->effect[] = new NoiseReducerOIDN();
$img->effect[] = new Pretreatment();
$img->effect[] = new ToneMapLinear();
$img->effect[] = new Synthesis();
$img->effect[] = new BackgroundImg(
[
'file' => "./map/纯白242.png"
]
);
$img->effect[] = new CammaCorrection();
$film->addImage($img, $imageOutDir);
$render .= $film;
// 五、输出场景文件 scene.scn,及渲染文件 render.cfg
$cfgPath = $sceneTemplatePath . "/render.cfg";
$scenePath = $sceneTemplatePath . "/scene.scn";
$logPath = $sceneTemplatePath . "/log/render.log";
echo $scene;
$handle = fopen( $scenePath,'w+');
fwrite($handle,$scene);
fclose($handle);
echo $render ;
$handle = fopen( $cfgPath,'w+');
fwrite($handle,$render);
fclose($handle);
// 六、启动渲染器
$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");
}
?>