تطبيق تأثيرات بصرية على توفير 3D مشاهدة
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Using Aspose.3D for .NET API, developers may apply visual effects on 3D Views before saving in the image. These visual effects are also known as the post-processing effects or filters those are applied in real-time to everything displayed in the 3D View.
تطبيق تأثيرات بصرية على عرض 3D
تسمح طريقة GetPostProcessing
لفئة Renderer
بإنشاء أي تأثير مرئي مدعوم. تقدم فئة العارضين عضوًا PostProcessings
لتطبيق فلاتر متعددة ، وتسمح طريقة إضافة فئة PostProcessings بتضمين مرشح قبل العرض.
Pروغرامينغ ple وافرة
يُطبق مثال الرمز هذا تأثير مرئي على عرض 3D.
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// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET | |
// Load an existing 3D scene | |
Scene scene = Scene.FromFile("scene.obj"); | |
// Create an instance of the camera | |
Camera camera = new Camera(); | |
scene.RootNode.CreateChildNode("camera", camera).Transform.Translation = new Vector3(2, 44, 66); | |
// Set the target | |
camera.LookAt = new Vector3(50, 12, 0); | |
// Create a light | |
scene.RootNode.CreateChildNode("light", new Light() { Color = new Vector3(Color.White), LightType = LightType.Point }).Transform.Translation = new Vector3(26, 57, 43); | |
// The CreateRenderer will create a hardware OpenGL-backend renderer, more renderer will be added in the future | |
// And some internal initializations will be done. | |
// When the renderer left using the scope, the unmanaged hardware resources will also be disposed | |
using (var renderer = Renderer.CreateRenderer()) | |
{ | |
renderer.EnableShadows = false; | |
// Create a new render target that renders the scene to texture(s) | |
// Use default render parameters | |
// And one output targets | |
// Size is 1024 x 1024 | |
// This render target can have multiple render output textures, but here we only need one output. | |
// The other textures and depth textures are mainly used by deferred shading in the future. | |
// But you can also access the depth texture through IRenderTexture.DepthTeture | |
using (IRenderTexture rt = renderer.RenderFactory.CreateRenderTexture(new RenderParameters(), 1, 1024, 1024)) | |
{ | |
// This render target has one viewport to render, the viewport occupies the 100% width and 100% height | |
Viewport vp = rt.CreateViewport(camera, new RelativeRectangle() { ScaleWidth = 1, ScaleHeight = 1 }); | |
// Render the target and save the target texture to external file | |
renderer.Render(rt); | |
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("Original_viewport_out.png"), ImageFormat.Png); | |
// Create a post-processing effect | |
PostProcessing pixelation = renderer.GetPostProcessing("pixelation"); | |
renderer.PostProcessings.Add(pixelation); | |
renderer.Render(rt); | |
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_pixelation_out.png"), ImageFormat.Png); | |
// Clear previous post-processing effects and try another one | |
PostProcessing grayscale = renderer.GetPostProcessing("grayscale"); | |
renderer.PostProcessings.Clear(); | |
renderer.PostProcessings.Add(grayscale); | |
renderer.Render(rt); | |
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_grayscale_out.png"), ImageFormat.Png); | |
// We can also combine post-processing effects | |
renderer.PostProcessings.Clear(); | |
renderer.PostProcessings.Add(grayscale); | |
renderer.PostProcessings.Add(pixelation); | |
renderer.Render(rt); | |
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_grayscale+pixelation_out.png"), ImageFormat.Png); | |
// Clear previous post-processing effects and try another one | |
PostProcessing edgedetection = renderer.GetPostProcessing("edge-detection"); | |
renderer.PostProcessings.Clear(); | |
renderer.PostProcessings.Add(edgedetection); | |
renderer.Render(rt); | |
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_edgedetection_out.png"), ImageFormat.Png); | |
// Clear previous post-processing effects and try another one | |
PostProcessing blur = renderer.GetPostProcessing("blur"); | |
renderer.PostProcessings.Clear(); | |
renderer.PostProcessings.Add(blur); | |
renderer.Render(rt); | |
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("VisualEffect_blur_out.png"), ImageFormat.Png); | |
} | |
} |