Wenden Sie visuelle Effekte an, um 3D-Ansichten zu speichern
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Mit Aspose.3D for .NET API können Entwickler visuelle Effekte auf 3D Ansichten anwenden, bevor sie im Bild speichern. Diese visuellen Effekte werden auch als Nach verarbeitung effekte oder Filter bezeichnet, die in Echtzeit auf alles angewendet werden, was in der 3D-Ansicht angezeigt wird.
Visuelle Effekte auf 3D View anwenden
Die GetPostProcessing
-Methode der Renderer
-Klasse ermöglicht es, jeden unterstützten visuellen Effekt zu erstellen. Die Renderer-Klasse bietet ein PostProcessings
-Mitglied zum Anwenden verschiedener Filter. Die Add-Methode der PostProcessings-Klasse ermöglicht es, vor dem Rendern einen Filter einzubauen.
Programmier probe
Dieses Code beispiel wendet einen visuellen Effekt auf eine 3D-Ansicht an.
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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); | |
} | |
} |