Wenden Sie visuelle Effekte an, um 3D-Ansichten zu speichern

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.

// 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);
}
}