捕获 3D 场景的视口并渲染到纹理或窗口
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每个 3D 场景可以包含任意数量的视口。使用 Aspose.3D for .NET API,开发人员可以在单个屏幕截图中捕获一个或多个视口。他们可以在基于GUI的 .NET 应用程序或图像中呈现它。
捕获和渲染 3D 场景的视口
RenderFactory
类公开的 CreateRenderTexture
和 CreateRenderWindow
方法可用于创建将场景渲染到纹理或窗口的新渲染目标。
编程示例
此代码示例捕获 3D 场景的视口,并以两种不同的方式呈现它。
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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 | |
// 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 | |
// Use CreateRenderWindow method to render in window, like: | |
// Window = renderer.RenderFactory.CreateRenderWindow(new RenderParameters(), Handle); | |
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("file-1viewports_out.png"), ImageFormat.Png); | |
// Now let's change the previous viewport only uses the half left side(50% width and 100% height) | |
vp.Area = new RelativeRectangle() { ScaleWidth = 0.5f, ScaleHeight = 1 }; | |
// And create a new viewport that occupies the 50% width and 100% height and starts from 50% | |
// Both of them are using the same camera, so the rendered content should be the same | |
rt.CreateViewport(camera, new RelativeRectangle() { ScaleX = 0.5f, ScaleWidth = 0.5f, ScaleHeight = 1 }); | |
// But this time let's increase the field of view of the camera to 90 degree so it can see more part of the scene | |
camera.FieldOfView = 90; | |
renderer.Render(rt); | |
((ITexture2D)rt.Targets[0]).Save(RunExamples.GetOutputFilePath("file-2viewports_out.png"), ImageFormat.Png); | |
} | |
} |