在 3D 场景上创建鱼眼镜头效果并保存在图像中
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使用 Aspose.3D for Python via .NET API,开发人员可以在 3D 场景上创建鱼眼镜头效果,并将该视图保存为支持的图像格式。
打造鱼眼镜头效果
在本文中,我们创建了一个摄像机和两个灯光对象来捕获场景,还创建了一个渲染目标,创建了一个视口,并以立方体贴图作为输入执行了鱼眼投影后处理,最后保存了鱼眼纹理。Renderer
类的 execute
方法允许执行后处理效果并将结果保存到呈现目标。
编程示例
此代码示例在 3D 场景上创建鱼眼镜头效果并保存为图像格式。
Python
import aspose.threed as a3d
from aspose.pydrawing import Color
from aspose.pydrawing.imaging import ImageFormat
#load the scene
scene = a3d.Scene.from_file("test.glb");
#create a camera for capturing the cube map
cam = a3d.entities.Camera(a3d.entities.ProjectionType.PERSPECTIVE)
cam.near_plane = 0.1
cam.far_plane = 200
cam.rotation_mode = a3d.entities.RotationMode.FIXED_DIRECTION
scene.root_node.create_child_node(cam).transform.set_translation(5, 6, 0)
#create two lights to illuminate the scene
light = a3d.entities.Light()
light.light_type = a3d.entities.LightType.POINT
scene.root_node.create_child_node(light).transform.set_translation(-10, 7, -10)
light = a3d.entities.Light()
light.color = a3d.utilities.Vector3(Color.cadet_blue)
scene.root_node.create_child_node(light).transform.set_translation(49, 0, 49)
#create a renderer
with a3d.render.Renderer.create_renderer() as renderer:
#Create a cube map render target with depth texture, depth is required when rendering a scene.
rt = renderer.render_factory.create_cube_render_texture(a3d.render.RenderParameters(False), 512, 512)
#create a 2D texture render target with no depth texture used for image processing
final = renderer.rendere_factory.create_render_texture(a3d.render.RenderParameters(False, 32, 0, 0), 1024, 1024)
#a viewport is required on the render target
rt.create_viewport(cam, RelativeRectangle.from_scale(0, 0, 1, 1))
renderer.render(rt)
#execute the fisheye projection post-processing with the previous rendered cube map as input
#the fisheye can have field of view more than 180 degree, so a cube map with all direction is required.
fisheye = renderer.get_post_processing("fisheye")
# we can change the fov to 360 instead of the default value 180.
fisheye.find_property("fov").Value = 360.0
#Specify the cube map rendered from the scene as this post processing's input
fisheye.input = rt.targets[0]
#Execute the post processing effect and save the result to render target final
renderer.execute(fisheye, final)
#save the texture into disk
final.targets[0].save("fisheye.png", ImageFormat.PNG)