Render a Panorama view of 3D scene
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Using Aspose.3D for .NET API, developers can render a panorama view of 3D scene and save that view into the supported image formats.
Create a Panorama view
In this article, we create a Camera and two Light objects to capture the scene, also create a render target, create a viewport and execute the equirectangular projection post-processing with the cube map as input and finally save the Panorama texture. The Execute
method of Renderer
class allows to execute the post processing effect and save the result to render target.
Programming Sample
This code example renders a Panorama view of 3D scene and save into the image format.
C#
string path = @"D:\Projects\glTF-Sample-Models\1.0\VC\glTF-Binary\VC.glb";
//load the scene
Scene scene = new Scene(path);
//create a camera for capturing the cube map
Camera cam = new Camera(ProjectionType.Perspective)
{
NearPlane = 0.1,
FarPlane = 200,
RotationMode = RotationMode.FixedDirection
};
scene.RootNode.CreateChildNode(cam).Transform.Translation = new Vector3(5, 6, 0);
//create two lights to illuminate the scene
scene.RootNode.CreateChildNode(new Light() {LightType = LightType.Point}).Transform.Translation = new Vector3(-10, 7, -10);
scene.RootNode.CreateChildNode(new Light()
{
Color = new Vector3(Color.CadetBlue)
}).Transform.Translation = new Vector3(49, 0, 49);
//create a renderer
using (var renderer = Renderer.CreateRenderer())
{
//Create a cube map render target with depth texture, depth is required when rendering a scene.
IRenderTexture rt = renderer.RenderFactory.CreateCubeRenderTexture(new RenderParameters(false), 512, 512);
//create a 2D texture render target with no depth texture used for image processing
IRenderTexture final = renderer.RenderFactory.CreateRenderTexture(new RenderParameters(false, 32, 0, 0), 1024 * 3 , 1024);
//a viewport is required on the render target
rt.CreateViewport(cam, RelativeRectangle.FromScale(0, 0, 1, 1));
renderer.Render(rt);
//execute the equirectangular projection post-processing with the previous rendered cube map as input
PostProcessing equirectangular = renderer.GetPostProcessing("equirectangular");
//Specify the cube map rendered from the scene as this post processing's input
equirectangular.Input = rt.Targets[0];
//Execute the post processing effect and save the result to render target final
renderer.Execute(equirectangular, final);
//save the texture into disk
((ITexture2D)final.Targets[0]).Save("panorama.png", ImageFormat.Png);
}