ZoneMaestro_code / tools /render /blender_scene_renderer.py
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#!/usr/bin/env python3
"""
Blender Scene Renderer - 用于渲染完整的 3D 场景(GLB 文件)
支持多种视角:
- diagonal: 斜角俯视图
- topdown: 俯视图
- front: 正面视图
Usage:
blender --background --python blender_scene_renderer.py -- \
--input scene.glb --output render.png --view-mode diagonal
或者直接运行(需要 bpy 包):
python blender_scene_renderer.py --input scene.glb --output render.png --view-mode diagonal
"""
from __future__ import annotations
import argparse
import math
import os
import sys
from typing import Tuple
try:
import bpy
from mathutils import Matrix, Vector
HAS_BPY = True
except ImportError:
HAS_BPY = False
print("Warning: bpy not available. This script requires Blender.")
def reset_scene() -> None:
"""清空场景"""
bpy.ops.wm.read_factory_settings(use_empty=True)
def import_glb(filepath: str):
"""导入 GLB 文件"""
if not os.path.exists(filepath):
raise FileNotFoundError(f"Input GLB not found: {filepath}")
reset_scene()
bpy.ops.import_scene.gltf(filepath=filepath)
imported = list(bpy.context.selected_objects)
if not imported:
raise RuntimeError(f"No objects imported from {filepath}")
return imported
def compute_bounds(objects) -> Tuple[Vector, Vector, Vector, float]:
"""计算所有 mesh 对象的边界框"""
min_corner = Vector((float("inf"), float("inf"), float("inf")))
max_corner = Vector((float("-inf"), float("-inf"), float("-inf")))
has_mesh = False
for obj in objects:
if obj.type != "MESH":
continue
has_mesh = True
for vertex in obj.bound_box:
world_corner = obj.matrix_world @ Vector(vertex)
min_corner.x = min(min_corner.x, world_corner.x)
min_corner.y = min(min_corner.y, world_corner.y)
min_corner.z = min(min_corner.z, world_corner.z)
max_corner.x = max(max_corner.x, world_corner.x)
max_corner.y = max(max_corner.y, world_corner.y)
max_corner.z = max(max_corner.z, world_corner.z)
if not has_mesh:
min_corner = Vector((-5, -5, 0))
max_corner = Vector((5, 5, 3))
center = (min_corner + max_corner) * 0.5
extent = max_corner - min_corner
radius = extent.length / 2.0
return min_corner, max_corner, center, max(radius, 0.5)
def setup_camera_diagonal(center: Vector, radius: float, distance_factor: float = 2.5) -> None:
"""设置斜角俯视相机"""
camera = bpy.data.objects.get("SceneCamera")
if camera is None:
camera_data = bpy.data.cameras.new("SceneCamera")
camera = bpy.data.objects.new("SceneCamera", camera_data)
bpy.context.collection.objects.link(camera)
bpy.context.scene.camera = camera
# 斜角: azimuth=45°, elevation=35°
azimuth_rad = math.radians(45)
elevation_rad = math.radians(35)
distance = radius * distance_factor
x = center.x + distance * math.cos(elevation_rad) * math.cos(azimuth_rad)
y = center.y + distance * math.cos(elevation_rad) * math.sin(azimuth_rad)
z = center.z + distance * math.sin(elevation_rad)
camera.location = Vector((x, y, z))
direction = center - camera.location
if direction.length > 1e-6:
direction.normalize()
quat = direction.to_track_quat("-Z", "Y")
camera.rotation_euler = quat.to_euler()
camera.data.type = "PERSP"
camera.data.lens = 35.0
camera.data.clip_start = 0.01
camera.data.clip_end = radius * 100.0
def setup_camera_topdown(center: Vector, radius: float, distance_factor: float = 2.0) -> None:
"""设置俯视相机"""
camera = bpy.data.objects.get("SceneCamera")
if camera is None:
camera_data = bpy.data.cameras.new("SceneCamera")
camera = bpy.data.objects.new("SceneCamera", camera_data)
bpy.context.collection.objects.link(camera)
bpy.context.scene.camera = camera
# 正上方
distance = radius * distance_factor
camera.location = Vector((center.x, center.y, center.z + distance))
# 向下看
camera.rotation_euler = (0, 0, 0) # 正下方
# 使用正交相机以获得更清晰的俯视图
camera.data.type = "ORTHO"
camera.data.ortho_scale = radius * 2.5
camera.data.clip_start = 0.01
camera.data.clip_end = distance * 3.0
def setup_camera_front(center: Vector, radius: float, distance_factor: float = 2.5) -> None:
"""设置正面相机"""
camera = bpy.data.objects.get("SceneCamera")
if camera is None:
camera_data = bpy.data.cameras.new("SceneCamera")
camera = bpy.data.objects.new("SceneCamera", camera_data)
bpy.context.collection.objects.link(camera)
bpy.context.scene.camera = camera
# 正面稍微偏高
distance = radius * distance_factor
camera.location = Vector((center.x, center.y - distance, center.z + radius * 0.3))
direction = center - camera.location
if direction.length > 1e-6:
direction.normalize()
quat = direction.to_track_quat("-Z", "Y")
camera.rotation_euler = quat.to_euler()
camera.data.type = "PERSP"
camera.data.lens = 35.0
camera.data.clip_start = 0.01
camera.data.clip_end = radius * 100.0
def setup_lighting(center: Vector, radius: float) -> None:
"""设置灯光"""
# 主光源 (太阳)
key_light = bpy.data.objects.get("KeyLight")
if key_light is None:
key_data = bpy.data.lights.new("KeyLight", type="SUN")
key_light = bpy.data.objects.new("KeyLight", key_data)
bpy.context.collection.objects.link(key_light)
key_light.location = center + Vector((radius * 2, -radius * 2, radius * 4))
key_light.data.energy = 3.0
key_light.data.color = (1.0, 0.98, 0.95)
# 补光
fill_light = bpy.data.objects.get("FillLight")
if fill_light is None:
fill_data = bpy.data.lights.new("FillLight", type="SUN")
fill_light = bpy.data.objects.new("FillLight", fill_data)
bpy.context.collection.objects.link(fill_light)
fill_light.location = center + Vector((-radius * 2, radius, radius * 3))
fill_light.data.energy = 1.5
fill_light.data.color = (0.9, 0.95, 1.0)
# 背光
back_light = bpy.data.objects.get("BackLight")
if back_light is None:
back_data = bpy.data.lights.new("BackLight", type="SUN")
back_light = bpy.data.objects.new("BackLight", back_data)
bpy.context.collection.objects.link(back_light)
back_light.location = center + Vector((0, radius * 2, radius * 3))
back_light.data.energy = 2.0
def setup_world() -> None:
"""设置世界环境"""
scene = bpy.context.scene
if scene.world is None:
scene.world = bpy.data.worlds.new("SceneWorld")
world = scene.world
world.use_nodes = True
nodes = world.node_tree.nodes
background_node = nodes.get("Background")
if background_node is None:
background_node = nodes.new(type="ShaderNodeBackground")
# 浅灰色背景
background_node.inputs[0].default_value = (0.9, 0.9, 0.9, 1.0)
background_node.inputs[1].default_value = 1.0
def setup_render_settings(width: int, height: int, samples: int, engine: str = "EEVEE") -> None:
"""配置渲染设置"""
scene = bpy.context.scene
render = scene.render
render.resolution_x = width
render.resolution_y = height
render.resolution_percentage = 100
available_engines = {item.identifier for item in render.bl_rna.properties["engine"].enum_items}
# Check if we're in headless mode (no display or software rendering)
is_headless = (
os.environ.get("LIBGL_ALWAYS_SOFTWARE") == "1" or
not os.environ.get("DISPLAY") or
os.environ.get("BLENDER_HEADLESS") == "1"
)
# Force Cycles CPU in headless mode since EEVEE requires GPU
if is_headless and engine == "EEVEE":
print("Headless mode detected, switching from EEVEE to Cycles CPU")
engine = "CYCLES"
if engine == "CYCLES" and "CYCLES" in available_engines:
render.engine = "CYCLES"
scene.cycles.samples = samples
scene.cycles.use_denoising = True
# In headless mode, force CPU rendering
if is_headless:
print("Using Cycles CPU rendering for headless environment")
scene.cycles.device = "CPU"
else:
try:
bpy.context.preferences.addons["cycles"].preferences.compute_device_type = "CUDA"
bpy.context.preferences.addons["cycles"].preferences.get_devices()
for device in bpy.context.preferences.addons["cycles"].preferences.devices:
device.use = True
scene.cycles.device = "GPU"
except:
scene.cycles.device = "CPU"
elif not is_headless and "BLENDER_EEVEE_NEXT" in available_engines:
render.engine = "BLENDER_EEVEE_NEXT"
elif not is_headless and "BLENDER_EEVEE" in available_engines:
render.engine = "BLENDER_EEVEE"
elif "CYCLES" in available_engines:
# Fallback to Cycles CPU
render.engine = "CYCLES"
scene.cycles.samples = samples
scene.cycles.use_denoising = True
scene.cycles.device = "CPU"
render.image_settings.file_format = "PNG"
render.image_settings.color_mode = "RGBA" # Support transparent background
render.image_settings.color_depth = "8"
render.film_transparent = True # Enable transparent background
print(f"Render engine: {render.engine}, Device: {getattr(scene.cycles, 'device', 'N/A')}")
def render_scene(
glb_path: str,
output_path: str,
view_mode: str = "diagonal",
width: int = 1600,
height: int = 900,
samples: int = 64,
engine: str = "EEVEE"
) -> bool:
"""
渲染场景。
Args:
glb_path: 输入 GLB 文件路径
output_path: 输出图片路径
view_mode: 视角模式 (diagonal, topdown, front)
width: 图片宽度
height: 图片高度
samples: 渲染采样数
engine: 渲染引擎 (EEVEE, CYCLES)
Returns:
是否成功
"""
# 导入场景
objects = import_glb(glb_path)
# 计算边界
min_corner, max_corner, center, radius = compute_bounds(objects)
print(f"Scene bounds: min={min_corner}, max={max_corner}")
print(f"Scene center: {center}, radius: {radius}")
# 设置场景
setup_lighting(center, radius)
setup_world()
setup_render_settings(width, height, samples, engine)
# 设置相机
if view_mode == "topdown":
setup_camera_topdown(center, radius)
elif view_mode == "front":
setup_camera_front(center, radius)
else: # diagonal
setup_camera_diagonal(center, radius)
# 渲染
os.makedirs(os.path.dirname(os.path.abspath(output_path)), exist_ok=True)
bpy.context.scene.render.filepath = output_path
bpy.ops.render.render(write_still=True)
if os.path.exists(output_path):
print(f"Rendered: {output_path}")
return True
else:
print(f"Failed to render: {output_path}")
return False
def main():
# 解析参数(Blender 命令行模式)
if "--" in sys.argv:
argv = sys.argv[sys.argv.index("--") + 1:]
else:
argv = sys.argv[1:]
parser = argparse.ArgumentParser(description="Render 3D scene using Blender")
parser.add_argument("--input", required=True, help="Input GLB file path")
parser.add_argument("--output", required=True, help="Output image path")
parser.add_argument("--view-mode", type=str, default="diagonal",
choices=["diagonal", "topdown", "front"],
help="Camera view mode")
parser.add_argument("--width", type=int, default=1600, help="Image width")
parser.add_argument("--height", type=int, default=900, help="Image height")
parser.add_argument("--samples", type=int, default=64, help="Render samples")
parser.add_argument("--engine", type=str, default="EEVEE",
choices=["EEVEE", "CYCLES"],
help="Render engine")
args = parser.parse_args(argv)
if not HAS_BPY:
print("Error: bpy module not available. Run this script with Blender.")
print("Usage: blender --background --python blender_scene_renderer.py -- --input scene.glb --output render.png")
sys.exit(1)
try:
success = render_scene(
args.input,
args.output,
args.view_mode,
args.width,
args.height,
args.samples,
args.engine
)
if not success:
sys.exit(1)
except Exception as e:
print(f"Error: {e}")
import traceback
traceback.print_exc()
sys.exit(1)
if __name__ == "__main__":
main()