#!/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()