This example shows how to use the ComputeCaster material caster to make a custom casting using a compute shader written by the user.
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include "SimplygonLoader.h"
Simplygon::spScene LoadScene(Simplygon::ISimplygon* sg, const char* path)
{
// Create scene importer
Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
sgSceneImporter->SetImportFilePath(path);
// Run scene importer.
auto importResult = sgSceneImporter->Run();
if (Simplygon::Failed(importResult))
{
throw std::exception("Failed to load scene.");
}
Simplygon::spScene sgScene = sgSceneImporter->GetScene();
return sgScene;
}
void SaveScene(Simplygon::ISimplygon* sg, Simplygon::spScene sgScene, const char* path)
{
// Create scene exporter.
Simplygon::spSceneExporter sgSceneExporter = sg->CreateSceneExporter();
std::string outputScenePath = std::string("output\\") + std::string("ComputeCastingMaterialEvaluationShaderXML") + std::string("_") + std::string(path);
sgSceneExporter->SetExportFilePath(outputScenePath.c_str());
sgSceneExporter->SetScene(sgScene);
// Run scene exporter.
auto exportResult = sgSceneExporter->Run();
if (Simplygon::Failed(exportResult))
{
throw std::exception("Failed to save scene.");
}
}
void CheckLog(Simplygon::ISimplygon* sg)
{
// Check if any errors occurred.
bool hasErrors = sg->ErrorOccurred();
if (hasErrors)
{
Simplygon::spStringArray errors = sg->CreateStringArray();
sg->GetErrorMessages(errors);
auto errorCount = errors->GetItemCount();
if (errorCount > 0)
{
printf("%s\n", "Errors:");
for (auto errorIndex = 0U; errorIndex < errorCount; ++errorIndex)
{
Simplygon::spString errorString = errors->GetItem((int)errorIndex);
printf("%s\n", errorString.c_str());
}
sg->ClearErrorMessages();
}
}
else
{
printf("%s\n", "No errors.");
}
// Check if any warnings occurred.
bool hasWarnings = sg->WarningOccurred();
if (hasWarnings)
{
Simplygon::spStringArray warnings = sg->CreateStringArray();
sg->GetWarningMessages(warnings);
auto warningCount = warnings->GetItemCount();
if (warningCount > 0)
{
printf("%s\n", "Warnings:");
for (auto warningIndex = 0U; warningIndex < warningCount; ++warningIndex)
{
Simplygon::spString warningString = warnings->GetItem((int)warningIndex);
printf("%s\n", warningString.c_str());
}
sg->ClearWarningMessages();
}
}
else
{
printf("%s\n", "No warnings.");
}
// Error out if Simplygon has errors.
if (hasErrors)
{
throw std::exception("Processing failed with an error");
}
}
void SaveMaterialEvaluationShaderXML(Simplygon::ISimplygon* sg, const char* xmlFilePath)
{
// Create an evaluation shader, and save to xml.
Simplygon::spMaterialEvaluationShader sgMaterialEvaluationShader = sg->CreateMaterialEvaluationShader();
Simplygon::spShaderEvaluationFunctionTable sgShaderEvaluationFunctionTable = sgMaterialEvaluationShader->GetShaderEvaluationFunctionTable();
Simplygon::spMaterialEvaluationShaderAttributeTable sgMaterialEvaluationShaderAttributeTable = sgMaterialEvaluationShader->GetMaterialEvaluationShaderAttributeTable();
Simplygon::spMaterialEvaluationShaderDefineTable sgMaterialEvaluationShaderDefineTable = sgMaterialEvaluationShader->GetMaterialEvaluationShaderDefineTable();
// Create an evaluation function, for channel 'Diffuse', add to the shader.
Simplygon::spShaderEvaluationFunction sgShaderEvaluationFunction = sg->CreateShaderEvaluationFunction();
sgShaderEvaluationFunction->SetName( "Diffuse" );
sgShaderEvaluationFunction->SetChannel( "Diffuse" );
sgShaderEvaluationFunction->SetEntryPoint( "Diffuse" );
sgShaderEvaluationFunctionTable->AddShaderEvaluationFunction(sgShaderEvaluationFunction);
// Set up a needed vertex attribute from the source geometry: 'TexCoords', to read from.
Simplygon::spMaterialEvaluationShaderAttribute sgMaterialEvaluationShaderAttribute = sg->CreateMaterialEvaluationShaderAttribute();
sgMaterialEvaluationShaderAttribute->SetName( "TexCoord" );
sgMaterialEvaluationShaderAttribute->SetFieldType( Simplygon::EGeometryDataFieldType::TexCoords );
sgMaterialEvaluationShaderAttribute->SetFieldFormat( Simplygon::EAttributeFormat::F32vec2 );
sgMaterialEvaluationShaderAttributeTable->AddAttribute(sgMaterialEvaluationShaderAttribute);
// Set the shader code to run. This example shader code returns the texture coords as red and green
// channels. Use GLSL shader language.
const char *shaderCode = R"(
vec4 Diffuse()
{
#ifdef FLIP_UV
return vec4(TexCoord.y,TexCoord.x,0,1);
#else
return vec4(TexCoord.x,TexCoord.y,0,1);
#endif
}
)";
sgMaterialEvaluationShader->SetShaderCode(shaderCode);
sgMaterialEvaluationShader->SetShaderLanguage(Simplygon::EShaderLanguage::GLSL);
// Set up a shader define to flip uvs.
Simplygon::spMaterialEvaluationShaderDefine sgMaterialEvaluationShaderDefine = sg->CreateMaterialEvaluationShaderDefine();
sgMaterialEvaluationShaderDefine->SetName( "FLIP_UV" );
sgMaterialEvaluationShaderDefineTable->AddMaterialEvaluationShaderDefine(sgMaterialEvaluationShaderDefine);
// Save XML.
Simplygon::spMaterialEvaluationShaderSerializer sgMaterialEvaluationShaderSerializer = sg->CreateMaterialEvaluationShaderSerializer();
sgMaterialEvaluationShaderSerializer->SaveMaterialEvaluationShaderToFile(xmlFilePath, sgMaterialEvaluationShader);
}
void SetupCastingCodeInScene(Simplygon::ISimplygon* sg, Simplygon::spScene sgScene)
{
// Get the material table from the scene
Simplygon::spMaterialTable sgMaterialTable = sgScene->GetMaterialTable();
// Enumerate all materials, and assign a custom shader to the Diffuse channel
auto materialsCount = sgMaterialTable->GetMaterialsCount();
// Setup temporary path to XML file.
const char *xmlFilePath = R"(./materialEvaluationShader.xml)";
SaveMaterialEvaluationShaderXML(sg, xmlFilePath);
for (auto materialIndex = 0U; materialIndex < materialsCount; ++materialIndex)
{
auto material = sgMaterialTable->GetMaterial((int)materialIndex);
// Save XML.
Simplygon::spMaterialEvaluationShaderSerializer sgMaterialEvaluationShaderSerializer = sg->CreateMaterialEvaluationShaderSerializer();
Simplygon::spMaterialEvaluationShader sgMaterialEvaluationShader = sgMaterialEvaluationShaderSerializer->LoadMaterialEvaluationShaderFromFile(xmlFilePath);
material->SetMaterialEvaluationShader(sgMaterialEvaluationShader);
}
}
void ComputeCasting(Simplygon::ISimplygon* sg)
{
// Load scene to process.
printf("%s\n", "Load scene to process.");
Simplygon::spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
// Add additional scene setup for the casting.
SetupCastingCodeInScene(sg, sgScene);
// Create the aggregation processor.
Simplygon::spAggregationProcessor sgAggregationProcessor = sg->CreateAggregationProcessor();
sgAggregationProcessor->SetScene( sgScene );
Simplygon::spAggregationSettings sgAggregationSettings = sgAggregationProcessor->GetAggregationSettings();
Simplygon::spMappingImageSettings sgMappingImageSettings = sgAggregationProcessor->GetMappingImageSettings();
// Merge all geometries into a single geometry.
sgAggregationSettings->SetMergeGeometries( true );
// Generates a mapping image which is used after the aggregation to cast new materials to the new
// aggregated object.
sgMappingImageSettings->SetGenerateMappingImage( true );
sgMappingImageSettings->SetApplyNewMaterialIds( true );
sgMappingImageSettings->SetGenerateTangents( true );
sgMappingImageSettings->SetUseFullRetexturing( true );
Simplygon::spMappingImageOutputMaterialSettings sgOutputMaterialSettings = sgMappingImageSettings->GetOutputMaterialSettings(0);
// Setting the size of the output material for the mapping image. This will be the output size of the
// textures when we do material casting in a later stage.
sgOutputMaterialSettings->SetTextureWidth( 2048 );
sgOutputMaterialSettings->SetTextureHeight( 2048 );
// Start the aggregation process.
printf("%s\n", "Start the aggregation process.");
sgAggregationProcessor->RunProcessing();
// Setup and run the compute shader material casting as a custom output to the diffuse channel.
Simplygon::spComputeCaster sgDiffuseCaster = sg->CreateComputeCaster();
sgDiffuseCaster->SetMappingImage( sgAggregationProcessor->GetMappingImage() );
sgDiffuseCaster->SetSourceMaterials( sgScene->GetMaterialTable() );
sgDiffuseCaster->SetSourceTextures( sgScene->GetTextureTable() );
sgDiffuseCaster->SetOutputFilePath( "DiffuseTexture" );
Simplygon::spComputeCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster->GetComputeCasterSettings();
sgDiffuseCasterSettings->SetMaterialChannel( "Diffuse" );
sgDiffuseCasterSettings->SetOutputImageFileFormat( Simplygon::EImageOutputFormat::PNG );
sgDiffuseCaster->RunProcessing();
std::string diffuseTextureFilePath = sgDiffuseCaster->GetOutputFilePath().c_str();
// Update scene with new casted texture.
Simplygon::spMaterialTable sgMaterialTable = sg->CreateMaterialTable();
Simplygon::spTextureTable sgTextureTable = sg->CreateTextureTable();
Simplygon::spMaterial sgMaterial = sg->CreateMaterial();
Simplygon::spTexture sgDiffuseTexture = sg->CreateTexture();
sgDiffuseTexture->SetName( "Diffuse" );
sgDiffuseTexture->SetFilePath( diffuseTextureFilePath.c_str() );
sgTextureTable->AddTexture( sgDiffuseTexture );
Simplygon::spShadingTextureNode sgDiffuseTextureShadingNode = sg->CreateShadingTextureNode();
sgDiffuseTextureShadingNode->SetTexCoordLevel( 0 );
sgDiffuseTextureShadingNode->SetTextureName( "Diffuse" );
sgMaterial->AddMaterialChannel( "Diffuse" );
sgMaterial->SetShadingNetwork( "Diffuse", sgDiffuseTextureShadingNode );
sgMaterialTable->AddMaterial( sgMaterial );
sgScene->GetTextureTable()->Clear();
sgScene->GetMaterialTable()->Clear();
sgScene->GetTextureTable()->Copy(sgTextureTable);
sgScene->GetMaterialTable()->Copy(sgMaterialTable);
// Save processed scene.
printf("%s\n", "Save processed scene.");
SaveScene(sg, sgScene, "Output.fbx");
// Check log for any warnings or errors.
printf("%s\n", "Check log for any warnings or errors.");
CheckLog(sg);
}
int main()
{
Simplygon::ISimplygon* sg = NULL;
Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
if( initval != Simplygon::EErrorCodes::NoError )
{
printf( "Failed to initialize Simplygon: ErrorCode(%d)", (int)initval );
return int(initval);
}
ComputeCasting(sg);
Simplygon::Deinitialize(sg);
return 0;
}
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System;
using System.IO;
using System.Threading.Tasks;
public class Program
{
static Simplygon.spScene LoadScene(Simplygon.ISimplygon sg, string path)
{
// Create scene importer
using Simplygon.spSceneImporter sgSceneImporter = sg.CreateSceneImporter();
sgSceneImporter.SetImportFilePath(path);
// Run scene importer.
var importResult = sgSceneImporter.Run();
if (Simplygon.Simplygon.Failed(importResult))
{
throw new System.Exception("Failed to load scene.");
}
Simplygon.spScene sgScene = sgSceneImporter.GetScene();
return sgScene;
}
static void SaveScene(Simplygon.ISimplygon sg, Simplygon.spScene sgScene, string path)
{
// Create scene exporter.
using Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter();
string outputScenePath = string.Join("", new string[] { "output\\", "ComputeCastingMaterialEvaluationShaderXML", "_", path });
sgSceneExporter.SetExportFilePath(outputScenePath);
sgSceneExporter.SetScene(sgScene);
// Run scene exporter.
var exportResult = sgSceneExporter.Run();
if (Simplygon.Simplygon.Failed(exportResult))
{
throw new System.Exception("Failed to save scene.");
}
}
static void CheckLog(Simplygon.ISimplygon sg)
{
// Check if any errors occurred.
bool hasErrors = sg.ErrorOccurred();
if (hasErrors)
{
Simplygon.spStringArray errors = sg.CreateStringArray();
sg.GetErrorMessages(errors);
var errorCount = errors.GetItemCount();
if (errorCount > 0)
{
Console.WriteLine("Errors:");
for (uint errorIndex = 0; errorIndex < errorCount; ++errorIndex)
{
string errorString = errors.GetItem((int)errorIndex);
Console.WriteLine(errorString);
}
sg.ClearErrorMessages();
}
}
else
{
Console.WriteLine("No errors.");
}
// Check if any warnings occurred.
bool hasWarnings = sg.WarningOccurred();
if (hasWarnings)
{
Simplygon.spStringArray warnings = sg.CreateStringArray();
sg.GetWarningMessages(warnings);
var warningCount = warnings.GetItemCount();
if (warningCount > 0)
{
Console.WriteLine("Warnings:");
for (uint warningIndex = 0; warningIndex < warningCount; ++warningIndex)
{
string warningString = warnings.GetItem((int)warningIndex);
Console.WriteLine(warningString);
}
sg.ClearWarningMessages();
}
}
else
{
Console.WriteLine("No warnings.");
}
// Error out if Simplygon has errors.
if (hasErrors)
{
throw new System.Exception("Processing failed with an error");
}
}
static void SaveMaterialEvaluationShaderXML(Simplygon.ISimplygon sg, string xmlFilePath)
{
// Create an evaluation shader, and save to xml.
using Simplygon.spMaterialEvaluationShader sgMaterialEvaluationShader = sg.CreateMaterialEvaluationShader();
using Simplygon.spShaderEvaluationFunctionTable sgShaderEvaluationFunctionTable = sgMaterialEvaluationShader.GetShaderEvaluationFunctionTable();
using Simplygon.spMaterialEvaluationShaderAttributeTable sgMaterialEvaluationShaderAttributeTable = sgMaterialEvaluationShader.GetMaterialEvaluationShaderAttributeTable();
using Simplygon.spMaterialEvaluationShaderDefineTable sgMaterialEvaluationShaderDefineTable = sgMaterialEvaluationShader.GetMaterialEvaluationShaderDefineTable();
// Create an evaluation function, for channel 'Diffuse', add to the shader.
using Simplygon.spShaderEvaluationFunction sgShaderEvaluationFunction = sg.CreateShaderEvaluationFunction();
sgShaderEvaluationFunction.SetName( "Diffuse" );
sgShaderEvaluationFunction.SetChannel( "Diffuse" );
sgShaderEvaluationFunction.SetEntryPoint( "Diffuse" );
sgShaderEvaluationFunctionTable.AddShaderEvaluationFunction(sgShaderEvaluationFunction);
// Set up a needed vertex attribute from the source geometry: 'TexCoords', to read from.
using Simplygon.spMaterialEvaluationShaderAttribute sgMaterialEvaluationShaderAttribute = sg.CreateMaterialEvaluationShaderAttribute();
sgMaterialEvaluationShaderAttribute.SetName( "TexCoord" );
sgMaterialEvaluationShaderAttribute.SetFieldType( Simplygon.EGeometryDataFieldType.TexCoords );
sgMaterialEvaluationShaderAttribute.SetFieldFormat( Simplygon.EAttributeFormat.F32vec2 );
sgMaterialEvaluationShaderAttributeTable.AddAttribute(sgMaterialEvaluationShaderAttribute);
// Set the shader code to run. This example shader code returns the texture coords as red and green
// channels. Use GLSL shader language.
string shaderCode = @"
vec4 Diffuse()
{
#ifdef FLIP_UV
return vec4(TexCoord.y,TexCoord.x,0,1);
#else
return vec4(TexCoord.x,TexCoord.y,0,1);
#endif
}
";
sgMaterialEvaluationShader.SetShaderCode(shaderCode);
sgMaterialEvaluationShader.SetShaderLanguage(Simplygon.EShaderLanguage.GLSL);
// Set up a shader define to flip uvs.
using Simplygon.spMaterialEvaluationShaderDefine sgMaterialEvaluationShaderDefine = sg.CreateMaterialEvaluationShaderDefine();
sgMaterialEvaluationShaderDefine.SetName( "FLIP_UV" );
sgMaterialEvaluationShaderDefineTable.AddMaterialEvaluationShaderDefine(sgMaterialEvaluationShaderDefine);
// Save XML.
using Simplygon.spMaterialEvaluationShaderSerializer sgMaterialEvaluationShaderSerializer = sg.CreateMaterialEvaluationShaderSerializer();
sgMaterialEvaluationShaderSerializer.SaveMaterialEvaluationShaderToFile(xmlFilePath, sgMaterialEvaluationShader);
}
static void SetupCastingCodeInScene(Simplygon.ISimplygon sg, Simplygon.spScene sgScene)
{
// Get the material table from the scene
using Simplygon.spMaterialTable sgMaterialTable = sgScene.GetMaterialTable();
// Enumerate all materials, and assign a custom shader to the Diffuse channel
var materialsCount = sgMaterialTable.GetMaterialsCount();
// Setup temporary path to XML file.
string xmlFilePath = @"./materialEvaluationShader.xml";
SaveMaterialEvaluationShaderXML(sg, xmlFilePath);
for (uint materialIndex = 0; materialIndex < materialsCount; ++materialIndex)
{
var material = sgMaterialTable.GetMaterial((int)materialIndex);
// Save XML.
using Simplygon.spMaterialEvaluationShaderSerializer sgMaterialEvaluationShaderSerializer = sg.CreateMaterialEvaluationShaderSerializer();
Simplygon.spMaterialEvaluationShader sgMaterialEvaluationShader = sgMaterialEvaluationShaderSerializer.LoadMaterialEvaluationShaderFromFile(xmlFilePath);
material.SetMaterialEvaluationShader(sgMaterialEvaluationShader);
}
}
static void ComputeCasting(Simplygon.ISimplygon sg)
{
// Load scene to process.
Console.WriteLine("Load scene to process.");
Simplygon.spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
// Add additional scene setup for the casting.
SetupCastingCodeInScene(sg, sgScene);
// Create the aggregation processor.
using Simplygon.spAggregationProcessor sgAggregationProcessor = sg.CreateAggregationProcessor();
sgAggregationProcessor.SetScene( sgScene );
using Simplygon.spAggregationSettings sgAggregationSettings = sgAggregationProcessor.GetAggregationSettings();
using Simplygon.spMappingImageSettings sgMappingImageSettings = sgAggregationProcessor.GetMappingImageSettings();
// Merge all geometries into a single geometry.
sgAggregationSettings.SetMergeGeometries( true );
// Generates a mapping image which is used after the aggregation to cast new materials to the new
// aggregated object.
sgMappingImageSettings.SetGenerateMappingImage( true );
sgMappingImageSettings.SetApplyNewMaterialIds( true );
sgMappingImageSettings.SetGenerateTangents( true );
sgMappingImageSettings.SetUseFullRetexturing( true );
using Simplygon.spMappingImageOutputMaterialSettings sgOutputMaterialSettings = sgMappingImageSettings.GetOutputMaterialSettings(0);
// Setting the size of the output material for the mapping image. This will be the output size of the
// textures when we do material casting in a later stage.
sgOutputMaterialSettings.SetTextureWidth( 2048 );
sgOutputMaterialSettings.SetTextureHeight( 2048 );
// Start the aggregation process.
Console.WriteLine("Start the aggregation process.");
sgAggregationProcessor.RunProcessing();
// Setup and run the compute shader material casting as a custom output to the diffuse channel.
string diffuseTextureFilePath;
using Simplygon.spComputeCaster sgDiffuseCaster = sg.CreateComputeCaster();
sgDiffuseCaster.SetMappingImage( sgAggregationProcessor.GetMappingImage() );
sgDiffuseCaster.SetSourceMaterials( sgScene.GetMaterialTable() );
sgDiffuseCaster.SetSourceTextures( sgScene.GetTextureTable() );
sgDiffuseCaster.SetOutputFilePath( "DiffuseTexture" );
using Simplygon.spComputeCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster.GetComputeCasterSettings();
sgDiffuseCasterSettings.SetMaterialChannel( "Diffuse" );
sgDiffuseCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat.PNG );
sgDiffuseCaster.RunProcessing();
diffuseTextureFilePath = sgDiffuseCaster.GetOutputFilePath();
// Update scene with new casted texture.
using Simplygon.spMaterialTable sgMaterialTable = sg.CreateMaterialTable();
using Simplygon.spTextureTable sgTextureTable = sg.CreateTextureTable();
using Simplygon.spMaterial sgMaterial = sg.CreateMaterial();
using Simplygon.spTexture sgDiffuseTexture = sg.CreateTexture();
sgDiffuseTexture.SetName( "Diffuse" );
sgDiffuseTexture.SetFilePath( diffuseTextureFilePath );
sgTextureTable.AddTexture( sgDiffuseTexture );
using Simplygon.spShadingTextureNode sgDiffuseTextureShadingNode = sg.CreateShadingTextureNode();
sgDiffuseTextureShadingNode.SetTexCoordLevel( 0 );
sgDiffuseTextureShadingNode.SetTextureName( "Diffuse" );
sgMaterial.AddMaterialChannel( "Diffuse" );
sgMaterial.SetShadingNetwork( "Diffuse", sgDiffuseTextureShadingNode );
sgMaterialTable.AddMaterial( sgMaterial );
sgScene.GetTextureTable().Clear();
sgScene.GetMaterialTable().Clear();
sgScene.GetTextureTable().Copy(sgTextureTable);
sgScene.GetMaterialTable().Copy(sgMaterialTable);
// Save processed scene.
Console.WriteLine("Save processed scene.");
SaveScene(sg, sgScene, "Output.fbx");
// Check log for any warnings or errors.
Console.WriteLine("Check log for any warnings or errors.");
CheckLog(sg);
}
static int Main(string[] args)
{
using var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage);
if (errorCode != Simplygon.EErrorCodes.NoError)
{
Console.WriteLine( $"Failed to initialize Simplygon: ErrorCode({(int)errorCode}) {errorMessage}" );
return (int)errorCode;
}
ComputeCasting(sg);
return 0;
}
}
# Copyright (c) Microsoft Corporation.
# Licensed under the MIT License.
import math
import os
import sys
import glob
import gc
import threading
from pathlib import Path
from simplygon10 import simplygon_loader
from simplygon10 import Simplygon
def LoadScene(sg: Simplygon.ISimplygon, path: str):
# Create scene importer
sgSceneImporter = sg.CreateSceneImporter()
sgSceneImporter.SetImportFilePath(path)
# Run scene importer.
importResult = sgSceneImporter.Run()
if Simplygon.Failed(importResult):
raise Exception('Failed to load scene.')
sgScene = sgSceneImporter.GetScene()
return sgScene
def SaveScene(sg: Simplygon.ISimplygon, sgScene: Simplygon.spScene, path: str):
# Create scene exporter.
sgSceneExporter = sg.CreateSceneExporter()
outputScenePath = ''.join(['output\\', 'ComputeCastingMaterialEvaluationShaderXML', '_', path])
sgSceneExporter.SetExportFilePath(outputScenePath)
sgSceneExporter.SetScene(sgScene)
# Run scene exporter.
exportResult = sgSceneExporter.Run()
if Simplygon.Failed(exportResult):
raise Exception('Failed to save scene.')
def CheckLog(sg: Simplygon.ISimplygon):
# Check if any errors occurred.
hasErrors = sg.ErrorOccurred()
if hasErrors:
errors = sg.CreateStringArray()
sg.GetErrorMessages(errors)
errorCount = errors.GetItemCount()
if errorCount > 0:
print('Errors:')
for errorIndex in range(errorCount):
errorString = errors.GetItem(errorIndex)
print(errorString)
sg.ClearErrorMessages()
else:
print('No errors.')
# Check if any warnings occurred.
hasWarnings = sg.WarningOccurred()
if hasWarnings:
warnings = sg.CreateStringArray()
sg.GetWarningMessages(warnings)
warningCount = warnings.GetItemCount()
if warningCount > 0:
print('Warnings:')
for warningIndex in range(warningCount):
warningString = warnings.GetItem(warningIndex)
print(warningString)
sg.ClearWarningMessages()
else:
print('No warnings.')
# Error out if Simplygon has errors.
if hasErrors:
raise Exception('Processing failed with an error')
def SaveMaterialEvaluationShaderXML(sg: Simplygon.ISimplygon, xmlFilePath: str):
# Create an evaluation shader, and save to xml.
sgMaterialEvaluationShader = sg.CreateMaterialEvaluationShader()
sgShaderEvaluationFunctionTable = sgMaterialEvaluationShader.GetShaderEvaluationFunctionTable()
sgMaterialEvaluationShaderAttributeTable = sgMaterialEvaluationShader.GetMaterialEvaluationShaderAttributeTable()
sgMaterialEvaluationShaderDefineTable = sgMaterialEvaluationShader.GetMaterialEvaluationShaderDefineTable()
# Create an evaluation function, for channel 'Diffuse', add to the shader.
sgShaderEvaluationFunction = sg.CreateShaderEvaluationFunction()
sgShaderEvaluationFunction.SetName( "Diffuse" )
sgShaderEvaluationFunction.SetChannel( "Diffuse" )
sgShaderEvaluationFunction.SetEntryPoint( "Diffuse" )
sgShaderEvaluationFunctionTable.AddShaderEvaluationFunction(sgShaderEvaluationFunction)
# Set up a needed vertex attribute from the source geometry: 'TexCoords', to read from.
sgMaterialEvaluationShaderAttribute = sg.CreateMaterialEvaluationShaderAttribute()
sgMaterialEvaluationShaderAttribute.SetName( "TexCoord" )
sgMaterialEvaluationShaderAttribute.SetFieldType( Simplygon.EGeometryDataFieldType_TexCoords )
sgMaterialEvaluationShaderAttribute.SetFieldFormat( Simplygon.EAttributeFormat_F32vec2 )
sgMaterialEvaluationShaderAttributeTable.AddAttribute(sgMaterialEvaluationShaderAttribute)
# Set the shader code to run. This example shader code returns the texture coords as red and green
# channels. Use GLSL shader language.
shaderCode = """
vec4 Diffuse()
{
#ifdef FLIP_UV
return vec4(TexCoord.y,TexCoord.x,0,1);
#else
return vec4(TexCoord.x,TexCoord.y,0,1);
#endif
}
"""
sgMaterialEvaluationShader.SetShaderCode(shaderCode)
sgMaterialEvaluationShader.SetShaderLanguage(Simplygon.EShaderLanguage_GLSL)
# Set up a shader define to flip uvs.
sgMaterialEvaluationShaderDefine = sg.CreateMaterialEvaluationShaderDefine()
sgMaterialEvaluationShaderDefine.SetName( "FLIP_UV" )
sgMaterialEvaluationShaderDefineTable.AddMaterialEvaluationShaderDefine(sgMaterialEvaluationShaderDefine)
# Save XML.
sgMaterialEvaluationShaderSerializer = sg.CreateMaterialEvaluationShaderSerializer()
sgMaterialEvaluationShaderSerializer.SaveMaterialEvaluationShaderToFile(xmlFilePath, sgMaterialEvaluationShader)
def SetupCastingCodeInScene(sg: Simplygon.ISimplygon, sgScene: Simplygon.spScene):
# Get the material table from the scene
sgMaterialTable = sgScene.GetMaterialTable()
# Enumerate all materials, and assign a custom shader to the Diffuse channel
materialsCount = sgMaterialTable.GetMaterialsCount()
# Setup temporary path to XML file.
xmlFilePath = """./materialEvaluationShader.xml"""
SaveMaterialEvaluationShaderXML(sg, xmlFilePath)
for materialIndex in range(materialsCount):
material = sgMaterialTable.GetMaterial(materialIndex)
# Save XML.
sgMaterialEvaluationShaderSerializer = sg.CreateMaterialEvaluationShaderSerializer()
sgMaterialEvaluationShader = sgMaterialEvaluationShaderSerializer.LoadMaterialEvaluationShaderFromFile(xmlFilePath)
material.SetMaterialEvaluationShader(sgMaterialEvaluationShader)
def ComputeCasting(sg: Simplygon.ISimplygon):
# Load scene to process.
print("Load scene to process.")
sgScene = LoadScene(sg, '../../../Assets/SimplygonMan/SimplygonMan.obj')
# Add additional scene setup for the casting.
SetupCastingCodeInScene(sg, sgScene)
# Create the aggregation processor.
sgAggregationProcessor = sg.CreateAggregationProcessor()
sgAggregationProcessor.SetScene( sgScene )
sgAggregationSettings = sgAggregationProcessor.GetAggregationSettings()
sgMappingImageSettings = sgAggregationProcessor.GetMappingImageSettings()
# Merge all geometries into a single geometry.
sgAggregationSettings.SetMergeGeometries( True )
# Generates a mapping image which is used after the aggregation to cast new materials to the new
# aggregated object.
sgMappingImageSettings.SetGenerateMappingImage( True )
sgMappingImageSettings.SetApplyNewMaterialIds( True )
sgMappingImageSettings.SetGenerateTangents( True )
sgMappingImageSettings.SetUseFullRetexturing( True )
sgOutputMaterialSettings = sgMappingImageSettings.GetOutputMaterialSettings(0)
# Setting the size of the output material for the mapping image. This will be the output size of the
# textures when we do material casting in a later stage.
sgOutputMaterialSettings.SetTextureWidth( 2048 )
sgOutputMaterialSettings.SetTextureHeight( 2048 )
# Start the aggregation process.
print("Start the aggregation process.")
sgAggregationProcessor.RunProcessing()
# Setup and run the compute shader material casting as a custom output to the diffuse channel.
sgDiffuseCaster = sg.CreateComputeCaster()
sgDiffuseCaster.SetMappingImage( sgAggregationProcessor.GetMappingImage() )
sgDiffuseCaster.SetSourceMaterials( sgScene.GetMaterialTable() )
sgDiffuseCaster.SetSourceTextures( sgScene.GetTextureTable() )
sgDiffuseCaster.SetOutputFilePath( 'DiffuseTexture' )
sgDiffuseCasterSettings = sgDiffuseCaster.GetComputeCasterSettings()
sgDiffuseCasterSettings.SetMaterialChannel( 'Diffuse' )
sgDiffuseCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat_PNG )
sgDiffuseCaster.RunProcessing()
diffuseTextureFilePath = sgDiffuseCaster.GetOutputFilePath()
# Update scene with new casted texture.
sgMaterialTable = sg.CreateMaterialTable()
sgTextureTable = sg.CreateTextureTable()
sgMaterial = sg.CreateMaterial()
sgDiffuseTexture = sg.CreateTexture()
sgDiffuseTexture.SetName( 'Diffuse' )
sgDiffuseTexture.SetFilePath( diffuseTextureFilePath )
sgTextureTable.AddTexture( sgDiffuseTexture )
sgDiffuseTextureShadingNode = sg.CreateShadingTextureNode()
sgDiffuseTextureShadingNode.SetTexCoordLevel( 0 )
sgDiffuseTextureShadingNode.SetTextureName( 'Diffuse' )
sgMaterial.AddMaterialChannel( 'Diffuse' )
sgMaterial.SetShadingNetwork( 'Diffuse', sgDiffuseTextureShadingNode )
sgMaterialTable.AddMaterial( sgMaterial )
sgScene.GetTextureTable().Clear()
sgScene.GetMaterialTable().Clear()
sgScene.GetTextureTable().Copy(sgTextureTable)
sgScene.GetMaterialTable().Copy(sgMaterialTable)
# Save processed scene.
print("Save processed scene.")
SaveScene(sg, sgScene, 'Output.fbx')
# Check log for any warnings or errors.
print("Check log for any warnings or errors.")
CheckLog(sg)
if __name__ == '__main__':
sg = simplygon_loader.init_simplygon()
if sg is None:
exit(Simplygon.GetLastInitializationError())
ComputeCasting(sg)
sg = None
gc.collect()