///////////////////////////////////////////////////////////////////////////
//
// System: Simplygon
// File: MultiMaterialCastingExample.cpp
// Language: C++
//
// Copyright (c) 2019 Microsoft. All rights reserved.
//
// This is private property, and it is illegal to copy or distribute in
// any form, without written authorization by the copyright owner(s).
//
///////////////////////////////////////////////////////////////////////////
//
// #Description#
//
// A scene is loaded from a WaveFront file. The scene contains 3 materials.
//
// Two of the materials are grouped together to become a single new material,
// and the third original material is baked into its own new material.
// So the three input materials are cast to two output materials/textures.
//
// The textures and optimized objects are saved to file.
//
///////////////////////////////////////////////////////////////////////////
#include "../Common/Example.h"
#include "BMPheader.h"
void RunExampleCasting( const std::string& readFrom, const std::string& writeTo );
int main( int argc, char* argv[] )
{
try
{
InitExample();
// Set global variable. Using Orthonormal method for calculating tangentspace.
sg->SetGlobalSetting("DefaultTBNType", SG_TANGENTSPACEMETHOD_ORTHONORMAL);
std::string assetPath = GetAssetPath();
// Run the example code
RunExampleCasting(assetPath + "MaterialTestMesh/materialTestMesh.obj", "ObjectTextured");
DeinitExample();
}
catch (const std::exception& ex)
{
std::cerr << ex.what() << std::endl;
return -1;
}
return 0;
}
void RunExampleCasting( const std::string& readFrom, const std::string& writeTo )
{
// Import a scene from a file and optimize it. Generate image mapping from
// the original geometries and use it to cast diffuse, specular, normal and a
// custom map to the reduced geometry.
std::string exePath = GetExecutablePath();
std::string outputGeometryFilename = exePath + writeTo + ".obj";
std::string outputDiffuse1Filename = exePath + writeTo + "_diffuse1.png";
std::string outputDiffuse2Filename = exePath + writeTo + "_diffuse2.png";
//Load object from file
spWavefrontImporter objReader = sg->CreateWavefrontImporter();
objReader->SetImportFilePath( readFrom.c_str() );
if( !objReader->RunImport() )
throw std::exception("Failed to load input file!");
// Get the scene
spScene scene = objReader->GetScene();
spMaterialTable originalMaterials = scene->GetMaterialTable();
spTextureTable originalTextures = scene->GetTextureTable();
//Setup lod scene
spScene lodScene = sg->CreateScene();
lodScene->DeepCopy( scene );
spMaterialTable lodMatTable = lodScene->GetMaterialTable();
lodMatTable->Clear();
spTextureTable lodTexTable = lodScene->GetTextureTable();
lodTexTable->Clear();
//Reducer
spReductionProcessor red = sg->CreateReductionProcessor();
red->SetScene( lodScene );
// Set the Repair Settings.
spRepairSettings repairSettings = red->GetRepairSettings();
// Will take care of holes that are of size 0.2 or less, so small gaps etc are removed.
repairSettings->SetWeldDist( 0.2f );
repairSettings->SetTjuncDist( 0.2f );
// Set the Reduction Settings.
spReductionSettings reductionSettings = red->GetReductionSettings();
reductionSettings->SetTriangleRatio( 1.0f );
// Set the Normal Calculation Settings.
spNormalCalculationSettings normalSettings = red->GetNormalCalculationSettings();
normalSettings->SetReplaceNormals( true );
normalSettings->SetHardEdgeAngleInRadians( 3.14159f * 90.f / 180.0f );
// Set the Image Mapping Settings.
spMappingImageSettings mappingSettings = red->GetMappingImageSettings();
mappingSettings->SetGenerateMappingImage( true );
mappingSettings->SetGenerateTexCoords( true ); // Set to generate new texture coordinates.
mappingSettings->SetParameterizerMaxStretch( 0.5f ); // The higher the number, the fewer texture-borders.
// We set the number of input materials and the number of output materials.
mappingSettings->SetInputMaterialCount( originalMaterials->GetMaterialsCount() );
// We want to bake into two materials
mappingSettings->SetOutputMaterialCount( 2 );
// We set which output material each of the original materials should be baked to
mappingSettings->SetInputOutputMaterialMapping( 0, 0 ); //The first and second original materials are baked to the same output material
mappingSettings->SetInputOutputMaterialMapping( 1, 0 );
mappingSettings->SetInputOutputMaterialMapping( 2, 1 ); //The third material is baked alone to the second output material
// Set the properties for the first mapping image
mappingSettings->SetGutterSpace( 0, 4 );
mappingSettings->SetWidth( 0, 512 );
mappingSettings->SetHeight( 0, 512 );
mappingSettings->SetMultisamplingLevel( 0, 2 );
// Set the properties for the second mapping image
mappingSettings->SetGutterSpace( 1, 4 );
mappingSettings->SetWidth( 1, 1024 );
mappingSettings->SetHeight( 1, 1024 );
mappingSettings->SetMultisamplingLevel( 1, 2 );
red->RunProcessing();
// Mapping image is needed later on for texture casting.
spMappingImage mappingImage0 = red->GetMappingImage( 0 );
spMappingImage mappingImage1 = red->GetMappingImage( 1 );
// Create new material
spMaterial outputMaterial0 = sg->CreateMaterial();
outputMaterial0->SetName( "output_material1" );
//Add the new material
lodMatTable->AddMaterial( outputMaterial0 );
// Create new material for the table.
spMaterial outputMaterial1 = sg->CreateMaterial();
outputMaterial1->SetName( "output_material2" );
//Add the new material to the table
lodMatTable->AddMaterial( outputMaterial1 );
// Cast the first material
if( true )
{
// Cast the data using a color caster
spColorCaster cast = sg->CreateColorCaster();
cast->SetColorType( SG_MATERIAL_CHANNEL_DIFFUSE ); //Select the diffuse channel from the original material
cast->SetSourceMaterials( originalMaterials );
cast->SetSourceTextures( originalTextures );
cast->SetMappingImage( mappingImage0 ); // The mapping image we got from the reduction process.
cast->SetOutputChannels( 3 ); // RGB, 3 channels! (1 would be for grey scale, and 4 would be for RGBA.)
cast->SetOutputChannelBitDepth( 8 ); // 8 bits per channel. So in this case we will have 24bit colors RGB.
cast->SetDilation( 10 ); // To avoid mip-map artifacts, the empty pixels on the map needs to be filled to a degree as well.
cast->SetOutputFilePath( outputDiffuse1Filename.c_str() ); // Where the texture map will be saved to file.
cast->RunProcessing(); // Fetch!
//Setup new texture in LOD scene
{
spTexture newTex = sg->CreateTexture();
newTex->SetFilePath( outputDiffuse1Filename.c_str() );
newTex->SetName( "mat0Diff" );
lodTexTable->AddTexture( newTex );
spShadingTextureNode texNode = sg->CreateShadingTextureNode();
texNode->SetTextureName( "mat0Diff" );
outputMaterial0->SetShadingNetwork( SG_MATERIAL_CHANNEL_DIFFUSE, texNode );
}
}
// Cast the second material
if( true )
{
// Cast the data using a color caster
spColorCaster cast = sg->CreateColorCaster();
cast->SetColorType( SG_MATERIAL_CHANNEL_DIFFUSE ); //Select the diffuse channel from the original material
cast->SetSourceMaterials( originalMaterials );
cast->SetSourceTextures( originalTextures );
cast->SetMappingImage( mappingImage1 ); // The mapping image we got from the reduction process.
cast->SetOutputChannels( 3 ); // RGB, 3 channels! (1 would be for grey scale, and 4 would be for RGBA.)
cast->SetOutputChannelBitDepth( 8 ); // 8 bits per channel. So in this case we will have 24bit colors RGB.
cast->SetDilation( 10 ); // To avoid mip-map artifacts, the empty pixels on the map needs to be filled to a degree as well.
cast->SetOutputFilePath( outputDiffuse2Filename.c_str() ); // Where the texture map will be saved to file.
cast->RunProcessing(); // Fetch!
//Setup new texture in LOD scene
{
spTexture newTex = sg->CreateTexture();
newTex->SetFilePath( outputDiffuse2Filename.c_str() );
newTex->SetName( "mat1Diff" );
lodTexTable->AddTexture( newTex );
spShadingTextureNode texNode = sg->CreateShadingTextureNode();
texNode->SetTextureName( "mat1Diff" );
outputMaterial1->SetShadingNetwork( SG_MATERIAL_CHANNEL_DIFFUSE, texNode );
}
}
spWavefrontExporter objExporter = sg->CreateWavefrontExporter();
objExporter->SetExportFilePath( outputGeometryFilename.c_str() );
objExporter->SetScene( lodScene );
objExporter->RunExport();
}