// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include "SimplygonLoader.h"
void RunReductionWithMaterialCasting(Simplygon::ISimplygon* sg)
{
Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
sgSceneImporter->SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" );
if(!sgSceneImporter->RunImport())
throw std::exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.");
Simplygon::spScene sgScene = sgSceneImporter->GetScene();
// Create the reduction processor.
Simplygon::spReductionProcessor sgReductionProcessor = sg->CreateReductionProcessor();
sgReductionProcessor->SetScene( sgScene );
Simplygon::spReductionSettings sgReductionSettings = sgReductionProcessor->GetReductionSettings();
Simplygon::spMappingImageSettings sgMappingImageSettings = sgReductionProcessor->GetMappingImageSettings();
// Set reduction target to triangle ratio with a ratio of 50%.
sgReductionSettings->SetReductionTargets( Simplygon::EStopCondition::All, true, false, false, false );
sgReductionSettings->SetReductionTargetTriangleRatio( 0.5f );
// Generates a mapping image which is used after the reduction to cast new materials to the new
// reduced 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 reduction process.
sgReductionProcessor->RunProcessing();
// Setup and run the diffuse material casting.
Simplygon::spColorCaster sgDiffuseCaster = sg->CreateColorCaster();
sgDiffuseCaster->SetMappingImage( sgReductionProcessor->GetMappingImage() );
sgDiffuseCaster->SetSourceMaterials( sgScene->GetMaterialTable() );
sgDiffuseCaster->SetSourceTextures( sgScene->GetTextureTable() );
sgDiffuseCaster->SetOutputFilePath( "DiffuseTexture" );
Simplygon::spColorCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster->GetColorCasterSettings();
sgDiffuseCasterSettings->SetMaterialChannel( "Diffuse" );
sgDiffuseCasterSettings->SetOutputImageFileFormat( Simplygon::EImageOutputFormat::PNG );
sgDiffuseCaster->RunProcessing();
std::string diffuseTextureFilePath = sgDiffuseCaster->GetOutputFilePath();
// Setup and run the normals material casting.
Simplygon::spNormalCaster sgNormalsCaster = sg->CreateNormalCaster();
sgNormalsCaster->SetMappingImage( sgReductionProcessor->GetMappingImage() );
sgNormalsCaster->SetSourceMaterials( sgScene->GetMaterialTable() );
sgNormalsCaster->SetSourceTextures( sgScene->GetTextureTable() );
sgNormalsCaster->SetOutputFilePath( "NormalsTexture" );
Simplygon::spNormalCasterSettings sgNormalsCasterSettings = sgNormalsCaster->GetNormalCasterSettings();
sgNormalsCasterSettings->SetMaterialChannel( "Normals" );
sgNormalsCasterSettings->SetGenerateTangentSpaceNormals( true );
sgNormalsCasterSettings->SetOutputImageFileFormat( Simplygon::EImageOutputFormat::PNG );
sgNormalsCaster->RunProcessing();
std::string normalsTextureFilePath = sgNormalsCaster->GetOutputFilePath();
// Update scene with new casted textures.
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 );
Simplygon::spTexture sgNormalsTexture = sg->CreateTexture();
sgNormalsTexture->SetName( "Normals" );
sgNormalsTexture->SetFilePath( normalsTextureFilePath.c_str() );
sgTextureTable->AddTexture( sgNormalsTexture );
Simplygon::spShadingTextureNode sgNormalsTextureShadingNode = sg->CreateShadingTextureNode();
sgNormalsTextureShadingNode->SetTexCoordLevel( 0 );
sgNormalsTextureShadingNode->SetTextureName( "Normals" );
sgMaterial->AddMaterialChannel( "Normals" );
sgMaterial->SetShadingNetwork( "Normals", sgNormalsTextureShadingNode );
sgMaterialTable->AddMaterial( sgMaterial );
sgScene->GetTextureTable()->Clear();
sgScene->GetMaterialTable()->Clear();
sgScene->GetTextureTable()->Copy(sgTextureTable);
sgScene->GetMaterialTable()->Copy(sgMaterialTable);
Simplygon::spSceneExporter sgSceneExporter = sg->CreateSceneExporter();
sgSceneExporter->SetScene(sgScene);
sgSceneExporter->SetExportFilePath( "ReductionOutput.fbx" );
if(!sgSceneExporter->RunExport())
throw std::exception("Failed to save ReductionOutput.fbx.");
}
void main()
{
Simplygon::ISimplygon* sg = NULL;
Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
if( initval != Simplygon::EErrorCodes::NoError )
{
return;
}
RunReductionWithMaterialCasting(sg);
Simplygon::Deinitialize(sg);
}
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
using System;
using System.IO;
using System.Threading.Tasks;
public class Program
{
static void RunReductionWithMaterialCasting(Simplygon.ISimplygon sg)
{
using (Simplygon.spSceneImporter sgSceneImporter = sg.CreateSceneImporter())
{
sgSceneImporter.SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" );
if(!sgSceneImporter.RunImport())
throw new System.Exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.");
Simplygon.spScene sgScene = sgSceneImporter.GetScene();
// Create the reduction processor.
using (Simplygon.spReductionProcessor sgReductionProcessor = sg.CreateReductionProcessor())
{
sgReductionProcessor.SetScene( sgScene );
using (Simplygon.spReductionSettings sgReductionSettings = sgReductionProcessor.GetReductionSettings())
using (Simplygon.spMappingImageSettings sgMappingImageSettings = sgReductionProcessor.GetMappingImageSettings())
{
// Set reduction target to triangle ratio with a ratio of 50%.
sgReductionSettings.SetReductionTargets( Simplygon.EStopCondition.All, true, false, false, false );
sgReductionSettings.SetReductionTargetTriangleRatio( 0.5f );
// Generates a mapping image which is used after the reduction to cast new materials to the new
// reduced 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 reduction process.
sgReductionProcessor.RunProcessing();
// Setup and run the diffuse material casting.
string diffuseTextureFilePath;
using (Simplygon.spColorCaster sgDiffuseCaster = sg.CreateColorCaster())
{
sgDiffuseCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() );
sgDiffuseCaster.SetSourceMaterials( sgScene.GetMaterialTable() );
sgDiffuseCaster.SetSourceTextures( sgScene.GetTextureTable() );
sgDiffuseCaster.SetOutputFilePath( "DiffuseTexture" );
using (Simplygon.spColorCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster.GetColorCasterSettings())
{
sgDiffuseCasterSettings.SetMaterialChannel( "Diffuse" );
sgDiffuseCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat.PNG );
}
sgDiffuseCaster.RunProcessing();
diffuseTextureFilePath = sgDiffuseCaster.GetOutputFilePath();
}
// Setup and run the normals material casting.
string normalsTextureFilePath;
using (Simplygon.spNormalCaster sgNormalsCaster = sg.CreateNormalCaster())
{
sgNormalsCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() );
sgNormalsCaster.SetSourceMaterials( sgScene.GetMaterialTable() );
sgNormalsCaster.SetSourceTextures( sgScene.GetTextureTable() );
sgNormalsCaster.SetOutputFilePath( "NormalsTexture" );
using (Simplygon.spNormalCasterSettings sgNormalsCasterSettings = sgNormalsCaster.GetNormalCasterSettings())
{
sgNormalsCasterSettings.SetMaterialChannel( "Normals" );
sgNormalsCasterSettings.SetGenerateTangentSpaceNormals( true );
sgNormalsCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat.PNG );
}
sgNormalsCaster.RunProcessing();
normalsTextureFilePath = sgNormalsCaster.GetOutputFilePath();
}
// Update scene with new casted textures.
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 );
}
using(Simplygon.spTexture sgNormalsTexture = sg.CreateTexture())
{
sgNormalsTexture.SetName( "Normals" );
sgNormalsTexture.SetFilePath( normalsTextureFilePath );
sgTextureTable.AddTexture( sgNormalsTexture );
}
using(Simplygon.spShadingTextureNode sgNormalsTextureShadingNode = sg.CreateShadingTextureNode())
{
sgNormalsTextureShadingNode.SetTexCoordLevel( 0 );
sgNormalsTextureShadingNode.SetTextureName( "Normals" );
sgMaterial.AddMaterialChannel( "Normals" );
sgMaterial.SetShadingNetwork( "Normals", sgNormalsTextureShadingNode );
}
sgMaterialTable.AddMaterial( sgMaterial );
sgScene.GetTextureTable().Clear();
sgScene.GetMaterialTable().Clear();
sgScene.GetTextureTable().Copy(sgTextureTable);
sgScene.GetMaterialTable().Copy(sgMaterialTable);
}
}
using (Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter())
{
sgSceneExporter.SetScene(sgScene);
sgSceneExporter.SetExportFilePath( "ReductionOutput.fbx" );
if(!sgSceneExporter.RunExport())
throw new System.Exception("Failed to save ReductionOutput.fbx.");
}
}
}
static void Main(string[] args)
{
using (var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage))
{
if (errorCode != Simplygon.EErrorCodes.NoError)
return;
RunReductionWithMaterialCasting(sg);
}
}
}
# 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 simplygon import simplygon_loader
from simplygon import Simplygon
def RunReductionWithMaterialCasting(sg: Simplygon.ISimplygon):
sgSceneImporter = sg.CreateSceneImporter()
sgSceneImporter.SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" )
if not sgSceneImporter.RunImport():
raise Exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.")
sgScene = sgSceneImporter.GetScene()
# Create the reduction processor.
sgReductionProcessor = sg.CreateReductionProcessor()
sgReductionProcessor.SetScene( sgScene )
sgReductionSettings = sgReductionProcessor.GetReductionSettings()
sgMappingImageSettings = sgReductionProcessor.GetMappingImageSettings()
# Set reduction target to triangle ratio with a ratio of 50%.
sgReductionSettings.SetReductionTargets( Simplygon.EStopCondition_All, True, False, False, False )
sgReductionSettings.SetReductionTargetTriangleRatio( 0.5 )
# Generates a mapping image which is used after the reduction to cast new materials to the new
# reduced 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 reduction process.
sgReductionProcessor.RunProcessing()
# Setup and run the diffuse material casting.
sgDiffuseCaster = sg.CreateColorCaster()
sgDiffuseCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() )
sgDiffuseCaster.SetSourceMaterials( sgScene.GetMaterialTable() )
sgDiffuseCaster.SetSourceTextures( sgScene.GetTextureTable() )
sgDiffuseCaster.SetOutputFilePath( "DiffuseTexture" )
sgDiffuseCasterSettings = sgDiffuseCaster.GetColorCasterSettings()
sgDiffuseCasterSettings.SetMaterialChannel( "Diffuse" )
sgDiffuseCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat_PNG )
sgDiffuseCaster.RunProcessing()
diffuseTextureFilePath = sgDiffuseCaster.GetOutputFilePath()
# Setup and run the normals material casting.
sgNormalsCaster = sg.CreateNormalCaster()
sgNormalsCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() )
sgNormalsCaster.SetSourceMaterials( sgScene.GetMaterialTable() )
sgNormalsCaster.SetSourceTextures( sgScene.GetTextureTable() )
sgNormalsCaster.SetOutputFilePath( "NormalsTexture" )
sgNormalsCasterSettings = sgNormalsCaster.GetNormalCasterSettings()
sgNormalsCasterSettings.SetMaterialChannel( "Normals" )
sgNormalsCasterSettings.SetGenerateTangentSpaceNormals( True )
sgNormalsCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat_PNG )
sgNormalsCaster.RunProcessing()
normalsTextureFilePath = sgNormalsCaster.GetOutputFilePath()
# Update scene with new casted textures.
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 )
sgNormalsTexture = sg.CreateTexture()
sgNormalsTexture.SetName( "Normals" )
sgNormalsTexture.SetFilePath( normalsTextureFilePath )
sgTextureTable.AddTexture( sgNormalsTexture )
sgNormalsTextureShadingNode = sg.CreateShadingTextureNode()
sgNormalsTextureShadingNode.SetTexCoordLevel( 0 )
sgNormalsTextureShadingNode.SetTextureName( "Normals" )
sgMaterial.AddMaterialChannel( "Normals" )
sgMaterial.SetShadingNetwork( "Normals", sgNormalsTextureShadingNode )
sgMaterialTable.AddMaterial( sgMaterial )
sgScene.GetTextureTable().Clear()
sgScene.GetMaterialTable().Clear()
sgScene.GetTextureTable().Copy(sgTextureTable)
sgScene.GetMaterialTable().Copy(sgMaterialTable)
sgSceneExporter = sg.CreateSceneExporter()
sgSceneExporter.SetScene(sgScene)
sgSceneExporter.SetExportFilePath( "ReductionOutput.fbx" )
if not sgSceneExporter.RunExport():
raise Exception("Failed to save ReductionOutput.fbx.")
if __name__ == '__main__':
sg = simplygon_loader.init_simplygon()
RunReductionWithMaterialCasting(sg)
sg = None
gc.collect()