// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include "SimplygonLoader.h"
class CustomObserver : public Simplygon::Observer
{
public:
Simplygon::ShadingColor OnShadingCustomNodeEvaluate(Simplygon::spObject subject) override
{
Simplygon::ShadingColor outputValue( 0.0f, 0.0f, 0.0f, 1.0f );
if (!subject.IsNull())
{
Simplygon::spShadingCustomNode customNode = Simplygon::spShadingCustomNode::SafeCast(subject);
if (!customNode.IsNull())
{
Simplygon::ShadingColor inputValue = customNode->GetInputValue(0);
outputValue.r = inputValue.r * 0.393f + inputValue.g * 0.769f + inputValue.b * 0.189f;
outputValue.g = inputValue.r * 0.349f + inputValue.g * 0.686f + inputValue.b * 0.168f;
outputValue.b = inputValue.r * 0.272f + inputValue.g * 0.534f + inputValue.b * 0.131f;
}
}
return outputValue;
}
bool OnShadingCustomNodeGenerateShaderCode(Simplygon::spObject subject, Simplygon::EShaderLanguage shaderLanguage) override
{
if (!subject.IsNull())
{
Simplygon::spShadingCustomNode customNode = Simplygon::spShadingCustomNode::SafeCast(subject);
if (!customNode.IsNull())
{
customNode->SetCustomShaderCode( "result = float4(dot(rgba_custom_input_0, float3(0.393f, 0.769f, 0.189f)), dot(rgba_custom_input_0, float3(0.349f, 0.686f, 0.168f)), dot(rgba_custom_input_0, float3(0.272f, 0.534f, 0.131f)), 1.0f);");
return true;
}
}
return false;
}
} customObserver;
void RunReductionWithShadingNetworks(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();
Simplygon::spReductionProcessor sgReductionProcessor = sg->CreateReductionProcessor();
sgReductionProcessor->SetScene( sgScene );
Simplygon::spReductionSettings sgReductionSettings = sgReductionProcessor->GetReductionSettings();
Simplygon::spMappingImageSettings sgMappingImageSettings = sgReductionProcessor->GetMappingImageSettings();
// 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 );
// Inject a sepia filter as a custom shading node into the shading network for the diffuse channel
// for each material in the scene.
int materialCount = (int)sgScene->GetMaterialTable()->GetMaterialsCount();
for (int i = 0; i < materialCount; ++i)
{
Simplygon::spMaterial sgMaterial = sgScene->GetMaterialTable()->GetMaterial(i);
Simplygon::spShadingNode sgMaterialShadingNode = sgMaterial->GetShadingNetwork("Diffuse");
Simplygon::spShadingCustomNode sgSepiaNode = sg->CreateShadingCustomNode();
// Add the custom observer to our custom shading node.
sgSepiaNode->AddObserver(&customObserver);
// Set the number of input slots to the custom node. In this case we only use the diffuse color from the loaded material as input.
sgSepiaNode->SetInputCount(1);
sgSepiaNode->SetInput(0, sgMaterialShadingNode);
sgMaterial->SetShadingNetwork("Diffuse", sgSepiaNode);
}
// 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();
// 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);
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;
}
RunReductionWithShadingNetworks(sg);
Simplygon::Deinitialize(sg);
}
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
using System;
using System.IO;
using System.Threading.Tasks;
public class CustomObserver : Simplygon.Observer
{
public override Simplygon.ShadingColor OnShadingCustomNodeEvaluate(Simplygon.spObject subject)
{
Simplygon.ShadingColor outputValue = new Simplygon.ShadingColor( 0.0f, 0.0f, 0.0f, 1.0f );
if (!subject.IsNull())
{
Simplygon.spShadingCustomNode customNode = Simplygon.spShadingCustomNode.SafeCast(subject);
if (!customNode.IsNull())
{
Simplygon.ShadingColor inputValue = customNode.GetInputValue(0);
outputValue.r = inputValue.r * 0.393f + inputValue.g * 0.769f + inputValue.b * 0.189f;
outputValue.g = inputValue.r * 0.349f + inputValue.g * 0.686f + inputValue.b * 0.168f;
outputValue.b = inputValue.r * 0.272f + inputValue.g * 0.534f + inputValue.b * 0.131f;
}
}
return outputValue;
}
public override bool OnShadingCustomNodeGenerateShaderCode(Simplygon.spObject subject, Simplygon.EShaderLanguage shaderLanguage)
{
if (!subject.IsNull())
{
Simplygon.spShadingCustomNode customNode = Simplygon.spShadingCustomNode.SafeCast(subject);
if (!customNode.IsNull())
{
customNode.SetCustomShaderCode( "result = float4(dot(rgba_custom_input_0, float3(0.393f, 0.769f, 0.189f)), dot(rgba_custom_input_0, float3(0.349f, 0.686f, 0.168f)), dot(rgba_custom_input_0, float3(0.272f, 0.534f, 0.131f)), 1.0f);");
return true;
}
}
return false;
}
}
public class Program
{
static private CustomObserver customObserver;
static void RunReductionWithShadingNetworks(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();
using (Simplygon.spReductionProcessor sgReductionProcessor = sg.CreateReductionProcessor())
{
sgReductionProcessor.SetScene( sgScene );
using (Simplygon.spReductionSettings sgReductionSettings = sgReductionProcessor.GetReductionSettings())
using (Simplygon.spMappingImageSettings sgMappingImageSettings = sgReductionProcessor.GetMappingImageSettings())
{
// 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 );
}
// Inject a sepia filter as a custom shading node into the shading network for the diffuse channel
// for each material in the scene.
int materialCount = (int)sgScene.GetMaterialTable().GetMaterialsCount();
for (int i = 0; i < materialCount; ++i)
{
Simplygon.spMaterial sgMaterial = sgScene.GetMaterialTable().GetMaterial(i);
using (Simplygon.spShadingNode sgMaterialShadingNode = sgMaterial.GetShadingNetwork("Diffuse"))
using (Simplygon.spShadingCustomNode sgSepiaNode = sg.CreateShadingCustomNode())
{
// Add the custom observer to our custom shading node.
sgSepiaNode.AddObserver(customObserver);
// Set the number of input slots to the custom node. In this case we only use the diffuse color from the loaded material as input.
sgSepiaNode.SetInputCount(1);
sgSepiaNode.SetInput(0, sgMaterialShadingNode);
sgMaterial.SetShadingNetwork("Diffuse", sgSepiaNode);
}
}
// 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();
}
// 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);
}
}
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;
customObserver = new CustomObserver();
RunReductionWithShadingNetworks(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
class CustomObserver(Simplygon.Observer):
def OnShadingCustomNodeEvaluate(self, subject: Simplygon.spObject):
outputValue = Simplygon.ShadingColor( 0.0, 0.0, 0.0, 1.0 )
if not subject.IsNull():
customNode = Simplygon.spShadingCustomNode.SafeCast(subject)
if not customNode.IsNull():
inputValue = customNode.GetInputValue(0)
outputValue.r = inputValue.r * 0.393 + inputValue.g * 0.769 + inputValue.b * 0.189
outputValue.g = inputValue.r * 0.349 + inputValue.g * 0.686 + inputValue.b * 0.168
outputValue.b = inputValue.r * 0.272 + inputValue.g * 0.534 + inputValue.b * 0.131
return outputValue
def OnShadingCustomNodeGenerateShaderCode(self, subject: Simplygon.spObject, shaderLanguage):
if not subject.IsNull():
customNode = Simplygon.spShadingCustomNode.SafeCast(subject)
if not customNode.IsNull():
customNode.SetCustomShaderCode( "result = float4(dot(rgba_custom_input_0, float3(0.393f, 0.769f, 0.189f)), dot(rgba_custom_input_0, float3(0.349f, 0.686f, 0.168f)), dot(rgba_custom_input_0, float3(0.272f, 0.534f, 0.131f)), 1.0f);")
return True
return False
customObserver = CustomObserver()
def RunReductionWithShadingNetworks(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()
sgReductionProcessor = sg.CreateReductionProcessor()
sgReductionProcessor.SetScene( sgScene )
sgReductionSettings = sgReductionProcessor.GetReductionSettings()
sgMappingImageSettings = sgReductionProcessor.GetMappingImageSettings()
# 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 )
# Inject a sepia filter as a custom shading node into the shading network for the diffuse channel
# for each material in the scene.
materialCount = sgScene.GetMaterialTable().GetMaterialsCount()
for i in range(0, materialCount):
sgMaterial = sgScene.GetMaterialTable().GetMaterial(i)
sgMaterialShadingNode = sgMaterial.GetShadingNetwork("Diffuse")
sgSepiaNode = sg.CreateShadingCustomNode()
# Add the custom observer to our custom shading node.
sgSepiaNode.AddObserver(customObserver)
# Set the number of input slots to the custom node. In this case we only use the diffuse color from the loaded material as input.
sgSepiaNode.SetInputCount(1)
sgSepiaNode.SetInput(0, sgMaterialShadingNode)
sgMaterial.SetShadingNetwork("Diffuse", sgSepiaNode)
# 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()
# 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)
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()
RunReductionWithShadingNetworks(sg)
sg = None
gc.collect()