This example shows how to use the Opacity caster.
// Copyright (c) Microsoft Corporation. 
// Licensed under the MIT license. 
#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include "SimplygonLoader.h"
void OpacityCasting(Simplygon::ISimplygon* sg)
{
	Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
	sgSceneImporter->SetImportFilePath( "../Assets/Console/Console.obj" );
	if(!sgSceneImporter->RunImport())
		throw std::exception("Failed to load Console/Console.obj.");
	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 opacity material casting. 
	Simplygon::spOpacityCaster sgOpacityCaster = sg->CreateOpacityCaster();
	sgOpacityCaster->SetMappingImage( sgReductionProcessor->GetMappingImage() );
	sgOpacityCaster->SetSourceMaterials( sgScene->GetMaterialTable() );
	sgOpacityCaster->SetSourceTextures( sgScene->GetTextureTable() );
	sgOpacityCaster->SetOutputFilePath( "OpacityTexture" );
	Simplygon::spOpacityCasterSettings sgOpacityCasterSettings = sgOpacityCaster->GetOpacityCasterSettings();
	sgOpacityCasterSettings->SetMaterialChannel( "Opacity" );
	sgOpacityCasterSettings->SetOutputImageFileFormat( Simplygon::EImageOutputFormat::PNG );
	sgOpacityCasterSettings->SetOutputPixelFormat( Simplygon::EPixelFormat::R8 );
	sgOpacityCaster->RunProcessing();
	std::string opacityTextureFilePath = sgOpacityCaster->GetOutputFilePath();
	// Update scene with new casted texture. 
	Simplygon::spMaterialTable sgMaterialTable = sg->CreateMaterialTable();
	Simplygon::spTextureTable sgTextureTable = sg->CreateTextureTable();
	Simplygon::spMaterial sgMaterial = sg->CreateMaterial();
	Simplygon::spTexture sgOpacityTexture = sg->CreateTexture();
	sgOpacityTexture->SetName( "Opacity" );
	sgOpacityTexture->SetFilePath( opacityTextureFilePath.c_str() );
	sgTextureTable->AddTexture( sgOpacityTexture );
	Simplygon::spShadingTextureNode sgOpacityTextureShadingNode = sg->CreateShadingTextureNode();
	sgOpacityTextureShadingNode->SetTexCoordLevel( 0 );
	sgOpacityTextureShadingNode->SetTextureName( "Opacity" );
	sgMaterial->AddMaterialChannel( "Opacity" );
	sgMaterial->SetShadingNetwork( "Opacity", sgOpacityTextureShadingNode );
	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( "Output.fbx" );
	if(!sgSceneExporter->RunExport())
		throw std::exception("Failed to save Output.fbx.");
}
void main()
{
	Simplygon::ISimplygon* sg = NULL;
	Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
	if( initval != Simplygon::EErrorCodes::NoError )
	{
		return;
	}
	OpacityCasting(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 OpacityCasting(Simplygon.ISimplygon sg)
    {
        using (Simplygon.spSceneImporter sgSceneImporter = sg.CreateSceneImporter())
        {
            sgSceneImporter.SetImportFilePath( "../Assets/Console/Console.obj" );
            if(!sgSceneImporter.RunImport())
                throw new System.Exception("Failed to load Console/Console.obj.");
            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 opacity material casting. 
                string opacityTextureFilePath;
                using (Simplygon.spOpacityCaster sgOpacityCaster = sg.CreateOpacityCaster())
                {
                    sgOpacityCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() );
                    sgOpacityCaster.SetSourceMaterials( sgScene.GetMaterialTable() );
                    sgOpacityCaster.SetSourceTextures( sgScene.GetTextureTable() );
                    sgOpacityCaster.SetOutputFilePath( "OpacityTexture" );
                    using (Simplygon.spOpacityCasterSettings sgOpacityCasterSettings = sgOpacityCaster.GetOpacityCasterSettings())
                    {
                        sgOpacityCasterSettings.SetMaterialChannel( "Opacity" );
                        sgOpacityCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat.PNG );
                        sgOpacityCasterSettings.SetOutputPixelFormat( Simplygon.EPixelFormat.R8 );
                    }
                    sgOpacityCaster.RunProcessing();
                    opacityTextureFilePath = sgOpacityCaster.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 sgOpacityTexture = sg.CreateTexture())
                    {
                        sgOpacityTexture.SetName( "Opacity" );
                        sgOpacityTexture.SetFilePath( opacityTextureFilePath );
                        sgTextureTable.AddTexture( sgOpacityTexture );
                    }
                    using(Simplygon.spShadingTextureNode sgOpacityTextureShadingNode = sg.CreateShadingTextureNode())
                    {
                        sgOpacityTextureShadingNode.SetTexCoordLevel( 0 );
                        sgOpacityTextureShadingNode.SetTextureName( "Opacity" );
                        sgMaterial.AddMaterialChannel( "Opacity" );
                        sgMaterial.SetShadingNetwork( "Opacity", sgOpacityTextureShadingNode );
                    }
                    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( "Output.fbx" );
                if(!sgSceneExporter.RunExport())
                    throw new System.Exception("Failed to save Output.fbx.");
            }
        }
    }
    static void Main(string[] args)
    {
        using (var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage))
        {
            if (errorCode != Simplygon.EErrorCodes.NoError)
                return;
            OpacityCasting(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 OpacityCasting(sg: Simplygon.ISimplygon):
    sgSceneImporter = sg.CreateSceneImporter()
    sgSceneImporter.SetImportFilePath( '../Assets/Console/Console.obj' )
    if not sgSceneImporter.RunImport():
        raise Exception('Failed to load Console/Console.obj.')
    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 opacity material casting. 
    sgOpacityCaster = sg.CreateOpacityCaster()
    sgOpacityCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() )
    sgOpacityCaster.SetSourceMaterials( sgScene.GetMaterialTable() )
    sgOpacityCaster.SetSourceTextures( sgScene.GetTextureTable() )
    sgOpacityCaster.SetOutputFilePath( 'OpacityTexture' )
    sgOpacityCasterSettings = sgOpacityCaster.GetOpacityCasterSettings()
    sgOpacityCasterSettings.SetMaterialChannel( 'Opacity' )
    sgOpacityCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat_PNG )
    sgOpacityCasterSettings.SetOutputPixelFormat( Simplygon.EPixelFormat_R8 )
    sgOpacityCaster.RunProcessing()
    opacityTextureFilePath = sgOpacityCaster.GetOutputFilePath()
    # Update scene with new casted texture. 
    sgMaterialTable = sg.CreateMaterialTable()
    sgTextureTable = sg.CreateTextureTable()
    sgMaterial = sg.CreateMaterial()
    sgOpacityTexture = sg.CreateTexture()
    sgOpacityTexture.SetName( 'Opacity' )
    sgOpacityTexture.SetFilePath( opacityTextureFilePath )
    sgTextureTable.AddTexture( sgOpacityTexture )
    sgOpacityTextureShadingNode = sg.CreateShadingTextureNode()
    sgOpacityTextureShadingNode.SetTexCoordLevel( 0 )
    sgOpacityTextureShadingNode.SetTextureName( 'Opacity' )
    sgMaterial.AddMaterialChannel( 'Opacity' )
    sgMaterial.SetShadingNetwork( 'Opacity', sgOpacityTextureShadingNode )
    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( 'Output.fbx' )
    if not sgSceneExporter.RunExport():
        raise Exception('Failed to save Output.fbx.')
if __name__ == '__main__':
    sg = simplygon_loader.init_simplygon()
    if sg is not None:
        OpacityCasting(sg)
    sg = None
    gc.collect()
