This example shows how to use Simplygon shading network.
// 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.
bool importResult = sgSceneImporter->RunImport();
if (!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();
sgSceneExporter->SetExportFilePath(path);
sgSceneExporter->SetScene(sgScene);
// Run scene exporter.
bool exportResult = sgSceneExporter->RunExport();
if (!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.");
}
}
void RunReductionWithShadingNetworks(Simplygon::ISimplygon* sg)
{
// Load scene to process.
printf("%s\n", "Load scene to process.");
Simplygon::spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
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 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 sgSepiaMaterial = sgScene->GetMaterialTable()->GetMaterial(i);
Simplygon::spShadingNode sgMaterialShadingNode = sgSepiaMaterial->GetShadingNetwork("Diffuse");
Simplygon::spShadingColorNode sgSepiaColor1 = sg->CreateShadingColorNode();
Simplygon::spShadingColorNode sgSepiaColor2 = sg->CreateShadingColorNode();
Simplygon::spShadingColorNode sgSepiaColor3 = sg->CreateShadingColorNode();
Simplygon::spShadingColorNode sgRedFilter = sg->CreateShadingColorNode();
Simplygon::spShadingColorNode sgGreenFilter = sg->CreateShadingColorNode();
Simplygon::spShadingColorNode sgBlueFilter = sg->CreateShadingColorNode();
Simplygon::spShadingDot3Node sgSepiaDot1 = sg->CreateShadingDot3Node();
Simplygon::spShadingDot3Node sgSepiaDot2 = sg->CreateShadingDot3Node();
Simplygon::spShadingDot3Node sgSepiaDot3 = sg->CreateShadingDot3Node();
Simplygon::spShadingMultiplyNode sgSepiaMul1 = sg->CreateShadingMultiplyNode();
Simplygon::spShadingMultiplyNode sgSepiaMul2 = sg->CreateShadingMultiplyNode();
Simplygon::spShadingMultiplyNode sgSepiaMul3 = sg->CreateShadingMultiplyNode();
Simplygon::spShadingAddNode sgSepiaAdd1 = sg->CreateShadingAddNode();
Simplygon::spShadingAddNode sgSepiaAdd2 = sg->CreateShadingAddNode();
sgSepiaColor1->SetColor(0.393f, 0.769f, 0.189f, 1.0f);
sgSepiaColor2->SetColor(0.349f, 0.686f, 0.168f, 1.0f);
sgSepiaColor3->SetColor(0.272f, 0.534f, 0.131f, 1.0f);
sgRedFilter->SetColor(1.0f, 0.0f, 0.0f, 1.0f);
sgGreenFilter->SetColor(0.0f, 1.0f, 0.0f, 1.0f);
sgBlueFilter->SetColor(0.0f, 0.0f, 1.0f, 1.0f);
sgSepiaDot1->SetInput(0, sgSepiaColor1);
sgSepiaDot1->SetInput(1, sgMaterialShadingNode);
sgSepiaDot2->SetInput(0, sgSepiaColor2);
sgSepiaDot2->SetInput(1, sgMaterialShadingNode);
sgSepiaDot3->SetInput(0, sgSepiaColor3);
sgSepiaDot3->SetInput(1, sgMaterialShadingNode);
sgSepiaMul1->SetInput(0, sgSepiaDot1);
sgSepiaMul1->SetInput(1, sgRedFilter);
sgSepiaMul2->SetInput(0, sgSepiaDot2);
sgSepiaMul2->SetInput(1, sgGreenFilter);
sgSepiaMul3->SetInput(0, sgSepiaDot3);
sgSepiaMul3->SetInput(1, sgBlueFilter);
sgSepiaAdd1->SetInput(0, sgSepiaMul1);
sgSepiaAdd1->SetInput(1, sgSepiaMul2);
sgSepiaAdd2->SetInput(0, sgSepiaAdd1);
sgSepiaAdd2->SetInput(1, sgSepiaMul3);
sgSepiaMaterial->SetShadingNetwork("Diffuse", sgSepiaAdd2);
}
// Start the reduction process.
printf("%s\n", "Start the reduction process.");
sgReductionProcessor->RunProcessing();
// Setup and run the diffuse material casting.
printf("%s\n", "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);
// 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);
}
RunReductionWithShadingNetworks(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.
bool importResult = sgSceneImporter.RunImport();
if (!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();
sgSceneExporter.SetExportFilePath(path);
sgSceneExporter.SetScene(sgScene);
// Run scene exporter.
bool exportResult = sgSceneExporter.RunExport();
if (!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.");
}
}
static void RunReductionWithShadingNetworks(Simplygon.ISimplygon sg)
{
// Load scene to process.
Console.WriteLine("Load scene to process.");
Simplygon.spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
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 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 sgSepiaMaterial = sgScene.GetMaterialTable().GetMaterial(i);
using Simplygon.spShadingNode sgMaterialShadingNode = sgSepiaMaterial.GetShadingNetwork("Diffuse");
using Simplygon.spShadingColorNode sgSepiaColor1 = sg.CreateShadingColorNode();
using Simplygon.spShadingColorNode sgSepiaColor2 = sg.CreateShadingColorNode();
using Simplygon.spShadingColorNode sgSepiaColor3 = sg.CreateShadingColorNode();
using Simplygon.spShadingColorNode sgRedFilter = sg.CreateShadingColorNode();
using Simplygon.spShadingColorNode sgGreenFilter = sg.CreateShadingColorNode();
using Simplygon.spShadingColorNode sgBlueFilter = sg.CreateShadingColorNode();
using Simplygon.spShadingDot3Node sgSepiaDot1 = sg.CreateShadingDot3Node();
using Simplygon.spShadingDot3Node sgSepiaDot2 = sg.CreateShadingDot3Node();
using Simplygon.spShadingDot3Node sgSepiaDot3 = sg.CreateShadingDot3Node();
using Simplygon.spShadingMultiplyNode sgSepiaMul1 = sg.CreateShadingMultiplyNode();
using Simplygon.spShadingMultiplyNode sgSepiaMul2 = sg.CreateShadingMultiplyNode();
using Simplygon.spShadingMultiplyNode sgSepiaMul3 = sg.CreateShadingMultiplyNode();
using Simplygon.spShadingAddNode sgSepiaAdd1 = sg.CreateShadingAddNode();
using Simplygon.spShadingAddNode sgSepiaAdd2 = sg.CreateShadingAddNode();
sgSepiaColor1.SetColor(0.393f, 0.769f, 0.189f, 1.0f);
sgSepiaColor2.SetColor(0.349f, 0.686f, 0.168f, 1.0f);
sgSepiaColor3.SetColor(0.272f, 0.534f, 0.131f, 1.0f);
sgRedFilter.SetColor(1.0f, 0.0f, 0.0f, 1.0f);
sgGreenFilter.SetColor(0.0f, 1.0f, 0.0f, 1.0f);
sgBlueFilter.SetColor(0.0f, 0.0f, 1.0f, 1.0f);
sgSepiaDot1.SetInput(0, sgSepiaColor1);
sgSepiaDot1.SetInput(1, sgMaterialShadingNode);
sgSepiaDot2.SetInput(0, sgSepiaColor2);
sgSepiaDot2.SetInput(1, sgMaterialShadingNode);
sgSepiaDot3.SetInput(0, sgSepiaColor3);
sgSepiaDot3.SetInput(1, sgMaterialShadingNode);
sgSepiaMul1.SetInput(0, sgSepiaDot1);
sgSepiaMul1.SetInput(1, sgRedFilter);
sgSepiaMul2.SetInput(0, sgSepiaDot2);
sgSepiaMul2.SetInput(1, sgGreenFilter);
sgSepiaMul3.SetInput(0, sgSepiaDot3);
sgSepiaMul3.SetInput(1, sgBlueFilter);
sgSepiaAdd1.SetInput(0, sgSepiaMul1);
sgSepiaAdd1.SetInput(1, sgSepiaMul2);
sgSepiaAdd2.SetInput(0, sgSepiaAdd1);
sgSepiaAdd2.SetInput(1, sgSepiaMul3);
sgSepiaMaterial.SetShadingNetwork("Diffuse", sgSepiaAdd2);
}
// Start the reduction process.
Console.WriteLine("Start the reduction process.");
sgReductionProcessor.RunProcessing();
// Setup and run the diffuse material casting.
Console.WriteLine("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);
// 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;
}
RunReductionWithShadingNetworks(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 simplygon9 import simplygon_loader
from simplygon9 import Simplygon
def LoadScene(sg: Simplygon.ISimplygon, path: str):
# Create scene importer
sgSceneImporter = sg.CreateSceneImporter()
sgSceneImporter.SetImportFilePath(path)
# Run scene importer.
importResult = sgSceneImporter.RunImport()
if not 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()
sgSceneExporter.SetExportFilePath(path)
sgSceneExporter.SetScene(sgScene)
# Run scene exporter.
exportResult = sgSceneExporter.RunExport()
if not 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.")
def RunReductionWithShadingNetworks(sg: Simplygon.ISimplygon):
# Load scene to process.
print("Load scene to process.")
sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj")
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 into the shading network for the diffuse channel for each material in the
# scene.
materialCount = sgScene.GetMaterialTable().GetMaterialsCount()
for i in range(0, materialCount):
sgSepiaMaterial = sgScene.GetMaterialTable().GetMaterial(i)
sgMaterialShadingNode = sgSepiaMaterial.GetShadingNetwork("Diffuse")
sgSepiaColor1 = sg.CreateShadingColorNode()
sgSepiaColor2 = sg.CreateShadingColorNode()
sgSepiaColor3 = sg.CreateShadingColorNode()
sgRedFilter = sg.CreateShadingColorNode()
sgGreenFilter = sg.CreateShadingColorNode()
sgBlueFilter = sg.CreateShadingColorNode()
sgSepiaDot1 = sg.CreateShadingDot3Node()
sgSepiaDot2 = sg.CreateShadingDot3Node()
sgSepiaDot3 = sg.CreateShadingDot3Node()
sgSepiaMul1 = sg.CreateShadingMultiplyNode()
sgSepiaMul2 = sg.CreateShadingMultiplyNode()
sgSepiaMul3 = sg.CreateShadingMultiplyNode()
sgSepiaAdd1 = sg.CreateShadingAddNode()
sgSepiaAdd2 = sg.CreateShadingAddNode()
sgSepiaColor1.SetColor(0.393, 0.769, 0.189, 1.0)
sgSepiaColor2.SetColor(0.349, 0.686, 0.168, 1.0)
sgSepiaColor3.SetColor(0.272, 0.534, 0.131, 1.0)
sgRedFilter.SetColor(1.0, 0.0, 0.0, 1.0)
sgGreenFilter.SetColor(0.0, 1.0, 0.0, 1.0)
sgBlueFilter.SetColor(0.0, 0.0, 1.0, 1.0)
sgSepiaDot1.SetInput(0, sgSepiaColor1)
sgSepiaDot1.SetInput(1, sgMaterialShadingNode)
sgSepiaDot2.SetInput(0, sgSepiaColor2)
sgSepiaDot2.SetInput(1, sgMaterialShadingNode)
sgSepiaDot3.SetInput(0, sgSepiaColor3)
sgSepiaDot3.SetInput(1, sgMaterialShadingNode)
sgSepiaMul1.SetInput(0, sgSepiaDot1)
sgSepiaMul1.SetInput(1, sgRedFilter)
sgSepiaMul2.SetInput(0, sgSepiaDot2)
sgSepiaMul2.SetInput(1, sgGreenFilter)
sgSepiaMul3.SetInput(0, sgSepiaDot3)
sgSepiaMul3.SetInput(1, sgBlueFilter)
sgSepiaAdd1.SetInput(0, sgSepiaMul1)
sgSepiaAdd1.SetInput(1, sgSepiaMul2)
sgSepiaAdd2.SetInput(0, sgSepiaAdd1)
sgSepiaAdd2.SetInput(1, sgSepiaMul3)
sgSepiaMaterial.SetShadingNetwork('Diffuse', sgSepiaAdd2)
# Start the reduction process.
print("Start the reduction process.")
sgReductionProcessor.RunProcessing()
# Setup and run the diffuse material casting.
print("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)
# 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())
RunReductionWithShadingNetworks(sg)
sg = None
gc.collect()