static void RunHighQualityReduction(ISimplygonSDK sdk, string readFrom, string writeTo) { spWavefrontImporter objReader = sdk.CreateWavefrontImporter(); objReader.SetExtractGroups(false); //This makes the .obj reader import into a single geometry object instead of multiple objReader.SetImportFilePath(readFrom); if (!objReader.RunImport()) { Console.WriteLine("Failed to read: " + readFrom); return; } spGeometryData originalGeom = objReader.GetFirstGeometry(); //Only contains a single geom, so "first" is fine spMaterialTable originalMaterials = objReader.GetMaterials(); //Create a copy of the original geometry on which we will run the reduction spGeometryData lodGeom = originalGeom.NewCopy(true); // Create the reduction-processor, and set the geometry to reduce spReductionProcessor reductionProcessor = sdk.CreateReductionProcessor(); reductionProcessor.SetGeometry(lodGeom); /////////////////////////////////////////////////////////////////////////////////////////////// // SETTINGS - Most of these are set to the same value by default, but are set anyway for clarity // The reduction settings object contains settings pertaining to the actual decimation spReductionSettings reductionSettings = reductionProcessor.GetReductionSettings(); reductionSettings.SetEnablePreprocessing(true); //This enables the pre-processing block, which contains welding and t-junction removal reductionSettings.SetEnablePostprocessing(true); //This enables the post-processing block, which contains normal recalculation and mapping image generation reductionSettings.SetKeepSymmetry(true); //Try, when possible to reduce symmetrically reductionSettings.SetUseAutomaticSymmetryDetection(true); //Auto-detect the symmetry plane, if one exists. Can, if required, be set manually instead. reductionSettings.SetUseHighQualityNormalCalculation(true); //Drastically increases the quality of the LODs normals, at the cost of extra processing time. reductionSettings.SetReductionHeuristics((uint)ReductionHeuristics.SG_REDUCTIONHEURISTICS_CONSISTENT); //Choose between "fast" and "consistent" processing. Fast will look as good, but may cause inconsistent //triangle counts when comparing MaxDeviation targets to the corresponding percentage targets. // The reducer uses a feature flags mask to tell it what kind of borders to respect during reduction. FeatureFlags featureFlagsMask = 0; featureFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_GROUP; //Respect borders between group ids featureFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_MATERIAL; //Respect borders between material ids featureFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_TEXTURE0; //Respect discontinuities in the first texcoord field featureFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_SHADING; //Respect hard shading borders reductionSettings.SetFeatureFlags((uint)featureFlagsMask); // The reducer uses importance weights for all features to decide where and how to reduce. // These are advanced settings and should only be changed if you have some specific reduction requirement /*reductionSettings.SetShadingImportance(2.f); //This would make the shading twice as important to the reducer as the other features.*/ // The actual reduction triangle target are controlled by these three settings reductionSettings.SetStopCondition((uint)StopCondition.SG_STOPCONDITION_EITHER_IS_REACHED); //The reduction stops when either of the targets is reached reductionSettings.SetReductionRatio(0.5f); //Stops at 50% of the original triangle count reductionSettings.SetMaxDeviation(SimplygonSDK.REAL_MAX); //Stops when an error of the specified size has been reached. As set here it never happens. //This condition corresponds to the on-screen size target presented in the Simplygon GUI, with a simple formula to convert between the two. // The repair settings object contains settings for the pre-processing block spRepairSettings repairSettings = reductionProcessor.GetRepairSettings(); repairSettings.SetTjuncDist(0.0f); //Removes t-junctions with distance 0.0f repairSettings.SetWeldDist(0.0f); //Welds overlapping vertices // The normal calculation settings deal with the normal-specific reduction settings spNormalCalculationSettings normalSettings = reductionProcessor.GetNormalCalculationSettings(); normalSettings.SetReplaceNormals(false); //If true, this will turn off normal handling in the reducer and recalculate them all afterwards instead. //If false, the reducer will try to preserve the original normals as well as possible /*normalSettings.SetHardEdgeAngle( 60.f ); //If the normals are recalculated, this sets the hard-edge angle.*/ //END SETTINGS /////////////////////////////////////////////////////////////////////////////////////////////// // Run the actual processing. After this, the set geometry will have been reduced according to the settings reductionProcessor.RunProcessing(); //Create an .obj exporter to save our result spWavefrontExporter objExporter = sdk.CreateWavefrontExporter(); // Do the actual exporting objExporter.SetExportFilePath(writeTo + ".obj"); objExporter.SetSingleGeometry(lodGeom); //This is the geometry we set as the processing geom of the reducer objExporter.SetMaterials(originalMaterials); //Same material set as input if (!objExporter.RunExport()) { Console.WriteLine("Failed to write target file"); } //Done! LOD created. }
static void RunCascadedLodChainReduction(ISimplygonSDK sdk, string readFrom, string writeToLod1, string writeToLod2, string writeToLod3) { // Load input geometry from file spWavefrontImporter objReader = sdk.CreateWavefrontImporter(); objReader.SetExtractGroups(false); //This makes the .obj reader import into a single geometry object instead of multiple objReader.SetImportFilePath(readFrom); if (!objReader.RunImport()) { return; } // Get geometry and materials from importer spGeometryData originalGeometry = objReader.GetFirstGeometry(); //Only contains a single geom, so "first" is fine spMaterialTable originalMaterialTable = objReader.GetMaterials(); //Create a copy of the original geometry on which we will run the reduction spGeometryData lodGeometry = originalGeometry.NewCopy(true); // Create the reduction-processor, and set the geometry to reduce spReductionProcessor reductionProcessor = sdk.CreateReductionProcessor(); reductionProcessor.SetGeometry(lodGeometry); /////////////////////////////////////////////////////////////////////////////////////////////// // SETTINGS // The reduction settings object contains settings pertaining to the actual decimation spReductionSettings reductionSettings = reductionProcessor.GetReductionSettings(); reductionSettings.SetReductionHeuristics((uint)ReductionHeuristics.SG_REDUCTIONHEURISTICS_FAST); //Choose between "fast" and "consistent" processing. // The normal calculation settings deal with the normal-specific reduction settings spNormalCalculationSettings normalSettings = reductionProcessor.GetNormalCalculationSettings(); normalSettings.SetReplaceNormals(true); //If true, this will turn off normal handling in the reducer and recalculate them all afterwards instead. normalSettings.SetHardEdgeAngle(70.0f); //If the normals are recalculated, this sets the hard-edge angle. // The actual reduction triangle target are controlled by these three settings reductionSettings.SetStopCondition((uint)StopCondition.SG_STOPCONDITION_EITHER_IS_REACHED); //The reduction stops when either of the targets is reached reductionSettings.SetReductionRatio(0.0f); //Never stop at a triangle percentage, will hit MaxDeviation instead. //END SETTINGS /////////////////////////////////////////////////////////////////////////////////////////////// //Create an .obj exporter to save our result spWavefrontExporter objExporter = sdk.CreateWavefrontExporter(); objExporter.SetSingleGeometry(lodGeometry); //This is the geometry we set as the processing geom of the reducer objExporter.SetMaterials(originalMaterialTable); //Same materials as original //Set reduction targets using on-screen size to set the maximum deviation originalGeometry.CalculateExtents(true); //This calculates the bounds of the geometry float[] geometryInf = new float[3]; float[] geometrySup = new float[3]; originalGeometry.GetInf(geometryInf); originalGeometry.GetSup(geometrySup); float geometryDiagonalLength = (float)Math.Sqrt((double)((geometrySup[0] - geometryInf[0]) * (geometrySup[0] - geometryInf[0]) + (geometrySup[1] - geometryInf[1]) * (geometrySup[1] - geometryInf[1]) + (geometrySup[2] - geometryInf[2]) * (geometrySup[2] - geometryInf[2]))); float[] maxDeviationTargets = new float[3]; //To find an approximate MaxDeviation for a pixelsize on screen, we just divide the diagonal by our wanted pixelsize maxDeviationTargets[0] = geometryDiagonalLength / 500.0f; //Gives a deviation of max 1 pixel at ~500 pixels on-screen maxDeviationTargets[1] = geometryDiagonalLength / 100.0f; //Gives a deviation of max 1 pixel at ~100 pixels on-screen maxDeviationTargets[2] = geometryDiagonalLength / 50.0f; //Gives a deviation of max 1 pixel at ~50 pixels on-screen //Generate the output filenames string[] outputGeomFilename = new string[3]; outputGeomFilename[0] = writeToLod1 + ".obj"; outputGeomFilename[1] = writeToLod2 + ".obj"; outputGeomFilename[2] = writeToLod3 + ".obj"; // Run the iterative processing, saving the output geometry after every process for (int reductionIteration = 0; reductionIteration < 3; ++reductionIteration) { // The geometry still uses the same pointer, so it does not need to be re-set for the exporter or reducer after each pass. reductionSettings.SetMaxDeviation(maxDeviationTargets[reductionIteration]); //Stops when an error of the specified size has been reached. reductionProcessor.RunProcessing(); // Do the exporting objExporter.SetMaterialFilePath(null); //Reset the material file path so it's set by ExportFilePath objExporter.SetExportFilePath(outputGeomFilename[reductionIteration]); if (!objExporter.RunExport()) { Console.WriteLine("Failed to write target file"); } } //Done! 3 cascaded LODs created. }
private static void RunHighQualityReduction(ISimplygonSDK SDK, string writeTo) { const int vertex_count = 12; const int triangle_count = 4; // 4 triangles x 3 indices ( or 3 corners ) int[] corner_ids = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 }; // 12 vertices with values for the x, y and z coordinates. float[] vertex_coordinates = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f, 2.0f, 1.0f, 0.0f, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f }; spGeometryData g = SDK.CreateGeometryData(); spRealArray coords = g.GetCoords(); spRidArray ids = g.GetVertexIds(); g.SetVertexCount(vertex_count); g.SetTriangleCount(triangle_count); for (int i = 0; i < vertex_count; ++i) { //coords.SetTuple(i, vertex_coordinates[i * 3]); //coords[i] = vertex_coordinates[i * 3]; float[] v = { 0.0f, 0.0f, 0.0f }; for (int j = 0; j < 3; ++j) { v[j] = vertex_coordinates[i * 3 + j]; } coords.SetTuple(i, v); } for (int i = 0; i < corner_ids.Length; ++i) { ids.SetItem(i, corner_ids[i]); } // Create the reduction-processor, and set which scene to reduce using (var reductionProcessor = SDK.CreateReductionProcessor()) { spScene scene = SDK.CreateScene(); spSceneNode root = scene.GetRootNode(); spSceneMesh meshNode = SDK.CreateSceneMesh(); meshNode.SetGeometry(g); //auto meshTransform = meshNode->GetRelativeTransform(); //meshTransform->SetToTranslationTransform(100, 0, 0); root.AddChild(meshNode); reductionProcessor.SetSceneRoot(root); /////////////////////////////////////////////////////////////////////////////////////////////// // SETTINGS - Most of these are set to the same value by default, but are set anyway for clarity // The reduction settings object contains settings pertaining to the actual decimation var reductionSettings = reductionProcessor.GetReductionSettings(); reductionSettings.SetKeepSymmetry(true); //Try, when possible to reduce symmetrically reductionSettings.SetUseAutomaticSymmetryDetection(true); //Auto-detect the symmetry plane, if one exists. Can, if required, be set manually instead. reductionSettings.SetUseHighQualityNormalCalculation(true); //Drastically increases the quality of the LODs normals, at the cost of extra processing time. reductionSettings.SetReductionHeuristics((uint)ReductionHeuristics.SG_REDUCTIONHEURISTICS_CONSISTENT); //Choose between "fast" and "consistent" processing. Fast will look as good, but may cause inconsistent //triangle counts when comparing MaxDeviation targets to the corresponding percentage targets. // The reducer uses importance weights for all features to decide where and how to reduce. // These are advanced settings and should only be changed if you have some specific reduction requirement //reductionSettings.SetShadingImportance(2.f); //This would make the shading twice as important to the reducer as the other features./ // The actual reduction triangle target are controlled by these settings reductionSettings.SetStopCondition((uint)StopCondition.SG_STOPCONDITION_EITHER_IS_REACHED); //The reduction stops when any of the targets below is reached reductionSettings.SetReductionRatio(0.5f); //Targets at 50% of the original triangle count reductionSettings.SetMaxDeviation(float.MaxValue); //Targets when an error of the specified size has been reached. As set here it never happens. // The repair settings object contains settings to fix the geometries var repairSettings = reductionProcessor.GetRepairSettings(); repairSettings.SetTjuncDist(0.0f); //Removes t-junctions with distance 0.0f repairSettings.SetWeldDist(0.0f); //Welds overlapping vertices // The normal calculation settings deal with the normal-specific reduction settings var normalSettings = reductionProcessor.GetNormalCalculationSettings(); normalSettings.SetReplaceNormals(false); //If true, this will turn off normal handling in the reducer and recalculate them all afterwards instead. //If false, the reducer will try to preserve the original normals as well as possible //normalSettings.SetHardEdgeAngle( 60.f ); //If the normals are recalculated, this sets the hard-edge angle./ //END SETTINGS /////////////////////////////////////////////////////////////////////////////////////////////// // Run the actual processing. After this, the set geometry will have been reduced according to the settings reductionProcessor.RunProcessing(); // For this reduction, the LOD will use the same material set as the original, and hence no further processing is required //Create an .obj exporter to save our result using (var objExporter = SDK.CreateWavefrontExporter()) { // Generate the output filenames string outputGeomFilename = writeTo + ".obj"; spSceneMesh topmesh = Utils.SimplygonCast <spSceneMesh>(scene.GetRootNode().GetChild(0), false); // Do the actual exporting objExporter.SetExportFilePath(outputGeomFilename); objExporter.SetSingleGeometry(topmesh.GetGeometry()); //This is the geometry we set as the processing geom of the reducer, retaining the materials in the original scene objExporter.RunExport(); //Done! LOD created. } } }
static void RunReductionWithTextureCasting(ISimplygonSDK sdk, string readFrom, string writeTo) { // Load input geometry from file spWavefrontImporter objReader = sdk.CreateWavefrontImporter(); objReader.SetExtractGroups(false); //This makes the .obj reader import into a single geometry object instead of multiple objReader.SetImportFilePath(readFrom); if (!objReader.RunImport()) { Console.WriteLine("Failed to read: " + readFrom); return; } // Get geometry and materials from importer spGeometryData originalGeom = objReader.GetFirstGeometry(); //Only contains a single geom, so "first" is fine spMaterialTable originalMaterialTable = objReader.GetMaterials(); // Create a copy of the original geometry on which we will run the reduction spGeometryData lodGeometry = originalGeom.NewCopy(true); // Create the reduction-processor, and set the geometry to reduce spReductionProcessor reductionProcessor = sdk.CreateReductionProcessor(); reductionProcessor.SetGeometry(lodGeometry); /////////////////////////////////////////////////////////////////////////////////////////////// // SETTINGS - Most of these are set to the same value by default, but are set anyway for clarity // The reduction settings object contains settings pertaining to the actual decimation spReductionSettings reductionSettings = reductionProcessor.GetReductionSettings(); reductionSettings.SetReductionHeuristics((uint)ReductionHeuristics.SG_REDUCTIONHEURISTICS_FAST); //Choose between "fast" and "consistent" processing. // The actual reduction triangle target are controlled by these three settings reductionSettings.SetStopCondition((uint)StopCondition.SG_STOPCONDITION_EITHER_IS_REACHED); //The reduction stops when either of the targets is reached reductionSettings.SetReductionRatio(0.5f); //Stops at 50% of the original triangle count reductionSettings.SetMaxDeviation(SimplygonSDK.REAL_MAX); //Stops when an error of the specified size has been reached. As set here it never happens. // The normal calculation settings deal with the normal-specific reduction settings spNormalCalculationSettings normalSettings = reductionProcessor.GetNormalCalculationSettings(); normalSettings.SetReplaceNormals(true); //If true, this will turn off normal handling in the reducer and recalculate them all afterwards instead. normalSettings.SetHardEdgeAngle(70.0f); //If the normals are recalculated, this sets the hard-edge angle. // The Image Mapping Settings, specifically needed for the texture baking we are doing later spMappingImageSettings mappingSettings = reductionProcessor.GetMappingImageSettings(); mappingSettings.SetGenerateMappingImage(true); //Without this we cannot fetch data from the original geometry, and thus not generate diffuse and normal-maps later on. mappingSettings.SetGenerateTexCoords(true); //Set to generate new texture coordinates. mappingSettings.SetMaxStretch(0.4f); //The higher the number, the fewer texture-borders. mappingSettings.SetGutterSpace(2); //Buffer space for when texture is mip-mapped, so color values don't blend over. Greatly influences packing efficiency mappingSettings.SetTexCoordLevel(0); //Sets the output texcoord level. For this asset, this will overwrite the original coords mappingSettings.SetWidth(1024); mappingSettings.SetHeight(1024); mappingSettings.SetMultisamplingLevel(2); //END SETTINGS /////////////////////////////////////////////////////////////////////////////////////////////// // Run the actual processing. After this, the set geometry will have been reduced according to the settings reductionProcessor.RunProcessing(); /////////////////////////////////////////////////////////////////////////////////////////////// // CASTING // Now, we need to retrieve the generated mapping image and use it to cast the old materials into a new one, for each channel. spMappingImage mappingImage = reductionProcessor.GetMappingImage(); // Now, for each channel, we want to cast the 9 input materials into a single output material, with one texture per channel. // First, create a new material table. spMaterialTable lodMaterialTable = sdk.CreateMaterialTable(); // Create new material for the table. spMaterial lodMaterial = sdk.CreateMaterial(); lodMaterial.SetName("SimplygonBakedMaterial"); lodMaterialTable.AddMaterial(lodMaterial); // Cast diffuse and specular texture data with a color caster { // Set the material properties lodMaterial.SetColor(SimplygonSDK.SG_MATERIAL_CHANNEL_AMBIENT, 0, 0, 0, 0); lodMaterial.SetColor(SimplygonSDK.SG_MATERIAL_CHANNEL_DIFFUSE, 1, 1, 1, 1); lodMaterial.SetColor(SimplygonSDK.SG_MATERIAL_CHANNEL_SPECULAR, 1, 1, 1, 128); //Note the 128 on the specular channels alpha. Simplygon bakes shininess //to the alpha channel of the specular map if the caster is set to 4 channel //output, and it is scaled between 0 and 1 internally. To get the correct //scale on the output, it should be multiplied by 128. // Cast the data using a color caster spColorCaster colorCaster = sdk.CreateColorCaster(); colorCaster.SetSourceMaterials(originalMaterialTable); colorCaster.SetDestMaterial(lodMaterial); //This modulates the cast color with the base colors set for the dest material above. //It means the internal shininess is multiplied by 128 before baking to texture. colorCaster.SetMappingImage(mappingImage); //The mapping image we got from the reduction process. colorCaster.SetOutputChannelBitDepth(8); //8 bits per channel. So in this case we will have 24bit colors RGB. colorCaster.SetDilation(10); //To avoid mip-map artifacts, the empty pixels on the map needs to be filled to a degree as well. colorCaster.SetColorType(SimplygonSDK.SG_MATERIAL_CHANNEL_DIFFUSE); colorCaster.SetOutputChannels(3); //RGB, 3 channels! (1 would be for grey scale, and 4 would be for RGBA.) colorCaster.SetOutputFilePath("combinedDiffuseMap.png"); //Where the texture map will be saved to file. colorCaster.CastMaterials(); //Do the actual casting and write to texture. colorCaster.SetColorType(SimplygonSDK.SG_MATERIAL_CHANNEL_SPECULAR); colorCaster.SetOutputChannels(4); //RGBA, 4 channels! Stores spec power in A colorCaster.SetOutputFilePath("combinedSpecularMap.png"); //Where the texture map will be saved to file. colorCaster.CastMaterials(); //Do the actual casting and write to texture. lodMaterial.SetTexture(SimplygonSDK.SG_MATERIAL_CHANNEL_DIFFUSE, "combinedDiffuseMap.png"); //Set material to point to the texture we cast to above lodMaterial.SetTexture(SimplygonSDK.SG_MATERIAL_CHANNEL_SPECULAR, "combinedSpecularMap.png"); //Set material to point to the texture we cast to above } // Cast normal map texture data with the normal caster. This also compensates for any geometric errors that have appeared in the reduction process. { // cast the data using a normal caster spNormalCaster normalCaster = sdk.CreateNormalCaster(); normalCaster.SetSourceMaterials(originalMaterialTable); normalCaster.SetMappingImage(mappingImage); normalCaster.SetOutputChannels(3); // RGB, 3 channels! (But really the x, y and z values for the normal) normalCaster.SetOutputChannelBitDepth(8); normalCaster.SetDilation(10); normalCaster.SetOutputFilePath("combinedNormalMap.png"); normalCaster.SetFlipBackfacingNormals(false); normalCaster.SetGenerateTangentSpaceNormals(true); normalCaster.CastMaterials(); // Set normal map of the created material to point to the combined normal map lodMaterial.SetTexture(SimplygonSDK.SG_MATERIAL_CHANNEL_NORMALS, "combinedNormalMap.png"); } // END CASTING /////////////////////////////////////////////////////////////////////////////////////////////// //Create an .obj exporter to save our result spWavefrontExporter objExporter = sdk.CreateWavefrontExporter(); // Generate the output filenames // Do the actual exporting objExporter.SetExportFilePath(writeTo + ".obj"); objExporter.SetSingleGeometry(lodGeometry); //This is the geometry we set as the processing geom of the reducer objExporter.SetMaterials(lodMaterialTable); //Our new cast material if (!objExporter.RunExport()) { Console.WriteLine("Failed to write target file"); } //Done! LOD and material created. }
static void RunReductionProcessing(ISimplygonSDK sdk, spScene scene, float max_dev, float keep_bone_ratio) { // Create the reduction processor. Set the scene that is to be processed spReductionProcessor red = sdk.CreateReductionProcessor(); red.SetSceneRoot(scene.GetRootNode()); /////////////////////////////////////////////////// // Set the bone settings spBoneSettings boneSettings = red.GetBoneSettings(); // Reduce bones based on percentage of bones in the scene. // Bone lod process tells the reduction processor the method // to use for bone reduction. boneSettings.SetBoneLodProcess((uint)BoneRemovalProcessing.SG_BONEPROCESSING_RATIO_PROCESSING); // Set the ratio of bones to keep in the scene boneSettings.SetBoneLodRatio(keep_bone_ratio); /////////////////////////////////////////////////// // // Set the Repair Settings. Current settings will mean that all visual gaps will remain in the geometry and thus // hinder the reduction on geometries that contains gaps, holes and t-junctions. spRepairSettings repair_settings = red.GetRepairSettings(); // Only vertices that actually share the same position will be welded together repair_settings.SetWeldDist(0.0f); // Only t-junctions with no actual visual distance will be fixed. repair_settings.SetTjuncDist(0.0f); /////////////////////////////////////////////////// // // Set the Reduction Settings. spReductionSettings reduction_settings = red.GetReductionSettings(); // These flags will make the reduction process respect group and material setups, // as well as preserve UV coordinates. FeatureFlags BorderFlagsMask = 0; BorderFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_GROUP; BorderFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_MATERIAL; BorderFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_TEXTURE0; reduction_settings.SetFeatureFlags((uint)BorderFlagsMask); // Reduce until we reach max deviation. reduction_settings.SetMaxDeviation(max_dev); /////////////////////////////////////////////////// // // Set the Normal Calculation Settings. spNormalCalculationSettings normal_settings = red.GetNormalCalculationSettings(); // Will completely recalculate the normals. normal_settings.SetReplaceNormals(true); normal_settings.SetHardEdgeAngle(90.0f); // Run the process red.RunProcessing(); }