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270 lines
12 KiB
Markdown
270 lines
12 KiB
Markdown
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# Header only C++ tiny glTF library(loader/saver).
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`TinyGLTF` is a header only C++11 glTF 2.0 https://github.com/KhronosGroup/glTF library.
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`TinyGLTF` uses Niels Lohmann's json library (https://github.com/nlohmann/json), so now it requires C++11 compiler.
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(Also, you can use RadpidJSON as an JSON backend)
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If you are looking for old, C++03 version, please use `devel-picojson` branch (but not maintained anymore).
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## Status
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Currently TinyGLTF is stable and maintenance mode. No drastic changes and feature additions planned.
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- v2.8.0 Add URICallbacks for custom URI handling in Buffer and Image. PR#397
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- v2.7.0 Change WriteImageDataFunction user callback function signature. PR#393
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- v2.6.0 Support serializing sparse accessor(Thanks to @fynv).
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- v2.5.0 Add SetPreserveImageChannels() option to load image data as is.
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- v2.4.0 Experimental RapidJSON support. Experimental C++14 support(C++14 may give better performance)
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- v2.3.0 Modified Material representation according to glTF 2.0 schema(and introduced TextureInfo class)
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- v2.2.0 release(Support loading 16bit PNG. Sparse accessor support)
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- v2.1.0 release(Draco decoding support)
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- v2.0.0 release(22 Aug, 2018)!
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### Branches
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* `sajson` : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson), but not well maintained.
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## Builds
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[![Build Status](https://travis-ci.org/syoyo/tinygltf.svg?branch=devel)](https://travis-ci.org/syoyo/tinygltf)
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[![Build status](https://ci.appveyor.com/api/projects/status/warngenu9wjjhlm8?svg=true)](https://ci.appveyor.com/project/syoyo/tinygltf)
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![C/C++ CI](https://github.com/syoyo/tinygltf/workflows/C/C++%20CI/badge.svg)
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## Features
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Probably mostly feature-complete. Last missing feature is Draco encoding: https://github.com/syoyo/tinygltf/issues/207
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* Written in portable C++. C++-11 with STL dependency only.
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* [x] macOS + clang(LLVM)
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* [x] iOS + clang
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* [x] Linux + gcc/clang
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* [x] Windows + MinGW
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* [x] Windows + Visual Studio 2015 Update 3 or later.
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* Visual Studio 2013 is not supported since they have limited C++11 support and failed to compile `json.hpp`.
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* [x] Android NDK
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* [x] Android + CrystaX(NDK drop-in replacement) GCC
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* [x] Web using Emscripten(LLVM)
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* Moderate parsing time and memory consumption.
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* glTF specification v2.0.0
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* [x] ASCII glTF
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* [x] Load
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* [x] Save
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* [x] Binary glTF(GLB)
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* [x] Load
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* [x] Save(.bin embedded .glb)
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* Buffers
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* [x] Parse BASE64 encoded embedded buffer data(DataURI).
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* [x] Load `.bin` file.
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* Image(Using stb_image)
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* [x] Parse BASE64 encoded embedded image data(DataURI).
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* [x] Load external image file.
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* [x] Load PNG(8bit and 16bit)
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* [x] Load JPEG(8bit only)
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* [x] Load BMP
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* [x] Load GIF
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* [x] Custom Image decoder callback(e.g. for decoding OpenEXR image)
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* Morph traget
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* [x] Sparse accessor
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* Load glTF from memory
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* Custom callback handler
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* [x] Image load
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* [x] Image save
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* Extensions
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* [x] Draco mesh decoding
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* [ ] Draco mesh encoding
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## Note on extension property
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In extension(`ExtensionMap`), JSON number value is parsed as int or float(number) and stored as `tinygltf::Value` object. If you want a floating point value from `tinygltf::Value`, use `GetNumberAsDouble()` method.
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`IsNumber()` returns true if the underlying value is an int value or a floating point value.
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## Examples
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* [glview](examples/glview) : Simple glTF geometry viewer.
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* [validator](examples/validator) : Simple glTF validator with JSON schema.
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* [basic](examples/basic) : Basic glTF viewer with texturing support.
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* [build-gltf](examples/build-gltf) : Build simple glTF scene from a scratch.
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### WASI/WASM build
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Users who want to run TinyGLTF securely and safely(e.g. need to handle malcious glTF file to serve online glTF conver),
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I recommend to build TinyGLTF for WASM target.
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WASI build example is located in [wasm](wasm) .
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## Projects using TinyGLTF
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* px_render Single header C++ Libraries for Thread Scheduling, Rendering, and so on... https://github.com/pplux/px
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* Physical based rendering with Vulkan using glTF 2.0 models https://github.com/SaschaWillems/Vulkan-glTF-PBR
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* GLTF loader plugin for OGRE 2.1. Support for PBR materials via HLMS/PBS https://github.com/Ybalrid/Ogre_glTF
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* [TinyGltfImporter](http://doc.magnum.graphics/magnum/classMagnum_1_1Trade_1_1TinyGltfImporter.html) plugin for [Magnum](https://github.com/mosra/magnum), a lightweight and modular C++11/C++14 graphics middleware for games and data visualization.
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* [Diligent Engine](https://github.com/DiligentGraphics/DiligentEngine) - A modern cross-platform low-level graphics library and rendering framework
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* Lighthouse 2: a rendering framework for real-time ray tracing / path tracing experiments. https://github.com/jbikker/lighthouse2
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* [QuickLook GLTF](https://github.com/toshiks/glTF-quicklook) - quicklook plugin for macos. Also SceneKit wrapper for tinygltf.
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* [GlslViewer](https://github.com/patriciogonzalezvivo/glslViewer) - live GLSL coding for MacOS and Linux
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* [Vulkan-Samples](https://github.com/KhronosGroup/Vulkan-Samples) - The Vulkan Samples is collection of resources to help you develop optimized Vulkan applications.
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* [TDME2](https://github.com/andreasdr/tdme2) - TDME2 - ThreeDeeMiniEngine2 is a lightweight 3D engine including tools suited for 3D game development using C++11
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* [SanityEngine](https://github.com/DethRaid/SanityEngine) - A C++/D3D12 renderer focused on the personal and professional development of its developer
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* [Open3D](http://www.open3d.org/) - A Modern Library for 3D Data Processing
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* [Supernova Engine](https://github.com/supernovaengine/supernova) - Game engine for 2D and 3D projects with Lua or C++ in data oriented design.
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* [Wicked Engine<img src="https://github.com/turanszkij/WickedEngine/blob/master/Content/logo_small.png" width="28px" align="center"/>](https://github.com/turanszkij/WickedEngine) - 3D engine with modern graphics
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* Your projects here! (Please send PR)
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## TODOs
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* [ ] Robust URI decoding/encoding. https://github.com/syoyo/tinygltf/issues/369
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* [ ] Mesh Compression/decompression(Open3DGC, etc)
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* [x] Load Draco compressed mesh
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* [ ] Save Draco compressed mesh
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* [ ] Open3DGC?
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* [x] Support `extensions` and `extras` property
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* [ ] HDR image?
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* [ ] OpenEXR extension through TinyEXR.
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* [ ] 16bit PNG support in Serialization
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* [ ] Write example and tests for `animation` and `skin`
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### Optional
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* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing?
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## Licenses
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TinyGLTF is licensed under MIT license.
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TinyGLTF uses the following third party libraries.
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* json.hpp : Copyright (c) 2013-2017 Niels Lohmann. MIT license.
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* base64 : Copyright (C) 2004-2008 René Nyffenegger
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* stb_image.h : v2.08 - public domain image loader - [Github link](https://github.com/nothings/stb/blob/master/stb_image.h)
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* stb_image_write.h : v1.09 - public domain image writer - [Github link](https://github.com/nothings/stb/blob/master/stb_image_write.h)
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## Build and example
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Copy `stb_image.h`, `stb_image_write.h`, `json.hpp` and `tiny_gltf.h` to your project.
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### Loading glTF 2.0 model
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```c++
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// Define these only in *one* .cc file.
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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// #define TINYGLTF_NOEXCEPTION // optional. disable exception handling.
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#include "tiny_gltf.h"
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using namespace tinygltf;
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Model model;
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TinyGLTF loader;
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std::string err;
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std::string warn;
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bool ret = loader.LoadASCIIFromFile(&model, &err, &warn, argv[1]);
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//bool ret = loader.LoadBinaryFromFile(&model, &err, &warn, argv[1]); // for binary glTF(.glb)
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if (!warn.empty()) {
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printf("Warn: %s\n", warn.c_str());
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}
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if (!err.empty()) {
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printf("Err: %s\n", err.c_str());
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}
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if (!ret) {
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printf("Failed to parse glTF\n");
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return -1;
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}
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```
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#### Loader options
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* `TinyGLTF::SetPreserveimageChannels(bool onoff)`. `true` to preserve image channels as stored in image file for loaded image. `false` by default for backward compatibility(image channels are widen to `RGBA` 4 channels). Effective only when using builtin image loader(STB image loader).
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## Compile options
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* `TINYGLTF_NOEXCEPTION` : Disable C++ exception in JSON parsing. You can use `-fno-exceptions` or by defining the symbol `JSON_NOEXCEPTION` and `TINYGLTF_NOEXCEPTION` to fully remove C++ exception codes when compiling TinyGLTF.
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* `TINYGLTF_NO_STB_IMAGE` : Do not load images with stb_image. Instead use `TinyGLTF::SetImageLoader(LoadimageDataFunction LoadImageData, void *user_data)` to set a callback for loading images.
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* `TINYGLTF_NO_STB_IMAGE_WRITE` : Do not write images with stb_image_write. Instead use `TinyGLTF::SetImageWriter(WriteimageDataFunction WriteImageData, void *user_data)` to set a callback for writing images.
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* `TINYGLTF_NO_EXTERNAL_IMAGE` : Do not try to load external image file. This option would be helpful if you do not want to load image files during glTF parsing.
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* `TINYGLTF_ANDROID_LOAD_FROM_ASSETS`: Load all files from packaged app assets instead of the regular file system. **Note:** You must pass a valid asset manager from your android app to `tinygltf::asset_manager` beforehand.
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* `TINYGLTF_ENABLE_DRACO`: Enable Draco compression. User must provide include path and link correspnding libraries in your project file.
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* `TINYGLTF_NO_INCLUDE_JSON `: Disable including `json.hpp` from within `tiny_gltf.h` because it has been already included before or you want to include it using custom path before including `tiny_gltf.h`.
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* `TINYGLTF_NO_INCLUDE_RAPIDJSON `: Disable including RapidJson's header files from within `tiny_gltf.h` because it has been already included before or you want to include it using custom path before including `tiny_gltf.h`.
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* `TINYGLTF_NO_INCLUDE_STB_IMAGE `: Disable including `stb_image.h` from within `tiny_gltf.h` because it has been already included before or you want to include it using custom path before including `tiny_gltf.h`.
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* `TINYGLTF_NO_INCLUDE_STB_IMAGE_WRITE `: Disable including `stb_image_write.h` from within `tiny_gltf.h` because it has been already included before or you want to include it using custom path before including `tiny_gltf.h`.
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* `TINYGLTF_USE_RAPIDJSON` : Use RapidJSON as a JSON parser/serializer. RapidJSON files are not included in TinyGLTF repo. Please set an include path to RapidJSON if you enable this feature.
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* `TINYGLTF_USE_CPP14` : Use C++14 feature(requires C++14 compiler). This may give better performance than C++11.
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## CMake options
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You can add tinygltf using `add_subdirectory` feature.
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If you add tinygltf to your project using `add_subdirectory`, it would be better to set `TINYGLTF_HEADER_ONLY` on(just add an include path to tinygltf) and `TINYGLTF_INSTALL` off(Which does not install tinygltf files).
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```
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// Your project's CMakeLists.txt
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...
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set(TINYGLTF_HEADER_ONLY ON CACHE INTERNAL "" FORCE)
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set(TINYGLTF_INSTALL OFF CACHE INTERNAL "" FORCE)
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add_subdirectory(/path/to/tinygltf)
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```
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### Saving gltTF 2.0 model
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* Buffers.
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* [x] To file
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* [x] Embedded
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* [ ] Draco compressed?
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* [x] Images
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* [x] To file
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* [x] Embedded
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* Binary(.glb)
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* [x] .bin embedded single .glb
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* [ ] External .bin
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## Running tests.
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### glTF parsing test
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#### Setup
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Python required.
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Git clone https://github.com/KhronosGroup/glTF-Sample-Models to your local dir.
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#### Run parsing test
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After building `loader_example`, edit `test_runner.py`, then,
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```bash
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$ python test_runner.py
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```
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### Unit tests
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```bash
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$ cd tests
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$ make
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$ ./tester
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$ ./tester_noexcept
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```
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### Fuzzing tests
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See `tests/fuzzer` for details.
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After running fuzzer on Ryzen9 3950X a week, at least `LoadASCIIFromString` looks safe except for out-of-memory error in Fuzzer.
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We may be better to introduce bounded memory size checking when parsing glTF data.
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## Third party licenses
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* json.hpp : Licensed under the MIT License <http://opensource.org/licenses/MIT>. Copyright (c) 2013-2017 Niels Lohmann <http://nlohmann.me>.
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* stb_image : Public domain.
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* catch : Copyright (c) 2012 Two Blue Cubes Ltd. All rights reserved. Distributed under the Boost Software License, Version 1.0.
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* RapidJSON : Copyright (C) 2015 THL A29 Limited, a Tencent company, and Milo Yip. All rights reserved. http://rapidjson.org/
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* dlib(uridecode, uriencode) : Copyright (C) 2003 Davis E. King Boost Software License 1.0. http://dlib.net/dlib/server/server_http.cpp.html
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