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