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+# tinyobjloader
+
+[![Join the chat at https://gitter.im/syoyo/tinyobjloader](https://badges.gitter.im/Join%20Chat.svg)](https://gitter.im/syoyo/tinyobjloader?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
+
+[![Build Status](https://travis-ci.org/syoyo/tinyobjloader.svg)](https://travis-ci.org/syoyo/tinyobjloader)
+
+[![wercker status](https://app.wercker.com/status/495a3bac400212cdacdeb4dd9397bf4f/m "wercker status")](https://app.wercker.com/project/bykey/495a3bac400212cdacdeb4dd9397bf4f)
+
+[![Build status](https://ci.appveyor.com/api/projects/status/tlb421q3t2oyobcn/branch/master?svg=true)](https://ci.appveyor.com/project/syoyo/tinyobjloader/branch/master)
+
+[![Coverage Status](https://coveralls.io/repos/github/syoyo/tinyobjloader/badge.svg?branch=master)](https://coveralls.io/github/syoyo/tinyobjloader?branch=master)
+
+[https://github.com/syoyo/tinyobjloader](https://github.com/syoyo/tinyobjloader)
+
+Tiny but powerful single file wavefront obj loader written in C++. No dependency except for C++ STL. It can parse over 10M polygons with moderate memory and time.
+
+`tinyobjloader` is good for embedding .obj loader to your (global illumination) renderer ;-)
+
+If you are looking for C89 version, please see https://github.com/syoyo/tinyobjloader-c .
+
+Notice!
+-------
+
+We have released new version v1.0.0 on 20 Aug, 2016.
+Old version is available `v0.9.x` branch https://github.com/syoyo/tinyobjloader/tree/v0.9.x
+
+## What's new
+
+* 20 Aug, 2016 : Bump version v1.0.0. New data structure and API!
+
+### Old version
+
+Previous old version is avaiable in `v0.9.x` branch.
+
+## Example
+
+![Rungholt](images/rungholt.jpg)
+
+tinyobjloader can successfully load 6M triangles Rungholt scene.
+http://casual-effects.com/data/index.html
+
+![](images/sanmugel.png)
+
+* [examples/viewer/](examples/viewer) OpenGL .obj viewer
+* [examples/callback_api/](examples/callback_api/) Callback API example
+* [examples/voxelize/](examples/voxelize/) Voxelizer example
+
+## Use case
+
+TinyObjLoader is successfully used in ...
+
+### New version(v1.0.x)
+
+* Double precision support through `TINYOBJLOADER_USE_DOUBLE` thanks to noma
+* Loading models in Vulkan Tutorial https://vulkan-tutorial.com/Loading_models
+* .obj viewer with Metal https://github.com/middlefeng/NuoModelViewer/tree/master
+* Vulkan Cookbook https://github.com/PacktPublishing/Vulkan-Cookbook
+* cudabox: CUDA Solid Voxelizer Engine https://github.com/gaspardzoss/cudavox
+* Drake: A planning, control, and analysis toolbox for nonlinear dynamical systems https://github.com/RobotLocomotion/drake
+* VFPR - a Vulkan Forward Plus Renderer : https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer
+* Your project here! (Letting us know via github issue is welcome!)
+
+### Old version(v0.9.x)
+
+* bullet3 https://github.com/erwincoumans/bullet3
+* pbrt-v2 https://github.com/mmp/pbrt-v2
+* OpenGL game engine development http://swarminglogic.com/jotting/2013_10_gamedev01
+* mallie https://lighttransport.github.io/mallie
+* IBLBaker (Image Based Lighting Baker). http://www.derkreature.com/iblbaker/
+* Stanford CS148 http://web.stanford.edu/class/cs148/assignments/assignment3.pdf
+* Awesome Bump http://awesomebump.besaba.com/about/
+* sdlgl3-wavefront OpenGL .obj viewer https://github.com/chrisliebert/sdlgl3-wavefront
+* pbrt-v3 https://github.com/mmp/pbrt-v3
+* cocos2d-x https://github.com/cocos2d/cocos2d-x/
+* Android Vulkan demo https://github.com/SaschaWillems/Vulkan
+* voxelizer https://github.com/karimnaaji/voxelizer
+* Probulator https://github.com/kayru/Probulator
+* OptiX Prime baking https://github.com/nvpro-samples/optix_prime_baking
+* FireRays SDK https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK
+* parg, tiny C library of various graphics utilities and GL demos https://github.com/prideout/parg
+* Opengl unit of ChronoEngine https://github.com/projectchrono/chrono-opengl
+* Point Based Global Illumination on modern GPU https://pbgi.wordpress.com/code-source/
+* Fast OBJ file importing and parsing in CUDA http://researchonline.jcu.edu.au/42515/1/2015.CVM.OBJCUDA.pdf
+* Sorted Shading for Uni-Directional Pathtracing by Joshua Bainbridge https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc15/02Josh/joshua_bainbridge_thesis.pdf
+* GeeXLab http://www.geeks3d.com/hacklab/20160531/geexlab-0-12-0-0-released-for-windows/
+
+
+## Features
+
+* Group(parse multiple group name)
+* Vertex
+ * Vertex color(as an extension: https://blender.stackexchange.com/questions/31997/how-can-i-get-vertex-painted-obj-files-to-import-into-blender)
+* Texcoord
+* Normal
+* Material
+ * Unknown material attributes are returned as key-value(value is string) map.
+* Crease tag('t'). This is OpenSubdiv specific(not in wavefront .obj specification)
+* PBR material extension for .MTL. Its proposed here: http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr
+* Callback API for custom loading.
+* Double precision support(for HPC application).
+
+
+## TODO
+
+* [ ] Fix obj_sticker example.
+* [ ] More unit test codes.
+* [x] Texture options
+* [ ] Normal vector generation
+ * [ ] Support smoothing groups
+
+## License
+
+Licensed under MIT license.
+
+## Usage
+
+### Data format
+
+`attrib_t` contains single and linear array of vertex data(position, normal and texcoord).
+
+```
+attrib_t::vertices => 3 floats per vertex
+
+ v[0] v[1] v[2] v[3] v[n-1]
+ +-----------+-----------+-----------+-----------+ +-----------+
+ | x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+ +-----------+-----------+-----------+-----------+ +-----------+
+
+attrib_t::normals => 3 floats per vertex
+
+ n[0] n[1] n[2] n[3] n[n-1]
+ +-----------+-----------+-----------+-----------+ +-----------+
+ | x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+ +-----------+-----------+-----------+-----------+ +-----------+
+
+attrib_t::texcoords => 2 floats per vertex
+
+ t[0] t[1] t[2] t[3] t[n-1]
+ +-----------+-----------+-----------+-----------+ +-----------+
+ | u | v | u | v | u | v | u | v | .... | u | v |
+ +-----------+-----------+-----------+-----------+ +-----------+
+
+attrib_t::colors => 3 floats per vertex(vertex color. optional)
+
+ c[0] c[1] c[2] c[3] c[n-1]
+ +-----------+-----------+-----------+-----------+ +-----------+
+ | x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+ +-----------+-----------+-----------+-----------+ +-----------+
+
+```
+
+Each `shape_t::mesh_t` does not contain vertex data but contains array index to `attrib_t`.
+See `loader_example.cc` for more details.
+
+
+```
+
+mesh_t::indices => array of vertex indices.
+
+ +----+----+----+----+----+----+----+----+----+----+ +--------+
+ | i0 | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 | i9 | ... | i(n-1) |
+ +----+----+----+----+----+----+----+----+----+----+ +--------+
+
+Each index has an array index to attrib_t::vertices, attrib_t::normals and attrib_t::texcoords.
+
+mesh_t::num_face_vertices => array of the number of vertices per face(e.g. 3 = triangle, 4 = quad , 5 or more = N-gons).
+
+
+ +---+---+---+ +---+
+ | 3 | 4 | 3 | ...... | 3 |
+ +---+---+---+ +---+
+ | | | |
+ | | | +-----------------------------------------+
+ | | | |
+ | | +------------------------------+ |
+ | | | |
+ | +------------------+ | |
+ | | | |
+ |/ |/ |/ |/
+
+ mesh_t::indices
+
+ | face[0] | face[1] | face[2] | | face[n-1] |
+ +----+----+----+----+----+----+----+----+----+----+ +--------+--------+--------+
+ | i0 | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 | i9 | ... | i(n-3) | i(n-2) | i(n-1) |
+ +----+----+----+----+----+----+----+----+----+----+ +--------+--------+--------+
+
+```
+
+Note that when `triangulate` flas is true in `tinyobj::LoadObj()` argument, `num_face_vertices` are all filled with 3(triangle).
+
+### float data type
+
+TinyObjLoader now use `real_t` for floating point data type.
+Default is `float(32bit)`.
+You can enable `double(64bit)` precision by using `TINYOBJLOADER_USE_DOUBLE` define.
+
+#### Example code
+
+```c++
+#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
+#include "tiny_obj_loader.h"
+
+std::string inputfile = "cornell_box.obj";
+tinyobj::attrib_t attrib;
+std::vector<tinyobj::shape_t> shapes;
+std::vector<tinyobj::material_t> materials;
+
+std::string err;
+bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, inputfile.c_str());
+
+if (!err.empty()) { // `err` may contain warning message.
+ std::cerr << err << std::endl;
+}
+
+if (!ret) {
+ exit(1);
+}
+
+// Loop over shapes
+for (size_t s = 0; s < shapes.size(); s++) {
+ // Loop over faces(polygon)
+ size_t index_offset = 0;
+ for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
+ int fv = shapes[s].mesh.num_face_vertices[f];
+
+ // Loop over vertices in the face.
+ for (size_t v = 0; v < fv; v++) {
+ // access to vertex
+ tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
+ tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
+ tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
+ tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
+ tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
+ tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
+ tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
+ tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
+ tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
+ // Optional: vertex colors
+ // tinyobj::real_t red = attrib.colors[3*idx.vertex_index+0];
+ // tinyobj::real_t green = attrib.colors[3*idx.vertex_index+1];
+ // tinyobj::real_t blue = attrib.colors[3*idx.vertex_index+2];
+ }
+ index_offset += fv;
+
+ // per-face material
+ shapes[s].mesh.material_ids[f];
+ }
+}
+
+```
+
+## Optimized loader
+
+Optimized multi-threaded .obj loader is available at `experimental/` directory.
+If you want absolute performance to load .obj data, this optimized loader will fit your purpose.
+Note that the optimized loader uses C++11 thread and it does less error checks but may work most .obj data.
+
+Here is some benchmark result. Time are measured on MacBook 12(Early 2016, Core m5 1.2GHz).
+
+* Rungholt scene(6M triangles)
+ * old version(v0.9.x): 15500 msecs.
+ * baseline(v1.0.x): 6800 msecs(2.3x faster than old version)
+ * optimised: 1500 msecs(10x faster than old version, 4.5x faster than baseline)
+
+
+## Tests
+
+Unit tests are provided in `tests` directory. See `tests/README.md` for details.