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diff --git a/README.md b/README.md new file mode 100644 index 0000000..47477f8 --- /dev/null +++ b/README.md @@ -0,0 +1,269 @@ +# 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. |