Merge branch 'develop'
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README.md
194
README.md
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tinyobjloader
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=============
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# tinyobjloader
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[](https://gitter.im/syoyo/tinyobjloader?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
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@@ -24,38 +23,37 @@ Notice!
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`develop` branch has more better support and clean API interface for loading .obj and also it has optimized multi-threaded parser(probably 10x faster than `master`). If you are new to use `TinyObjLoader`, I highly recommend to use `develop` branch.
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What's new
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----------
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## What's new
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* Mar 13, 2016 : Introduce `load_flag_t` and flat normal calculation flag! Thanks Vazquinhos!
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* Jan 29, 2016 : Support n-polygon(no triangulation) and OpenSubdiv crease tag! Thanks dboogert!
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* Nov 26, 2015 : Now single-header only!.
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* Nov 08, 2015 : Improved API.
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* Jun 23, 2015 : Various fixes and added more projects using tinyobjloader. Thanks many contributors!
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* Mar 03, 2015 : Replace atof() with hand-written parser for robust reading of numeric value. Thanks skurmedel!
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* Feb 06, 2015 : Fix parsing multi-material object
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* Sep 14, 2014 : Add support for multi-material per object/group. Thanks Mykhailo!
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* Mar 17, 2014 : Fixed trim newline bugs. Thanks ardneran!
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* Apr 29, 2014 : Add API to read .obj from std::istream. Good for reading compressed .obj or connecting to procedural primitive generator. Thanks burnse!
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* Apr 21, 2014 : Define default material if no material definition exists in .obj. Thanks YarmUI!
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* Apr 10, 2014 : Add support for parsing 'illum' and 'd'/'Tr' statements. Thanks mmp!
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* Jan 27, 2014 : Added CMake project. Thanks bradc6!
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* Nov 26, 2013 : Performance optimization by NeuralSandwich. 9% improvement in his project, thanks!
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* Sep 12, 2013 : Added multiple .obj sticher example.
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* 20 Aug, 2016 : Bump version v1.0.0. New data strcutre and API!
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Example
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-------
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### Old version
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Previous old version is avaiable as `v0.9` branch.
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## Example
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tinyobjloader can successfully load 6M triangles Rungholt scene.
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http://graphics.cs.williams.edu/data/meshes.xml
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Use case
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--------
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* [examples/viewer/](examples/viewer) OpenGL .obj viewer
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## Use case
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TinyObjLoader is successfully used in ...
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### New version
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* Loading models in Vulkan Tutorial https://vulkan-tutorial.com/Loading_models
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* Your project here!
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### Old version
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* bullet3 https://github.com/erwincoumans/bullet3
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* pbrt-v2 https://github.com/mmp/pbrt-v2
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* OpenGL game engine development http://swarminglogic.com/jotting/2013_10_gamedev01
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@@ -73,10 +71,8 @@ TinyObjLoader is successfully used in ...
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* FireRays SDK https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK
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* parg, tiny C library of various graphics utilities and GL demos https://github.com/prideout/parg
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* Opengl unit of ChronoEngine https://github.com/projectchrono/chrono-opengl
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* Your project here!
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Features
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--------
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## Features
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* Group(parse multiple group name)
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* Vertex
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* Material
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* Unknown material attributes are returned as key-value(value is string) map.
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* Crease tag('t'). This is OpenSubdiv specific(not in wavefront .obj specification)
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* Callback API for custom loading.
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TODO
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----
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## TODO
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* [ ] Support different indices for vertex/normal/texcoord
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* [ ] Fix obj_sticker example.
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* [ ] More unit test codes.
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License
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-------
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## License
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Licensed under 2 clause BSD.
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Licensed under MIT license.
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Usage
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-----
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## Usage
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`attrib_t` contains single and linear array of vertex data(position, normal and texcoord).
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Each `shape_t` does not contain vertex data but contains array index to `attrib_t`.
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See `loader_example.cc` for more details.
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TinyObjLoader triangulate input .obj by default.
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```c++
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#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
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#include "tiny_obj_loader.h"
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std::string inputfile = "cornell_box.obj";
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tinyobj::attrib_t attrib;
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std::vector<tinyobj::shape_t> shapes;
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std::vector<tinyobj::material_t> materials;
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std::string err;
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bool ret = tinyobj::LoadObj(shapes, materials, err, inputfile.c_str());
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bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, inputfile.c_str());
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if (!err.empty()) { // `err` may contain warning message.
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std::cerr << err << std::endl;
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exit(1);
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}
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std::cout << "# of shapes : " << shapes.size() << std::endl;
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std::cout << "# of materials : " << materials.size() << std::endl;
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for (size_t i = 0; i < shapes.size(); i++) {
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printf("shape[%ld].name = %s\n", i, shapes[i].name.c_str());
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printf("Size of shape[%ld].indices: %ld\n", i, shapes[i].mesh.indices.size());
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printf("Size of shape[%ld].material_ids: %ld\n", i, shapes[i].mesh.material_ids.size());
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assert((shapes[i].mesh.indices.size() % 3) == 0);
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for (size_t f = 0; f < shapes[i].mesh.indices.size() / 3; f++) {
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printf(" idx[%ld] = %d, %d, %d. mat_id = %d\n", f, shapes[i].mesh.indices[3*f+0], shapes[i].mesh.indices[3*f+1], shapes[i].mesh.indices[3*f+2], shapes[i].mesh.material_ids[f]);
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}
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// Loop over shapes
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for (size_t s = 0; s < shapes.size(); s++) {
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// Loop over faces(polygon)
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size_t index_offset = 0;
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for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
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int fv = shapes[s].mesh.num_face_vertices[f];
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printf("shape[%ld].vertices: %ld\n", i, shapes[i].mesh.positions.size());
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assert((shapes[i].mesh.positions.size() % 3) == 0);
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for (size_t v = 0; v < shapes[i].mesh.positions.size() / 3; v++) {
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printf(" v[%ld] = (%f, %f, %f)\n", v,
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shapes[i].mesh.positions[3*v+0],
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shapes[i].mesh.positions[3*v+1],
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shapes[i].mesh.positions[3*v+2]);
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}
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}
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for (size_t i = 0; i < materials.size(); i++) {
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printf("material[%ld].name = %s\n", i, materials[i].name.c_str());
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printf(" material.Ka = (%f, %f ,%f)\n", materials[i].ambient[0], materials[i].ambient[1], materials[i].ambient[2]);
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printf(" material.Kd = (%f, %f ,%f)\n", materials[i].diffuse[0], materials[i].diffuse[1], materials[i].diffuse[2]);
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printf(" material.Ks = (%f, %f ,%f)\n", materials[i].specular[0], materials[i].specular[1], materials[i].specular[2]);
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printf(" material.Tr = (%f, %f ,%f)\n", materials[i].transmittance[0], materials[i].transmittance[1], materials[i].transmittance[2]);
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printf(" material.Ke = (%f, %f ,%f)\n", materials[i].emission[0], materials[i].emission[1], materials[i].emission[2]);
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printf(" material.Ns = %f\n", materials[i].shininess);
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printf(" material.Ni = %f\n", materials[i].ior);
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printf(" material.dissolve = %f\n", materials[i].dissolve);
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printf(" material.illum = %d\n", materials[i].illum);
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printf(" material.map_Ka = %s\n", materials[i].ambient_texname.c_str());
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printf(" material.map_Kd = %s\n", materials[i].diffuse_texname.c_str());
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printf(" material.map_Ks = %s\n", materials[i].specular_texname.c_str());
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printf(" material.map_Ns = %s\n", materials[i].specular_highlight_texname.c_str());
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std::map<std::string, std::string>::const_iterator it(materials[i].unknown_parameter.begin());
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std::map<std::string, std::string>::const_iterator itEnd(materials[i].unknown_parameter.end());
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for (; it != itEnd; it++) {
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printf(" material.%s = %s\n", it->first.c_str(), it->second.c_str());
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}
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printf("\n");
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}
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```
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Reading .obj without triangulation. Use `num_vertices[i]` to iterate over faces(indices). `num_vertices[i]` stores the number of vertices for ith face.
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```c++
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#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
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#include "tiny_obj_loader.h"
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std::string inputfile = "cornell_box.obj";
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std::vector<tinyobj::shape_t> shapes;
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std::vector<tinyobj::material_t> materials;
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std::string err;
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int flags = 1; // see load_flags_t enum for more information.
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bool ret = tinyobj::LoadObj(shapes, materials, err, inputfile.c_str(), flags);
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if (!err.empty()) { // `err` may contain warning message.
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std::cerr << err << std::endl;
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}
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if (!ret) {
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exit(1);
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}
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for (size_t i = 0; i < shapes.size(); i++) {
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size_t indexOffset = 0;
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for (size_t n = 0; n < shapes[i].mesh.num_vertices.size(); n++) {
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int ngon = shapes[i].mesh.num_vertices[n];
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for (size_t f = 0; f < ngon; f++) {
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unsigned int v = shapes[i].mesh.indices[indexOffset + f];
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printf(" face[%ld] v[%ld] = (%f, %f, %f)\n", n,
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shapes[i].mesh.positions[3*v+0],
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shapes[i].mesh.positions[3*v+1],
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shapes[i].mesh.positions[3*v+2]);
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// Loop over vertices in the face.
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for (size_t v = 0; v < fv; v++) {
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// access to vertex
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tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
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float vx = attrib.vertices[3*idx.vertex_index+0];
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float vy = attrib.vertices[3*idx.vertex_index+1];
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float vz = attrib.vertices[3*idx.vertex_index+2];
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float nx = attrib.normals[3*idx.normal_index+0];
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float ny = attrib.normals[3*idx.normal_index+1];
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float nz = attrib.normals[3*idx.normal_index+2];
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float tx = attrib.texcoords[2*idx.texcoord_index+0];
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float ty = attrib.texcoords[2*idx.texcoord_index+1];
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}
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indexOffset += ngon;
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}
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index_offset += fv;
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// per-face material
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shapes[s].mesh.material_ids[f];
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}
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}
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```
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## Optimized loader
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Optimized multi-threaded .obj loader is available at `experimental/` directory.
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If you want absolute performance to load .obj data, this optimized loader will fit your purpose.
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Note that the optimized loader uses C++11 thread and it does less error checks but may work most .obj data.
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Here is some benchmark result. Time are measured on MacBook 12(Early 2016, Core m5 1.2GHz).
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* Rungholt scene(6M triangles)
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* old version(v0.9.x): 15500 msecs.
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* baseline(v1.0.x): 6800 msecs(2.3x faster than old version)
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* optimised: 1500 msecs(10x faster than old version, 4.5x faster than basedline)
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## Tests
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Unit tests are provided in `tests` directory. See `tests/README.md` for details.
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