Cleaned up docs
Updated the doc page to reflect the Readme and organized the page a little.
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index.html
123
index.html
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</div><!-- end header -->
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</div><!-- end header -->
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<div class="wrapper">
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<div class="wrapper">
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<section>
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<section>
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<div id="title">
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<div id="title">
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<h1>Tiny obj loader</h1>
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<h1>Tiny obj loader</h1>
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@@ -38,95 +37,119 @@
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<span class="credits right">Hosted on GitHub Pages — Theme by <a href="http://twitter.com/#!/michigangraham">mattgraham</a></span>
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<span class="credits right">Hosted on GitHub Pages — Theme by <a href="http://twitter.com/#!/michigangraham">mattgraham</a></span>
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</div>
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</div>
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<h1>tinyobjloader</h1>
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<p>Tiny but poweful single file wavefront obj loader written in C++. No dependencies except for C++ STL. It can parse over 10M polygons with moderate memory and time.</p>
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<p>A great .obj loader for embedding into your (global illumination) renderer ;-)</p>
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<p><a href="http://syoyo.github.io/tinyobjloader/">http://syoyo.github.io/tinyobjloader/</a></p>
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<p><a href="http://syoyo.github.io/tinyobjloader/">http://syoyo.github.io/tinyobjloader/</a></p>
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<p>Tiny but poweful single file wavefront obj loader written in C++. No dependency except for C++ STL. It can parse 10M over polygons with moderate memory and time.</p>
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<p>Good for embedding .obj loader to your (global illumination) renderer ;-)</p>
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<h2>Example</h2>
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<p><img src="https://github.com/syoyo/tinyobjloader/blob/master/images/rungholt.jpg?raw=true" alt="Rungholt"></p>
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<p>tinyobjloader can successfully load 6M triangles Rungholt scene.
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<a href="http://graphics.cs.williams.edu/data/meshes.xml">http://graphics.cs.williams.edu/data/meshes.xml</a></p>
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<h2>Features</h2>
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<h2>Features</h2>
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<ul>
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<ul>
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<li>Group</li>
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<li>Groups</li>
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<li>Vertex</li>
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<li>Indices</li>
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<li>Texcoord</li>
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<li>Vertices</li>
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<li>Normal</li>
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<li>Texcoords</li>
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<li>Material
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<li>Normals</li>
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<li>Materials
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<ul>
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<ul>
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<li>Per-face materials.</li>
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<li>Unknown material attributes are treated as key-value.</li>
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<li>Unknown material attributes are treated as key-value.</li>
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</ul>
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</ul>
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</li>
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</li>
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</ul><h2>Notes</h2>
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</ul>
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<p>Polygon is converted into triangle.</p>
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<h2>Example</h2>
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<h2>License</h2>
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<p>tinyobjloader can successfully load the Rungholt scene with 6M triangles.<br>
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<p>Licensed under 2 clause BSD.</p>
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Source: <a href="http://graphics.cs.williams.edu/data/meshes.xml">http://graphics.cs.williams.edu/data/meshes.xml</a></p>
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<p><img src="https://github.com/syoyo/tinyobjloader/blob/master/images/rungholt.jpg?raw=true" alt="Rungholt"></p>
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<h2>Usage</h2>
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<h2>Usage</h2>
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<pre><code>std::string inputfile = "cornell_box.obj";
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<p>First, load your mesh from file, storing the shapes and materials separately.</p>
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std::vector<tinyobj::shape_t> shapes;
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std::string err = tinyobj::LoadObj(shapes, inputfile.c_str());
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<pre><code>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 = tinyobj::LoadObj(shapes, materials, inputfile.c_str());
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if (!err.empty()) {
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if (!err.empty()) {
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std::cerr << err << std::endl;
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std::cerr << err << std::endl;
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exit(1);
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exit(1);
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}
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}
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std::cout << "# of shapes : " << shapes.size() << std::endl;
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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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</code></pre>
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for (size_t i = 0; i < shapes.size(); i++) {
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<p>Now that you have loaded the shape and material data from file, you can iterate through each vector to get the information that you need.</p>
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<p>Each shape will contain vertex indices, positions, normals, UV coordinates and per-face material IDs.</p>
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<pre><code>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("shape[%ld].name = %s\n", i, shapes[i].name.c_str());
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printf("shape[%ld].indices: %ld\n", i, shapes[i].mesh.indices.size());
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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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assert((shapes[i].mesh.indices.size() % 3) == 0);
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for (size_t f = 0; f < shapes[i].mesh.indices.size(); f++) {
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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\n", f, shapes[i].mesh.indices[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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}
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printf("shape[%ld].vertices: %ld\n", i, shapes[i].mesh.positions.size());
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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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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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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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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+0],
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shapes[i].mesh.positions[3*v+1],
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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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shapes[i].mesh.positions[3*v+2]);
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}
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}
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}</pre></code>
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printf("shape[%ld].material.name = %s\n", i, shapes[i].material.name.c_str());
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<p>The per-face material IDs can be used to reference the materials in the materials vector.</p>
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printf(" material.Ka = (%f, %f ,%f)\n", shapes[i].material.ambient[0], shapes[i].material.ambient[1], shapes[i].material.ambient[2]);
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printf(" material.Kd = (%f, %f ,%f)\n", shapes[i].material.diffuse[0], shapes[i].material.diffuse[1], shapes[i].material.diffuse[2]);
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<pre><code>for (size_t i = 0; i < materials.size(); i++) {
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printf(" material.Ks = (%f, %f ,%f)\n", shapes[i].material.specular[0], shapes[i].material.specular[1], shapes[i].material.specular[2]);
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printf("material[%ld].name = %s\n", i, materials[i].name.c_str());
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printf(" material.Tr = (%f, %f ,%f)\n", shapes[i].material.transmittance[0], shapes[i].material.transmittance[1], shapes[i].material.transmittance[2]);
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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.Ke = (%f, %f ,%f)\n", shapes[i].material.emission[0], shapes[i].material.emission[1], shapes[i].material.emission[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.Ns = %f\n", shapes[i].material.shininess);
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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.map_Ka = %s\n", shapes[i].material.ambient_texname.c_str());
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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.map_Kd = %s\n", shapes[i].material.diffuse_texname.c_str());
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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.map_Ks = %s\n", shapes[i].material.specular_texname.c_str());
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printf(" material.Ns = %f\n", materials[i].shininess);
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printf(" material.map_Ns = %s\n", shapes[i].material.normal_texname.c_str());
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printf(" material.Ni = %f\n", materials[i].ior);
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std::map<std::string, std::string>::iterator it(shapes[i].material.unknown_parameter.begin());
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printf(" material.dissolve = %f\n", materials[i].dissolve);
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std::map<std::string, std::string>::iterator itEnd(shapes[i].material.unknown_parameter.end());
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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].normal_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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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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printf(" material.%s = %s\n", it->first.c_str(), it->second.c_str());
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}
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}
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printf("\n");
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printf("\n");
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}
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}</code></pre>
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</code></pre>
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</section>
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<h2>Notes</h2>
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<ul>
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<li>Polygons are converted into triangles.</li>
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<li>You must specify the directory location of your material file as the 4th parameter of LoadObj() if your materials are not in the working directory of the application.</li>
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<ul>
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<li>Example:<code>LoadObj(shapes, materials, inputfile.c_str(), "/materials") </code></li>
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</ul>
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</ul>
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<footer>
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<p>Licensed under 2 clause BSD.</p>
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</footer>
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</section>
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</div>
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</div>
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<!--[if !IE]><script>fixScale(document);</script><![endif]-->
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<!--[if !IE]><script>fixScale(document);</script><![endif]-->
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</body>
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</body>
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@@ -529,8 +529,8 @@ table {
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}
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}
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body {
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body {
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padding: 0px 0 20px 0px;
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padding: 0;
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margin: 0px;
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margin: 0;
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font: 14px/1.5 "OpenSansRegular", "Helvetica Neue", Helvetica, Arial, sans-serif;
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font: 14px/1.5 "OpenSansRegular", "Helvetica Neue", Helvetica, Arial, sans-serif;
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color: #f0e7d5;
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color: #f0e7d5;
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font-weight: normal;
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font-weight: normal;
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}
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}
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.wrapper {
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.wrapper {
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max-width: 650px;
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max-width: 960px;
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margin: 0 auto;
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margin: 0 auto;
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position: relative;
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position: relative;
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padding: 0 20px;
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padding: 0 20px;
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box-shadow: 0px 1px 3px rgba(0, 0, 0, 0.25);
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box-shadow: 0px 1px 3px rgba(0, 0, 0, 0.25);
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}
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}
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#header nav {
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#header nav {
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max-width: 650px;
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max-width: 960px;
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margin: 0 auto;
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margin: 0 auto;
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padding: 0 10px;
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padding: 0 10px;
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background: blue;
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background: blue;
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}
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}
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section {
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section {
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max-width: 650px;
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max-width: 960px;
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padding: 30px 0px 50px 0px;
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padding: 30px 0 0 0;
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margin: 20px 0;
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margin: 20px 0;
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margin-top: 70px;
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margin-top: 70px;
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}
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}
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section #title .credits.right {
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section #title .credits.right {
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float: right;
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float: right;
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}
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}
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footer {
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border-top: 2px solid #434343;
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padding-top: 20px;
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}
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@media print, screen and (max-width: 720px) {
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@media print, screen and (max-width: 720px) {
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#title .credits {
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#title .credits {
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margin-top: 40px;
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margin-top: 40px;
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}
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}
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nav {
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#header nav {
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margin: 15px auto;
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text-align: center;
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}
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#header nav .downloads, #header nav .title {
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display: none;
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display: none;
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}
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}
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}
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}
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