Cleaned up docs

Updated the doc page to reflect the Readme and organized the page a
little.
This commit is contained in:
Richard Foligno
2015-03-02 11:29:10 -05:00
parent 890c5d6e86
commit ad457b9421
2 changed files with 95 additions and 63 deletions

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</div><!-- end header -->
<div class="wrapper">
<section>
<div id="title">
<h1>Tiny obj loader</h1>
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<span class="credits right">Hosted on GitHub Pages &mdash; Theme by <a href="http://twitter.com/#!/michigangraham">mattgraham</a></span>
</div>
<h1>tinyobjloader</h1>
<p><a href="http://syoyo.github.io/tinyobjloader/">http://syoyo.github.io/tinyobjloader/</a></p>
<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>
<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>
<p>A great .obj loader for embedding into your (global illumination) renderer ;-)</p>
<p>Good for embedding .obj loader to your (global illumination) renderer ;-)</p>
<p><a href="http://syoyo.github.io/tinyobjloader/">http://syoyo.github.io/tinyobjloader/</a></p>
<h2>Example</h2>
<h2>Features</h2>
<p><img src="https://github.com/syoyo/tinyobjloader/blob/master/images/rungholt.jpg?raw=true" alt="Rungholt"></p>
<ul>
<li>Groups</li>
<li>Indices</li>
<li>Vertices</li>
<li>Texcoords</li>
<li>Normals</li>
<li>Materials
<ul>
<li>Per-face materials.</li>
<li>Unknown material attributes are treated as key-value.</li>
</ul>
</li>
</ul>
<p>tinyobjloader can successfully load 6M triangles Rungholt scene.
<a href="http://graphics.cs.williams.edu/data/meshes.xml">http://graphics.cs.williams.edu/data/meshes.xml</a></p>
<h2>Example</h2>
<h2>Features</h2>
<p>tinyobjloader can successfully load the Rungholt scene with 6M triangles.<br>
<ul>
<li>Group</li>
<li>Vertex</li>
<li>Texcoord</li>
<li>Normal</li>
<li>Material
Source: <a href="http://graphics.cs.williams.edu/data/meshes.xml">http://graphics.cs.williams.edu/data/meshes.xml</a></p>
<ul>
<li>Unknown material attributes are treated as key-value.</li>
</ul>
</li>
</ul><h2>Notes</h2>
<p><img src="https://github.com/syoyo/tinyobjloader/blob/master/images/rungholt.jpg?raw=true" alt="Rungholt"></p>
<p>Polygon is converted into triangle.</p>
<h2>Usage</h2>
<h2>License</h2>
<p>Licensed under 2 clause BSD.</p>
<h2>Usage</h2>
<p>First, load your mesh from file, storing the shapes and materials separately.</p>
<pre><code>std::string inputfile = "cornell_box.obj";
std::vector&lt;tinyobj::shape_t&gt; shapes;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string err = tinyobj::LoadObj(shapes, inputfile.c_str());
std::string err = tinyobj::LoadObj(shapes, materials, inputfile.c_str());
if (!err.empty()) {
std::cerr &lt;&lt; err &lt;&lt; std::endl;
std::cerr << err << std::endl;
exit(1);
}
std::cout &lt;&lt; "# of shapes : " &lt;&lt; shapes.size() &lt;&lt; std::endl;
std::cout << "# of shapes : " << shapes.size() << std::endl;
std::cout << "# of materials : " << materials.size() << std::endl;
</code></pre>
for (size_t i = 0; i &lt; shapes.size(); i++) {
<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>
<p>Each shape will contain vertex indices, positions, normals, UV coordinates and per-face material IDs.</p>
<pre><code>for (size_t i = 0; i < shapes.size(); i++) {
printf("shape[%ld].name = %s\n", i, shapes[i].name.c_str());
printf("shape[%ld].indices: %ld\n", i, shapes[i].mesh.indices.size());
printf("Size of shape[%ld].indices: %ld\n", i, shapes[i].mesh.indices.size());
printf("Size of shape[%ld].material_ids: %ld\n", i, shapes[i].mesh.material_ids.size());
assert((shapes[i].mesh.indices.size() % 3) == 0);
for (size_t f = 0; f &lt; shapes[i].mesh.indices.size(); f++) {
printf(" idx[%ld] = %d\n", f, shapes[i].mesh.indices[f]);
for (size_t f = 0; f < shapes[i].mesh.indices.size() / 3; f++) {
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]);
}
printf("shape[%ld].vertices: %ld\n", i, shapes[i].mesh.positions.size());
assert((shapes[i].mesh.positions.size() % 3) == 0);
for (size_t v = 0; v &lt; shapes[i].mesh.positions.size() / 3; v++) {
for (size_t v = 0; v < shapes[i].mesh.positions.size() / 3; v++) {
printf(" v[%ld] = (%f, %f, %f)\n", v,
shapes[i].mesh.positions[3*v+0],
shapes[i].mesh.positions[3*v+1],
shapes[i].mesh.positions[3*v+2]);
}
}</pre></code>
printf("shape[%ld].material.name = %s\n", i, shapes[i].material.name.c_str());
printf(" material.Ka = (%f, %f ,%f)\n", shapes[i].material.ambient[0], shapes[i].material.ambient[1], shapes[i].material.ambient[2]);
printf(" material.Kd = (%f, %f ,%f)\n", shapes[i].material.diffuse[0], shapes[i].material.diffuse[1], shapes[i].material.diffuse[2]);
printf(" material.Ks = (%f, %f ,%f)\n", shapes[i].material.specular[0], shapes[i].material.specular[1], shapes[i].material.specular[2]);
printf(" material.Tr = (%f, %f ,%f)\n", shapes[i].material.transmittance[0], shapes[i].material.transmittance[1], shapes[i].material.transmittance[2]);
printf(" material.Ke = (%f, %f ,%f)\n", shapes[i].material.emission[0], shapes[i].material.emission[1], shapes[i].material.emission[2]);
printf(" material.Ns = %f\n", shapes[i].material.shininess);
printf(" material.map_Ka = %s\n", shapes[i].material.ambient_texname.c_str());
printf(" material.map_Kd = %s\n", shapes[i].material.diffuse_texname.c_str());
printf(" material.map_Ks = %s\n", shapes[i].material.specular_texname.c_str());
printf(" material.map_Ns = %s\n", shapes[i].material.normal_texname.c_str());
std::map&lt;std::string, std::string&gt;::iterator it(shapes[i].material.unknown_parameter.begin());
std::map&lt;std::string, std::string&gt;::iterator itEnd(shapes[i].material.unknown_parameter.end());
<p>The per-face material IDs can be used to reference the materials in the materials vector.</p>
<pre><code>for (size_t i = 0; i < materials.size(); i++) {
printf("material[%ld].name = %s\n", i, materials[i].name.c_str());
printf(" material.Ka = (%f, %f ,%f)\n", materials[i].ambient[0], materials[i].ambient[1], materials[i].ambient[2]);
printf(" material.Kd = (%f, %f ,%f)\n", materials[i].diffuse[0], materials[i].diffuse[1], materials[i].diffuse[2]);
printf(" material.Ks = (%f, %f ,%f)\n", materials[i].specular[0], materials[i].specular[1], materials[i].specular[2]);
printf(" material.Tr = (%f, %f ,%f)\n", materials[i].transmittance[0], materials[i].transmittance[1], materials[i].transmittance[2]);
printf(" material.Ke = (%f, %f ,%f)\n", materials[i].emission[0], materials[i].emission[1], materials[i].emission[2]);
printf(" material.Ns = %f\n", materials[i].shininess);
printf(" material.Ni = %f\n", materials[i].ior);
printf(" material.dissolve = %f\n", materials[i].dissolve);
printf(" material.illum = %d\n", materials[i].illum);
printf(" material.map_Ka = %s\n", materials[i].ambient_texname.c_str());
printf(" material.map_Kd = %s\n", materials[i].diffuse_texname.c_str());
printf(" material.map_Ks = %s\n", materials[i].specular_texname.c_str());
printf(" material.map_Ns = %s\n", materials[i].normal_texname.c_str());
std::map<std::string, std::string>::const_iterator it(materials[i].unknown_parameter.begin());
std::map<std::string, std::string>::const_iterator itEnd(materials[i].unknown_parameter.end());
for (; it != itEnd; it++) {
printf(" material.%s = %s\n", it-&gt;first.c_str(), it-&gt;second.c_str());
printf(" material.%s = %s\n", it->first.c_str(), it->second.c_str());
}
printf("\n");
}
</code></pre>
</section>
}</code></pre>
<h2>Notes</h2>
<ul>
<li>Polygons are converted into triangles.</li>
<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>
<ul>
<li>Example:<code>LoadObj(shapes, materials, inputfile.c_str(), "/materials") </code></li>
</ul>
</ul>
<footer>
<p>Licensed under 2 clause BSD.</p>
</footer>
</section>
</div>
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section {
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section #title .credits.right {
float: right;
}
footer {
border-top: 2px solid #434343;
padding-top: 20px;
}
@media print, screen and (max-width: 720px) {
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margin-top: 40px;
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nav {
#header nav {
margin: 15px auto;
text-align: center;
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#header nav .downloads, #header nav .title {
display: none;
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