269 lines
11 KiB
Markdown
269 lines
11 KiB
Markdown
# 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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[](https://travis-ci.org/syoyo/tinyobjloader)
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[](https://app.wercker.com/project/bykey/495a3bac400212cdacdeb4dd9397bf4f)
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[](https://ci.appveyor.com/project/syoyo/tinyobjloader/branch/master)
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[](https://coveralls.io/github/syoyo/tinyobjloader?branch=master)
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[https://github.com/syoyo/tinyobjloader](https://github.com/syoyo/tinyobjloader)
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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.
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`tinyobjloader` is good for embedding .obj loader to your (global illumination) renderer ;-)
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If you are looking for C89 version, please see https://github.com/syoyo/tinyobjloader-c .
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Notice!
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-------
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We have released new version v1.0.0 on 20 Aug, 2016.
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Old version is available `v0.9.x` branch https://github.com/syoyo/tinyobjloader/tree/v0.9.x
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## What's new
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* 20 Aug, 2016 : Bump version v1.0.0. New data structure and API!
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### Old version
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Previous old version is avaiable in `v0.9.x` branch.
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## Example
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tinyobjloader can successfully load 6M triangles Rungholt scene.
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http://casual-effects.com/data/index.html
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* [examples/viewer/](examples/viewer) OpenGL .obj viewer
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* [examples/callback_api/](examples/callback_api/) Callback API example
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* [examples/voxelize/](examples/voxelize/) Voxelizer example
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## Use case
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TinyObjLoader is successfully used in ...
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### New version(v1.0.x)
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* Double precision support through `TINYOBJLOADER_USE_DOUBLE` thanks to noma
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* Loading models in Vulkan Tutorial https://vulkan-tutorial.com/Loading_models
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* .obj viewer with Metal https://github.com/middlefeng/NuoModelViewer/tree/master
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* Vulkan Cookbook https://github.com/PacktPublishing/Vulkan-Cookbook
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* cudabox: CUDA Solid Voxelizer Engine https://github.com/gaspardzoss/cudavox
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* Drake: A planning, control, and analysis toolbox for nonlinear dynamical systems https://github.com/RobotLocomotion/drake
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* VFPR - a Vulkan Forward Plus Renderer : https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer
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* Your project here! (Letting us know via github issue is welcome!)
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### Old version(v0.9.x)
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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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* mallie https://lighttransport.github.io/mallie
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* IBLBaker (Image Based Lighting Baker). http://www.derkreature.com/iblbaker/
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* Stanford CS148 http://web.stanford.edu/class/cs148/assignments/assignment3.pdf
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* Awesome Bump http://awesomebump.besaba.com/about/
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* sdlgl3-wavefront OpenGL .obj viewer https://github.com/chrisliebert/sdlgl3-wavefront
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* pbrt-v3 https://github.com/mmp/pbrt-v3
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* cocos2d-x https://github.com/cocos2d/cocos2d-x/
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* Android Vulkan demo https://github.com/SaschaWillems/Vulkan
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* voxelizer https://github.com/karimnaaji/voxelizer
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* Probulator https://github.com/kayru/Probulator
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* OptiX Prime baking https://github.com/nvpro-samples/optix_prime_baking
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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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* Point Based Global Illumination on modern GPU https://pbgi.wordpress.com/code-source/
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* Fast OBJ file importing and parsing in CUDA http://researchonline.jcu.edu.au/42515/1/2015.CVM.OBJCUDA.pdf
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* Sorted Shading for Uni-Directional Pathtracing by Joshua Bainbridge https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc15/02Josh/joshua_bainbridge_thesis.pdf
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* GeeXLab http://www.geeks3d.com/hacklab/20160531/geexlab-0-12-0-0-released-for-windows/
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## Features
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* Group(parse multiple group name)
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* Vertex
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* Vertex color(as an extension: https://blender.stackexchange.com/questions/31997/how-can-i-get-vertex-painted-obj-files-to-import-into-blender)
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* Texcoord
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* Normal
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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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* PBR material extension for .MTL. Its proposed here: http://exocortex.com/blog/extending_wavefront_mtl_to_support_pbr
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* Callback API for custom loading.
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* Double precision support(for HPC application).
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* Smoothing group
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## TODO
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* [ ] Fix obj_sticker example.
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* [ ] More unit test codes.
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* [x] Texture options
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## License
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Licensed under MIT license.
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## Usage
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### Data format
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`attrib_t` contains single and linear array of vertex data(position, normal and texcoord).
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```
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attrib_t::vertices => 3 floats per vertex
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v[0] v[1] v[2] v[3] v[n-1]
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+-----------+-----------+-----------+-----------+ +-----------+
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| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
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+-----------+-----------+-----------+-----------+ +-----------+
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attrib_t::normals => 3 floats per vertex
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n[0] n[1] n[2] n[3] n[n-1]
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+-----------+-----------+-----------+-----------+ +-----------+
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| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
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+-----------+-----------+-----------+-----------+ +-----------+
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attrib_t::texcoords => 2 floats per vertex
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t[0] t[1] t[2] t[3] t[n-1]
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+-----------+-----------+-----------+-----------+ +-----------+
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| u | v | u | v | u | v | u | v | .... | u | v |
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+-----------+-----------+-----------+-----------+ +-----------+
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attrib_t::colors => 3 floats per vertex(vertex color. optional)
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c[0] c[1] c[2] c[3] c[n-1]
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+-----------+-----------+-----------+-----------+ +-----------+
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| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
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+-----------+-----------+-----------+-----------+ +-----------+
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```
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Each `shape_t::mesh_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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```
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mesh_t::indices => array of vertex indices.
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+----+----+----+----+----+----+----+----+----+----+ +--------+
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| i0 | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 | i9 | ... | i(n-1) |
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+----+----+----+----+----+----+----+----+----+----+ +--------+
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Each index has an array index to attrib_t::vertices, attrib_t::normals and attrib_t::texcoords.
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mesh_t::num_face_vertices => array of the number of vertices per face(e.g. 3 = triangle, 4 = quad , 5 or more = N-gons).
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+---+---+---+ +---+
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| 3 | 4 | 3 | ...... | 3 |
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+---+---+---+ +---+
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| | | |
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| | | +-----------------------------------------+
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| | | |
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| | +------------------------------+ |
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| +------------------+ | |
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|/ |/ |/ |/
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mesh_t::indices
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| face[0] | face[1] | face[2] | | face[n-1] |
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+----+----+----+----+----+----+----+----+----+----+ +--------+--------+--------+
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| i0 | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 | i9 | ... | i(n-3) | i(n-2) | i(n-1) |
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+----+----+----+----+----+----+----+----+----+----+ +--------+--------+--------+
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```
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Note that when `triangulate` flas is true in `tinyobj::LoadObj()` argument, `num_face_vertices` are all filled with 3(triangle).
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### float data type
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TinyObjLoader now use `real_t` for floating point data type.
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Default is `float(32bit)`.
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You can enable `double(64bit)` precision by using `TINYOBJLOADER_USE_DOUBLE` define.
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#### Example code
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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(&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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}
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if (!ret) {
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exit(1);
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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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// 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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tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
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tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
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tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
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tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
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tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
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tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
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tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
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tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
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// Optional: vertex colors
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// tinyobj::real_t red = attrib.colors[3*idx.vertex_index+0];
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// tinyobj::real_t green = attrib.colors[3*idx.vertex_index+1];
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// tinyobj::real_t blue = attrib.colors[3*idx.vertex_index+2];
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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 baseline)
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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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