# :diamond_shape_with_a_dot_inside: cgltf **Single-file/stb-style C glTF loader and writer** [![Build Status](https://github.com/jkuhlmann/cgltf/workflows/build/badge.svg)](https://github.com/jkuhlmann/cgltf/actions) Used in: [bgfx](https://github.com/bkaradzic/bgfx), [Filament](https://github.com/google/filament), [gltfpack](https://github.com/zeux/meshoptimizer/tree/master/gltf), [raylib](https://github.com/raysan5/raylib), [Unigine](https://developer.unigine.com/en/docs/2.14.1/third_party?rlang=cpp#cgltf), and more! ## Usage: Loading Loading from file: ```c #define CGLTF_IMPLEMENTATION #include "cgltf.h" cgltf_options options = {0}; cgltf_data* data = NULL; cgltf_result result = cgltf_parse_file(&options, "scene.gltf", &data); if (result == cgltf_result_success) { /* TODO make awesome stuff */ cgltf_free(data); } ``` Loading from memory: ```c #define CGLTF_IMPLEMENTATION #include "cgltf.h" void* buf; /* Pointer to glb or gltf file data */ size_t size; /* Size of the file data */ cgltf_options options = {0}; cgltf_data* data = NULL; cgltf_result result = cgltf_parse(&options, buf, size, &data); if (result == cgltf_result_success) { /* TODO make awesome stuff */ cgltf_free(data); } ``` Note that cgltf does not load the contents of extra files such as buffers or images into memory by default. You'll need to read these files yourself using URIs from `data.buffers[]` or `data.images[]` respectively. For buffer data, you can alternatively call `cgltf_load_buffers`, which will use `FILE*` APIs to open and read buffer files. This automatically decodes base64 data URIs in buffers. For data URIs in images, you will need to use `cgltf_load_buffer_base64`. **For more in-depth documentation and a description of the public interface refer to the top of the `cgltf.h` file.** ## Usage: Writing When writing glTF data, you need a valid `cgltf_data` structure that represents a valid glTF document. You can construct such a structure yourself or load it using the loader functions described above. The writer functions do not deallocate any memory. So, you either have to do it manually or call `cgltf_free()` if you got the data by loading it from a glTF document. Writing to file: ```c #define CGLTF_IMPLEMENTATION #define CGLTF_WRITE_IMPLEMENTATION #include "cgltf_write.h" cgltf_options options = {0}; cgltf_data* data = /* TODO must be valid data */; cgltf_result result = cgltf_write_file(&options, "out.gltf", data); if (result != cgltf_result_success) { /* TODO handle error */ } ``` Writing to memory: ```c #define CGLTF_IMPLEMENTATION #define CGLTF_WRITE_IMPLEMENTATION #include "cgltf_write.h" cgltf_options options = {0}; cgltf_data* data = /* TODO must be valid data */; cgltf_size size = cgltf_write(&options, NULL, 0, data); char* buf = malloc(size); cgltf_size written = cgltf_write(&options, buf, size, data); if (written != size) { /* TODO handle error */ } ``` Note that cgltf does not write the contents of extra files such as buffers or images. You'll need to write this data yourself. **For more in-depth documentation and a description of the public interface refer to the top of the `cgltf_write.h` file.** ## Features cgltf supports core glTF 2.0: - glb (binary files) and gltf (JSON files) - meshes (including accessors, buffer views, buffers) - materials (including textures, samplers, images) - scenes and nodes - skins - animations - cameras - morph targets - extras data cgltf also supports some glTF extensions: - EXT_mesh_gpu_instancing - EXT_meshopt_compression - KHR_draco_mesh_compression (requires a library like [Google's Draco](https://github.com/google/draco) for decompression though) - KHR_lights_punctual - KHR_materials_clearcoat - KHR_materials_emissive_strength - KHR_materials_ior - KHR_materials_iridescence - KHR_materials_pbrSpecularGlossiness - KHR_materials_sheen - KHR_materials_specular - KHR_materials_transmission - KHR_materials_unlit - KHR_materials_variants - KHR_materials_volume - KHR_texture_basisu (requires a library like [Binomial Basisu](https://github.com/BinomialLLC/basis_universal) for transcoding to native compressed texture) - KHR_texture_transform cgltf does **not** yet support unlisted extensions. However, unlisted extensions can be accessed via "extensions" member on objects. ## Building The easiest approach is to integrate the `cgltf.h` header file into your project. If you are unfamiliar with single-file C libraries (also known as stb-style libraries), this is how it goes: 1. Include `cgltf.h` where you need the functionality. 1. Have exactly one source file that defines `CGLTF_IMPLEMENTATION` before including `cgltf.h`. 1. Use the cgltf functions as described above. Support for writing can be found in a separate file called `cgltf_write.h` (which includes `cgltf.h`). Building it works analogously using the `CGLTF_WRITE_IMPLEMENTATION` define. ## Contributing Everyone is welcome to contribute to the library. If you find any problems, you can submit them using [GitHub's issue system](https://github.com/jkuhlmann/cgltf/issues). If you want to contribute code, you should fork the project and then send a pull request. ## Dependencies None. C headers being used by the implementation: ``` #include #include #include #include #include #include #include // If asserts are enabled. ``` Note, this library has a copy of the [JSMN JSON parser](https://github.com/zserge/jsmn) embedded in its source. ## Testing There is a Python script in the `test/` folder that retrieves the glTF 2.0 sample files from the glTF-Sample-Models repository (https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0) and runs the library against all gltf and glb files. Here's one way to build and run the test: cd test ; mkdir build ; cd build ; cmake .. -DCMAKE_BUILD_TYPE=Debug make -j cd .. ./test_all.py There is also a llvm-fuzz test in `fuzz/`. See http://llvm.org/docs/LibFuzzer.html for more information.