157 lines
5.6 KiB
Markdown
Executable file
157 lines
5.6 KiB
Markdown
Executable file
# :diamond_shape_with_a_dot_inside: cgltf
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**Single-file/stb-style C glTF loader and writer**
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[![Build Status](https://github.com/jkuhlmann/cgltf/workflows/build/badge.svg)](https://github.com/jkuhlmann/cgltf/actions)
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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!
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## Usage: Loading
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Loading from file:
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```c
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#define CGLTF_IMPLEMENTATION
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#include "cgltf.h"
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cgltf_options options = {0};
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cgltf_data* data = NULL;
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cgltf_result result = cgltf_parse_file(&options, "scene.gltf", &data);
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if (result == cgltf_result_success)
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{
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/* TODO make awesome stuff */
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cgltf_free(data);
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}
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```
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Loading from memory:
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```c
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#define CGLTF_IMPLEMENTATION
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#include "cgltf.h"
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void* buf; /* Pointer to glb or gltf file data */
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size_t size; /* Size of the file data */
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cgltf_options options = {0};
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cgltf_data* data = NULL;
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cgltf_result result = cgltf_parse(&options, buf, size, &data);
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if (result == cgltf_result_success)
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{
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/* TODO make awesome stuff */
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cgltf_free(data);
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}
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```
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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.
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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`.
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**For more in-depth documentation and a description of the public interface refer to the top of the `cgltf.h` file.**
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## Usage: Writing
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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.
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Writing to file:
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```c
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#define CGLTF_IMPLEMENTATION
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#define CGLTF_WRITE_IMPLEMENTATION
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#include "cgltf_write.h"
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cgltf_options options = {0};
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cgltf_data* data = /* TODO must be valid data */;
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cgltf_result result = cgltf_write_file(&options, "out.gltf", data);
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if (result != cgltf_result_success)
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{
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/* TODO handle error */
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}
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```
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Writing to memory:
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```c
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#define CGLTF_IMPLEMENTATION
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#define CGLTF_WRITE_IMPLEMENTATION
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#include "cgltf_write.h"
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cgltf_options options = {0};
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cgltf_data* data = /* TODO must be valid data */;
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cgltf_size size = cgltf_write(&options, NULL, 0, data);
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char* buf = malloc(size);
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cgltf_size written = cgltf_write(&options, buf, size, data);
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if (written != size)
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{
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/* TODO handle error */
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}
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```
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Note that cgltf does not write the contents of extra files such as buffers or images. You'll need to write this data yourself.
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**For more in-depth documentation and a description of the public interface refer to the top of the `cgltf_write.h` file.**
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## Features
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cgltf supports core glTF 2.0:
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- glb (binary files) and gltf (JSON files)
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- meshes (including accessors, buffer views, buffers)
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- materials (including textures, samplers, images)
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- scenes and nodes
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- skins
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- animations
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- cameras
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- morph targets
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- extras data
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cgltf also supports some glTF extensions:
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- EXT_meshopt_compression
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- KHR_draco_mesh_compression (requires a library like [Google's Draco](https://github.com/google/draco) for decompression though)
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- KHR_lights_punctual
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- KHR_materials_clearcoat
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- KHR_materials_ior
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- KHR_materials_pbrSpecularGlossiness
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- KHR_materials_sheen
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- KHR_materials_specular
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- KHR_materials_transmission
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- KHR_materials_unlit
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- KHR_materials_variants
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- KHR_materials_volume
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- KHR_texture_transform
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cgltf does **not** yet support unlisted extensions. However, unlisted extensions can be accessed via "extensions" member on objects.
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## Building
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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:
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1. Include `cgltf.h` where you need the functionality.
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1. Have exactly one source file that defines `CGLTF_IMPLEMENTATION` before including `cgltf.h`.
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1. Use the cgltf functions as described above.
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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.
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## Contributing
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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.
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## Dependencies
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None.
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C headers being used by implementation:
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```
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#include <stddef.h>
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#include <stdint.h>
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#include <string.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <limits.h>
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```
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Note, this library has a copy of the [JSMN JSON parser](https://github.com/zserge/jsmn) embedded in its source.
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## Testing
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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.
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Here's one way to build and run the test:
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cd test ; mkdir build ; cd build ; cmake .. -DCMAKE_BUILD_TYPE=Debug
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make -j
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cd ..
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./test_all.py
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There is also a llvm-fuzz test in `fuzz/`. See http://llvm.org/docs/LibFuzzer.html for more information.
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