TinyGLTF
is a header only C++11 glTF 2.0 https://github.com/KhronosGroup/glTF library.
TinyGLTF
uses Niels Lohmann's json library (https://github.com/nlohmann/json), so now it requires C++11 compiler.
(Also, you can use RadpidJSON as an JSON backend)
If you are looking for old, C++03 version, please use devel-picojson
branch (but not maintained anymore).
Currently TinyGLTF is stable and maintenance mode. No drastic changes and feature additions planned.
- v2.9.0 Various fixes and improvements. Filesystem callback API change.
- v2.8.0 Add URICallbacks for custom URI handling in Buffer and Image. PR#397
- v2.7.0 Change WriteImageDataFunction user callback function signature. PR#393
- v2.6.0 Support serializing sparse accessor(Thanks to @fynv).
- v2.5.0 Add SetPreserveImageChannels() option to load image data as is.
- v2.4.0 Experimental RapidJSON support. Experimental C++14 support(C++14 may give better performance)
- v2.3.0 Modified Material representation according to glTF 2.0 schema(and introduced TextureInfo class)
- v2.2.0 release(Support loading 16bit PNG. Sparse accessor support)
- v2.1.0 release(Draco decoding support)
- v2.0.0 release(22 Aug, 2018)!
sajson
: Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson), but not well maintained.
Probably mostly feature-complete. Last missing feature is Draco encoding: syoyo#207
- Written in portable C++. C++-11 with STL dependency only.
- macOS + clang(LLVM)
- iOS + clang
- Linux + gcc/clang
- Windows + MinGW
- Windows + Visual Studio 2015 Update 3 or later.
- Visual Studio 2013 is not supported since they have limited C++11 support and failed to compile
json.hpp
.
- Visual Studio 2013 is not supported since they have limited C++11 support and failed to compile
- Android NDK
- Android + CrystaX(NDK drop-in replacement) GCC
- Web using Emscripten(LLVM)
- Moderate parsing time and memory consumption.
- glTF specification v2.0.0
- ASCII glTF
- Load
- Save
- Binary glTF(GLB)
- Load
- Save(.bin embedded .glb)
- ASCII glTF
- Buffers
- Parse BASE64 encoded embedded buffer data(DataURI).
- Load
.bin
file.
- Image(Using stb_image)
- Parse BASE64 encoded embedded image data(DataURI).
- Load external image file.
- Load PNG(8bit and 16bit)
- Load JPEG(8bit only)
- Load BMP
- Load GIF
- Custom Image decoder callback(e.g. for decoding OpenEXR image)
- Morph traget
- Sparse accessor
- Load glTF from memory
- Custom callback handler
- Image load
- Image save
- Extensions
- Draco mesh decoding
- Draco mesh encoding
In extension(ExtensionMap
), JSON number value is parsed as int or float(number) and stored as tinygltf::Value
object. If you want a floating point value from tinygltf::Value
, use GetNumberAsDouble()
method.
IsNumber()
returns true if the underlying value is an int value or a floating point value.
- glview : Simple glTF geometry viewer.
- validator : Simple glTF validator with JSON schema.
- basic : Basic glTF viewer with texturing support.
- build-gltf : Build simple glTF scene from a scratch.
Users who want to run TinyGLTF securely and safely(e.g. need to handle malcious glTF file to serve online glTF conver), I recommend to build TinyGLTF for WASM target. WASI build example is located in wasm .
- px_render Single header C++ Libraries for Thread Scheduling, Rendering, and so on... https://github.com/pplux/px
- Physical based rendering with Vulkan using glTF 2.0 models https://github.com/SaschaWillems/Vulkan-glTF-PBR
- GLTF loader plugin for OGRE 2.1. Support for PBR materials via HLMS/PBS https://github.com/Ybalrid/Ogre_glTF
- TinyGltfImporter plugin for Magnum, a lightweight and modular C++11/C++14 graphics middleware for games and data visualization.
- Diligent Engine - A modern cross-platform low-level graphics library and rendering framework
- Lighthouse 2: a rendering framework for real-time ray tracing / path tracing experiments. https://github.com/jbikker/lighthouse2
- QuickLook GLTF - quicklook plugin for macos. Also SceneKit wrapper for tinygltf.
- GlslViewer - live GLSL coding for MacOS and Linux
- Vulkan-Samples - The Vulkan Samples is collection of resources to help you develop optimized Vulkan applications.
- TDME2 - TDME2 - ThreeDeeMiniEngine2 is a lightweight 3D engine including tools suited for 3D game development using C++11
- SanityEngine - A C++/D3D12 renderer focused on the personal and professional development of its developer
- Open3D - A Modern Library for 3D Data Processing
- Supernova Engine - Game engine for 2D and 3D projects with Lua or C++ in data oriented design.
- Wicked Engine - 3D engine with modern graphics
- Your projects here! (Please send PR)
- Robust URI decoding/encoding. syoyo#369
- Mesh Compression/decompression(Open3DGC, etc)
- Load Draco compressed mesh
- Save Draco compressed mesh
- Open3DGC?
- Support
extensions
andextras
property - HDR image?
- OpenEXR extension through TinyEXR.
- 16bit PNG support in Serialization
- Write example and tests for
animation
andskin
- Write C++ code generator which emits C++ code from JSON schema for robust parsing?
TinyGLTF is licensed under MIT license.
TinyGLTF uses the following third party libraries.
- json.hpp : Copyright (c) 2013-2017 Niels Lohmann. MIT license.
- base64 : Copyright (C) 2004-2008 René Nyffenegger
- stb_image.h : v2.08 - public domain image loader - Github link
- stb_image_write.h : v1.09 - public domain image writer - Github link
Copy stb_image.h
, stb_image_write.h
, json.hpp
and tiny_gltf.h
to your project.
// Define these only in *one* .cc file.
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
// #define TINYGLTF_NOEXCEPTION // optional. disable exception handling.
#include "tiny_gltf.h"
using namespace tinygltf;
Model model;
TinyGLTF loader;
std::string err;
std::string warn;
bool ret = loader.LoadASCIIFromFile(&model, &err, &warn, argv[1]);
//bool ret = loader.LoadBinaryFromFile(&model, &err, &warn, argv[1]); // for binary glTF(.glb)
if (!warn.empty()) {
printf("Warn: %s\n", warn.c_str());
}
if (!err.empty()) {
printf("Err: %s\n", err.c_str());
}
if (!ret) {
printf("Failed to parse glTF\n");
return -1;
}
TinyGLTF::SetPreserveimageChannels(bool onoff)
.true
to preserve image channels as stored in image file for loaded image.false
by default for backward compatibility(image channels are widen toRGBA
4 channels). Effective only when using builtin image loader(STB image loader).
TINYGLTF_NOEXCEPTION
: Disable C++ exception in JSON parsing. You can use-fno-exceptions
or by defining the symbolJSON_NOEXCEPTION
andTINYGLTF_NOEXCEPTION
to fully remove C++ exception codes when compiling TinyGLTF.TINYGLTF_NO_STB_IMAGE
: Do not load images with stb_image. Instead useTinyGLTF::SetImageLoader(LoadimageDataFunction LoadImageData, void *user_data)
to set a callback for loading images.TINYGLTF_NO_STB_IMAGE_WRITE
: Do not write images with stb_image_write. Instead useTinyGLTF::SetImageWriter(WriteimageDataFunction WriteImageData, void *user_data)
to set a callback for writing images.TINYGLTF_NO_EXTERNAL_IMAGE
: Do not try to load external image file. This option would be helpful if you do not want to load image files during glTF parsing.TINYGLTF_ANDROID_LOAD_FROM_ASSETS
: Load all files from packaged app assets instead of the regular file system. Note: You must pass a valid asset manager from your android app totinygltf::asset_manager
beforehand.TINYGLTF_ENABLE_DRACO
: Enable Draco compression. User must provide include path and link correspnding libraries in your project file.TINYGLTF_NO_INCLUDE_JSON
: Disable includingjson.hpp
from withintiny_gltf.h
because it has been already included before or you want to include it using custom path before includingtiny_gltf.h
.TINYGLTF_NO_INCLUDE_RAPIDJSON
: Disable including RapidJson's header files from withintiny_gltf.h
because it has been already included before or you want to include it using custom path before includingtiny_gltf.h
.TINYGLTF_NO_INCLUDE_STB_IMAGE
: Disable includingstb_image.h
from withintiny_gltf.h
because it has been already included before or you want to include it using custom path before includingtiny_gltf.h
.TINYGLTF_NO_INCLUDE_STB_IMAGE_WRITE
: Disable includingstb_image_write.h
from withintiny_gltf.h
because it has been already included before or you want to include it using custom path before includingtiny_gltf.h
.TINYGLTF_USE_RAPIDJSON
: Use RapidJSON as a JSON parser/serializer. RapidJSON files are not included in TinyGLTF repo. Please set an include path to RapidJSON if you enable this feature.TINYGLTF_USE_CPP14
: Use C++14 feature(requires C++14 compiler). This may give better performance than C++11.
You can add tinygltf using add_subdirectory
feature.
If you add tinygltf to your project using add_subdirectory
, it would be better to set TINYGLTF_HEADER_ONLY
on(just add an include path to tinygltf) and TINYGLTF_INSTALL
off(Which does not install tinygltf files).
// Your project's CMakeLists.txt
...
set(TINYGLTF_HEADER_ONLY ON CACHE INTERNAL "" FORCE)
set(TINYGLTF_INSTALL OFF CACHE INTERNAL "" FORCE)
add_subdirectory(/path/to/tinygltf)
- Buffers.
- To file
- Embedded
- Draco compressed?
- Images
- To file
- Embedded
- Binary(.glb)
- .bin embedded single .glb
- External .bin
Python required. Git clone https://github.com/KhronosGroup/glTF-Sample-Models to your local dir.
After building loader_example
, edit test_runner.py
, then,
$ python test_runner.py
$ cd tests
$ make
$ ./tester
$ ./tester_noexcept
See tests/fuzzer
for details.
After running fuzzer on Ryzen9 3950X a week, at least LoadASCIIFromString
looks safe except for out-of-memory error in Fuzzer.
We may be better to introduce bounded memory size checking when parsing glTF data.
- json.hpp : Licensed under the MIT License http://opensource.org/licenses/MIT. Copyright (c) 2013-2017 Niels Lohmann http://nlohmann.me.
- stb_image : Public domain.
- catch : Copyright (c) 2012 Two Blue Cubes Ltd. All rights reserved. Distributed under the Boost Software License, Version 1.0.
- RapidJSON : Copyright (C) 2015 THL A29 Limited, a Tencent company, and Milo Yip. All rights reserved. http://rapidjson.org/
- dlib(uridecode, uriencode) : Copyright (C) 2003 Davis E. King Boost Software License 1.0. http://dlib.net/dlib/server/server_http.cpp.html