1、简介
官网地址: https://www.khronos.org/gltf/ glTF格式本质上是一个JSON文件。. 这一文件描述了整个3D场景的内容。. 它包含了对场景结构进行描述的场景图。. 场景中的3D对象通过场景结点引用网格进行定义。. 材质定义了3D对象的外观,动画定义了3D对象的变换操作 (比如选择、平移操作)。
2、libgltf (v2.0, C++)
https://github.com/code4game/libgltf
libgltf:glTF 2.0 parser/loader for C++11, supports many extensions likes
KHR_draco_mesh_compression
,KHR_lights_punctual
,KHR_materials_clearcoat
, and more.
<font color=blue size=5> 注意:目前该库仅支持glTF 2.0格式。 它的编译依赖库不不不需要额外下载。
2.1 下载和编译
cd C:\Users\tomcat\Desktop\test
git clone https://github.com/code4game/libgltf.git
cd libgltf
git submodule update --init
mkdir bin
cd bin
cmake ..
## or
cmake -G "Visual Studio 15 2017" .. -A x64
-
从github上下载libgltf的源代码,如下图所示:
-
下载libgltf的源代码的文件夹,如下所示:
-
通过cmake生成vs2017的工程文件。
-
vs2017打开上面生成的工程文件,编译生成libgltf的库文件,如下图所示:
2.2 nlohmann/json库
https://github.com/nlohmann/json
JSON for Modern C++
代码示例如下:
// write a JSON file
// create an empty structure (null)
json j;
// add a number that is stored as double (note the implicit conversion of j to an object)
j["pi"] = 3.141;
// add a Boolean that is stored as bool
j["happy"] = true;
// add a string that is stored as std::string
j["name"] = "Niels";
// add another null object by passing nullptr
j["nothing"] = nullptr;
// add an object inside the object
j["answer"]["everything"] = 42;
// add an array that is stored as std::vector (using an initializer list)
j["list"] = { 1, 0, 2 };
// add another object (using an initializer list of pairs)
j["object"] = { {"currency", "USD"}, {"value", 42.99} };
// instead, you could also write (which looks very similar to the JSON above)
json j2 = {
{"pi", 3.141},
{"happy", true},
{"name", "Niels"},
{"nothing", nullptr},
{"answer", {
{"everything", 42}
}},
{"list", {1, 0, 2}},
{"object", {
{"currency", "USD"},
{"value", 42.99}
}}
};
// read a JSON file
std::ifstream i("file.json");
json j;
i >> j;
// write prettified JSON to another file
std::ofstream o("pretty.json");
o << std::setw(4) << j << std::endl;
2.3 官网代码示例1
std::shared_ptr<libgltf::IglTFLoader> gltf_loader = libgltf::IglTFLoader::Create(/*your gltf file*/);
std::shared_ptr<libgltf::SGlTF> loaded_gltf = gltf_loader->glTF().lock();
if (!loaded_gltf)
{
printf("failed to load your gltf file");
}
2.4 官网代码示例2
#include "runtest.h"
#include <libgltf/libgltf_ext.h>
#include <string>
#include <sstream>
#include <fstream>
#if defined(LIBGLTF_PLATFORM_WINDOWS)
#include <tchar.h>
#include <crtdbg.h>
#endif
#if defined(LIBGLTF_CHARACTOR_ENCODING_IS_UNICODE) && defined(LIBGLTF_PLATFORM_WINDOWS)
int _tmain(int _iArgc, wchar_t* _pcArgv[])
#else
int main(int _iArgc, char* _pcArgv[])
#endif
{
#if defined(LIBGLTF_PLATFORM_WINDOWS) && defined(_DEBUG)
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif
#if defined(LIBGLTF_BUILD_COVERAGE)
int error_code = 0;
#else
int error_code = 1;
#endif
#if defined(LIBGLTF_CHARACTOR_ENCODING_IS_UNICODE) && defined(LIBGLTF_PLATFORM_WINDOWS)
std::wstring input_file_path;
#else
std::string input_file_path;
#endif
{
#if defined(LIBGLTF_CHARACTOR_ENCODING_IS_UNICODE) && defined(LIBGLTF_PLATFORM_WINDOWS)
std::wstringstream argument;
#else
std::stringstream argument;
#endif
argument << _pcArgv[1];
input_file_path = argument.str();
}
if (input_file_path.length() == 0)
{
printf("Command line format: runtest input_file_path\n");
return error_code;
}
#if defined(LIBGLTF_CHARACTOR_ENCODING_IS_UTF16)
std::shared_ptr<libgltf::IglTFLoader> gltf_loader = libgltf::IglTFLoader::Create(libgltf::UTF8ToUTF16(input_file_path));
#elif defined(LIBGLTF_CHARACTOR_ENCODING_IS_UTF32)
std::shared_ptr<libgltf::IglTFLoader> gltf_loader = libgltf::IglTFLoader::Create(libgltf::UTF8ToUTF32(input_file_path));
#elif defined(LIBGLTF_CHARACTOR_ENCODING_IS_UNICODE)
#if defined(LIBGLTF_PLATFORM_WINDOWS)
std::shared_ptr<libgltf::IglTFLoader> gltf_loader = libgltf::IglTFLoader::Create(input_file_path);
#else
std::shared_ptr<libgltf::IglTFLoader> gltf_loader = libgltf::IglTFLoader::Create(libgltf::UTF8ToUNICODE(input_file_path));
#endif
#else
std::shared_ptr<libgltf::IglTFLoader> gltf_loader = libgltf::IglTFLoader::Create(input_file_path);
#endif
std::shared_ptr<libgltf::SGlTF> loaded_gltf = gltf_loader->glTF().lock();
if (loaded_gltf)
{
printf("operator << Success\n");
}
else
{
printf("operator << Failed\n");
return error_code;
}
int num_node = loaded_gltf->nodes.size();
int num_mesh = loaded_gltf->meshes.size();
const std::shared_ptr<libgltf::SMesh>& mesh = loaded_gltf->meshes[0];
int num_pri = mesh->primitives.size();
libgltf::TDimensionVector<1, size_t> triangle_data;
std::shared_ptr<libgltf::TAccessorStream<libgltf::TDimensionVector<1, size_t> > > triangle_stream = std::make_shared<libgltf::TAccessorStream<libgltf::TDimensionVector<1, size_t> > >(triangle_data);
gltf_loader->GetOrLoadMeshPrimitiveIndicesData(0, 0, triangle_stream);
libgltf::TDimensionVector<3, float> position_data;
std::shared_ptr<libgltf::TAccessorStream<libgltf::TDimensionVector<3, float> > > position_stream = std::make_shared<libgltf::TAccessorStream<libgltf::TDimensionVector<3, float> > >(position_data);
gltf_loader->GetOrLoadMeshPrimitiveAttributeData(0, 0, GLTFTEXT("position"), position_stream);
libgltf::TDimensionVector<3, float> normal_data;
std::shared_ptr<libgltf::TAccessorStream<libgltf::TDimensionVector<3, float> > > normal_stream = std::make_shared<libgltf::TAccessorStream<libgltf::TDimensionVector<3, float> > >(normal_data);
gltf_loader->GetOrLoadMeshPrimitiveAttributeData(0, 0, GLTFTEXT("normal"), normal_stream);
libgltf::TDimensionVector<2, float> texcoord_0_data;
std::shared_ptr<libgltf::TAccessorStream<libgltf::TDimensionVector<2, float> > > texcoord_0_stream = std::make_shared<libgltf::TAccessorStream<libgltf::TDimensionVector<2, float> > >(texcoord_0_data);
gltf_loader->GetOrLoadMeshPrimitiveAttributeData(0, 0, GLTFTEXT("texcoord_0"), texcoord_0_stream);
std::vector<uint8_t> image0_data;
libgltf::string_t image0_data_type;
gltf_loader->GetOrLoadImageData(0, image0_data, image0_data_type);
//TODO: just convert to json, save the mesh or image data to file in future
libgltf::string_t output_content;
if (loaded_gltf >> output_content)
{
printf("nodes: %d\n", num_node);
printf("meshes: %d\n", num_mesh);
printf("meshes[0]'s primitives: %d\n", num_pri);
printf("triangle_data: %d\n", triangle_data.size());
printf("position_data: %d\n", position_data.size());
printf("normal_data: %d\n", normal_data.size());
printf("texcoord_0_data: %d\n", texcoord_0_data.size());
printf("image0_data: %d\n", image0_data.size());
printf("operator >> Success\n");
}
else
{
printf("operator >> Failed\n");
return error_code;
}
return 0;
}
加载三维模型文件:C:\Users\tomcat\Desktop\dtiles_3\BlockBAB\BlockBAB.glb 运行结果如下:
2.5 自己测试代码
//***********************************************************************
// Purpose: 在libgltf代码中增加读取b3dm文件格式的接口
// Author: 爱看书的小沐
// Date: 2022-4-19
// Languages: C++
// Platform: Visual Studio 2017
// OS: Win10 win64
// ***********************************************************************
int CFileLoader::ReadB3dmHeader(const string_t& _sFilePath) const
{
float RTC_CENTER[3] = { 0,0,0 };
bool RTC_CENTER_enable = false;
const std::vector<uint8_t>& file_data = (*this)[_sFilePath];
if (file_data.empty()) return 0;
int header[7];
::memcpy(header, file_data.data(), 7*sizeof(int));
int len_featureTable = header[3];
if (len_featureTable > 20) {
char *buffer = new char[len_featureTable + 1];
::memcpy(buffer, file_data.data() + 7 * sizeof(int), len_featureTable * sizeof(char));
buffer[len_featureTable] = '\0';
auto j = json::parse(buffer);
bool ret = j.contains(json::json_pointer("/RTC_CENTER"));
if (ret) {
auto center = j["RTC_CENTER"];
RTC_CENTER[0] = center[0];
RTC_CENTER[1] = center[1];
RTC_CENTER[2] = center[2];
RTC_CENTER_enable = true;
}
else {
RTC_CENTER[0] = 0;
RTC_CENTER[1] = 0;
RTC_CENTER[2] = 0;
RTC_CENTER_enable = false;
}
delete[] buffer;
}
return 7*sizeof(int)+ header[3] + header[4] + header[5] + header[6];
}
3、assimp (v1.0, v2.0, C++)
https://github.com/assimp/assimp https://assimp-docs.readthedocs.io/en/v5.1.0/
The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure. Asset-Importer-Lib(简称 assimp)是一个库,用于加载和处理来自各种 3D 数据格式的几何场景。通过支持节点层次结构、静态或蒙皮网格、材质、骨骼动画和潜在纹理数据,它主要针对典型的游戏场景进行定制。但也支持一些 3D 打印和 CAD 格式。
- 目前assimp库支持如下模型格式的导入:
3D Manufacturing Format (.3mf)
Collada (.dae, .xml)
Blender (.blend)
Biovision BVH (.bvh)
3D Studio Max 3DS (.3ds)
3D Studio Max ASE (.ase)
glTF (.glTF)
glTF2.0 (.glTF)
FBX-Format, as ASCII and binary (.fbx)
Stanford Polygon Library (.ply)
AutoCAD DXF (.dxf)
IFC-STEP (.ifc)
Neutral File Format (.nff)
Sense8 WorldToolkit (.nff)
Valve Model (.smd, .vta)
Quake I (.mdl)
Quake II (.md2)
Quake III (.md3)
Quake 3 BSP (.pk3)
RtCW (.mdc)
Doom 3 (.md5mesh, .md5anim, .md5camera)
DirectX X (.x)
Quick3D (.q3o, .q3s)
Raw Triangles (.raw)
AC3D (.ac, .ac3d)
Stereolithography (.stl)
Autodesk DXF (.dxf)
Irrlicht Mesh (.irrmesh, .xml)
Irrlicht Scene (.irr, .xml)
Object File Format ( .off )
Wavefront Object (.obj)
Terragen Terrain ( .ter )
3D GameStudio Model ( .mdl )
3D GameStudio Terrain ( .hmp )
Ogre ( .mesh.xml, .skeleton.xml, .material )
OpenGEX-Fomat (.ogex)
Milkshape 3D ( .ms3d )
LightWave Model ( .lwo )
LightWave Scene ( .lws )
Modo Model ( .lxo )
CharacterStudio Motion ( .csm )
Stanford Ply ( .ply )
TrueSpace (.cob, .scn)
XGL-3D-Format (.xgl)
3.1 下载和编译
从它的GitHub官网上下载代码,用cmake默认直接编译即可。
3.2 官网代码示例
- 代码示例:这是一段加载gltf模型文件的代码。
#include <stdlib.h>
#include <stdio.h>
/* assimp include files. These three are usually needed. */
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#pragma comment(lib, "..\\..\\lib\\Debug\\assimp-vc141-mtd.lib")
#pragma comment(lib, "..\\..\\contrib\\zlib\\Debug\\zlibstaticd.lib")
/* ---------------------------------------------------------------------------- */
inline static void print_error(const char* msg) {
printf("ERROR: %s\n", msg);
}
#define NEW_LINE "\n"
#define DOUBLE_NEW_LINE NEW_LINE NEW_LINE
/* the global Assimp scene object */
const C_STRUCT aiScene* scene = NULL;
C_STRUCT aiVector3D scene_min, scene_max, scene_center;
/* current rotation angle */
static float angle = 0.f;
#define aisgl_min(x,y) (x<y?x:y)
#define aisgl_max(x,y) (y>x?y:x)
/* ---------------------------------------------------------------------------- */
void get_bounding_box_for_node (const C_STRUCT aiNode* nd,
C_STRUCT aiVector3D* min,
C_STRUCT aiVector3D* max,
C_STRUCT aiMatrix4x4* trafo
){
C_STRUCT aiMatrix4x4 prev;
unsigned int n = 0, t;
prev = *trafo;
aiMultiplyMatrix4(trafo,&nd->mTransformation);
for (; n < nd->mNumMeshes; ++n) {
const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
for (t = 0; t < mesh->mNumVertices; ++t) {
C_STRUCT aiVector3D tmp = mesh->mVertices[t];
aiTransformVecByMatrix4(&tmp,trafo);
min->x = aisgl_min(min->x,tmp.x);
min->y = aisgl_min(min->y,tmp.y);
min->z = aisgl_min(min->z,tmp.z);
max->x = aisgl_max(max->x,tmp.x);
max->y = aisgl_max(max->y,tmp.y);
max->z = aisgl_max(max->z,tmp.z);
}
}
for (n = 0; n < nd->mNumChildren; ++n) {
get_bounding_box_for_node(nd->mChildren[n],min,max,trafo);
}
*trafo = prev;
}
/* ---------------------------------------------------------------------------- */
void get_bounding_box(C_STRUCT aiVector3D* min, C_STRUCT aiVector3D* max)
{
C_STRUCT aiMatrix4x4 trafo;
aiIdentityMatrix4(&trafo);
min->x = min->y = min->z = 1e10f;
max->x = max->y = max->z = -1e10f;
get_bounding_box_for_node(scene->mRootNode,min,max,&trafo);
}
/* ---------------------------------------------------------------------------- */
void color4_to_float4(const C_STRUCT aiColor4D *c, float f[4])
{
f[0] = c->r;f[1] = c->g;f[2] = c->b;f[3] = c->a;
}
/* ---------------------------------------------------------------------------- */
void set_float4(float f[4], float a, float b, float c, float d)
{
f[0] = a;f[1] = b;f[2] = c;f[3] = d;
}
/* ---------------------------------------------------------------------------- */
void apply_material(const C_STRUCT aiMaterial *mtl)
{
float c[4];
int fill_mode;
int ret1, ret2;
C_STRUCT aiColor4D diffuse;
C_STRUCT aiColor4D specular;
C_STRUCT aiColor4D ambient;
C_STRUCT aiColor4D emission;
ai_real shininess, strength;
int two_sided;
int wireframe;
unsigned int max;
set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
color4_to_float4(&diffuse, c);
printf(" GL_DIFFUSE: %.3f, %.3f, %.3f, %.3f\n", c[0], c[1], c[2], c[3]);
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
color4_to_float4(&specular, c);
printf(" GL_SPECULAR: %.3f, %.3f, %.3f, %.3f\n", c[0], c[1], c[2], c[3]);
set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
color4_to_float4(&ambient, c);
printf(" GL_AMBIENT: %.3f, %.3f, %.3f, %.3f\n", c[0], c[1], c[2], c[3]);
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
color4_to_float4(&emission, c);
printf(" GL_EMISSION:%.3f, %.3f, %.3f, %.3f\n", c[0], c[1], c[2], c[3]);
max = 1;
ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
if (ret1 == AI_SUCCESS) {
max = 1;
ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
if (ret2 == AI_SUCCESS)
printf(" GL_SHININESS: %.3f\n", shininess * strength);
else
printf(" GL_SHININESS: %.3f\n", shininess);
}
max = 1;
if (AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max))
printf(" fill_mode: %s\n", wireframe ? "GL_LINE" : "GL_FILL");
max = 1;
if ((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
printf(" two_sided: true\n");
}
/* ---------------------------------------------------------------------------- */
void recursive_render (const C_STRUCT aiScene *sc, const C_STRUCT aiNode* nd)
{
unsigned int i;
unsigned int n = 0, t;
C_STRUCT aiMatrix4x4 m = nd->mTransformation;
/* update transform */
aiTransposeMatrix4(&m);
/* draw all meshes assigned to this node */
printf("Node(name: %s, mNumMeshes: %d)\n", nd->mName.data, nd->mNumMeshes);
for (; n < nd->mNumMeshes; ++n) {
const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
apply_material(sc->mMaterials[mesh->mMaterialIndex]);
printf(" mNumFaces(%d): %d\n", n, mesh->mNumFaces);
for (t = 0; t < mesh->mNumFaces; ++t) {
const C_STRUCT aiFace* face = &mesh->mFaces[t];
//1:GL_POINTS, 2:GL_LINES, 3:GL_TRIANGLES, 0:GL_POLYGON
int face_mode = face->mNumIndices;
for(i = 0; i < face->mNumIndices; i++) {
int index = face->mIndices[i];
//if(mesh->mColors[0] != NULL)
// glColor4fv((GLfloat*)&mesh->mColors[0][index]);
//if(mesh->mNormals != NULL)
// glNormal3fv(&mesh->mNormals[index].x);
//glVertex3fv(&mesh->mVertices[index].x);
}
}
}
/* draw all children */
for (n = 0; n < nd->mNumChildren; ++n) {
recursive_render(sc, nd->mChildren[n]);
}
}
/* ---------------------------------------------------------------------------- */
int loadasset (const char* path)
{
/* we are taking one of the postprocessing presets to avoid
spelling out 20+ single postprocessing flags here. */
scene = aiImportFile(path,aiProcessPreset_TargetRealtime_MaxQuality);
if (scene) {
get_bounding_box(&scene_min,&scene_max);
scene_center.x = (scene_min.x + scene_max.x) / 2.0f;
scene_center.y = (scene_min.y + scene_max.y) / 2.0f;
scene_center.z = (scene_min.z + scene_max.z) / 2.0f;
printf("scene_center: (%.3f, %.3f, %.3f)\n"
, scene_center.x, scene_center.y, scene_center.z);
return 0;
}
return 1;
}
/* ---------------------------------------------------------------------------- */
int main(int argc, char **argv)
{
const char* model_file = NULL;
C_STRUCT aiLogStream stream;
// Check and validate the specified model file extension.
model_file = "D:\\test_3dxml\\Duck1.glb";
const char* extension = strrchr(model_file, '.');
if (!extension) {
print_error("Please provide a file with a valid extension.");
return EXIT_FAILURE;
}
if (AI_FALSE == aiIsExtensionSupported(extension)) {
print_error("The specified model file extension is currently "
"unsupported in Assimp " ASSIMP_VERSION ".");
return EXIT_FAILURE;
}
stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
aiAttachLogStream(&stream);
stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
aiAttachLogStream(&stream);
// Load the model file.
if(0 != loadasset(model_file)) {
print_error("Failed to load model. Please ensure that the specified file exists.");
aiDetachAllLogStreams();
return EXIT_FAILURE;
}
// Print the model data.
recursive_render(scene, scene->mRootNode);
// Relese
aiReleaseImport(scene);
aiDetachAllLogStreams();
return EXIT_SUCCESS;
}
- 运行结果如下: (1)加载gltf1.0的模型文件:Duck1.glb (2)加载gltf2.0的模型文件:Avocado2.glb
结语
如果您觉得该方法或代码有一点点用处,可以给作者点个赞,或打赏杯咖啡;
╮( ̄▽ ̄)╭
如果您感觉方法或代码不咋地
//(ㄒoㄒ)//,就在评论处留言,作者继续改进;
o_O???
感谢各位童鞋们的支持!
( ´ ▽´ )ノ ( ´ ▽´)っ!!!