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Add example for creating a triangle gltf file from scratch
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examples/build-gltf/create_triangle_gltf.cpp
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121
examples/build-gltf/create_triangle_gltf.cpp
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// An example of how to generate a gltf file from scratch. This example
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// was translated from the pygltlib documentation in the pypi project page,
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// which in turn is based on the Khronos Sample Models at:
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//
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// https://github.com/KhronosGroup/glTF-Sample-Models
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//
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// This example is released under the MIT license.
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//
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// 2021-02-25 Thu
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// Dov Grobgeld <dov.grobgeld@gmail.com>
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// Define these only in *one* .cc file.
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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// #define TINYGLTF_NOEXCEPTION // optional. disable exception handling.
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#include "tiny_gltf.h"
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int main(int argc, char **argv)
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{
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// Create a model with a single mesh and save it as a gltf file
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tinygltf::Model m;
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tinygltf::Scene scene;
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tinygltf::Mesh mesh;
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tinygltf::Primitive primitive;
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tinygltf::Node node;
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tinygltf::Buffer buffer;
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tinygltf::BufferView bufferView1;
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tinygltf::BufferView bufferView2;
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tinygltf::Accessor accessor1;
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tinygltf::Accessor accessor2;
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tinygltf::Asset asset;
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// This is the raw data buffer.
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buffer.data = {
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// 6 bytes of indices and two bytes of padding
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0x00,0x00,0x01,0x00,0x02,0x00,0x00,0x00,
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// 36 bytes of floating point numbers
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x80,0x3f,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x80,0x3f,
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0x00,0x00,0x00,0x00};
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// "The indices of the vertices (ELEMENT_ARRAY_BUFFER) take up 6 bytes in the
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// start of the buffer.
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bufferView1.buffer = 0;
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bufferView1.byteOffset=0;
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bufferView1.byteLength=6;
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bufferView1.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
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// The vertices take up 36 bytes (3 vertices * 3 floating points * 4 bytes)
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// at position 8 in the buffer and are of type ARRAY_BUFFER
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bufferView2.buffer = 0;
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bufferView2.byteOffset=8;
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bufferView2.byteLength=36;
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bufferView2.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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// Describe the layout of bufferView1, the indices of the vertices
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accessor1.bufferView = 0;
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accessor1.byteOffset = 0;
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accessor1.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT;
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accessor1.count = 3;
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accessor1.type = TINYGLTF_TYPE_SCALAR;
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accessor1.maxValues.push_back(2);
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accessor1.minValues.push_back(0);
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// Describe the layout of bufferView2, the vertices themself
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accessor2.bufferView = 1;
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accessor2.byteOffset = 0;
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accessor2.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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accessor2.count = 3;
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accessor2.type = TINYGLTF_TYPE_VEC3;
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accessor2.maxValues = {1.0, 1.0, 0.0};
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accessor2.minValues = {0.0, 0.0, 0.0};
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// Build the mesh primitive and add it to the mesh
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primitive.indices = 0; // The index of the accessor for the vertex indices
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primitive.attributes["POSITION"] = 1; // The index of the accessor for positions
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primitive.material = 0;
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primitive.mode = TINYGLTF_MODE_TRIANGLES;
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mesh.primitives.push_back(primitive);
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// Other tie ups
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node.mesh = 0;
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scene.nodes.push_back(0); // Default scene
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// Define the asset. The version is required
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asset.version = "2.0";
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asset.generator = "tinygltf";
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// Now all that remains is to tie back all the loose objects into the
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// our single model.
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m.scenes.push_back(scene);
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m.meshes.push_back(mesh);
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m.nodes.push_back(node);
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m.buffers.push_back(buffer);
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m.bufferViews.push_back(bufferView1);
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m.bufferViews.push_back(bufferView2);
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m.accessors.push_back(accessor1);
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m.accessors.push_back(accessor2);
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m.asset = asset;
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// Create a simple material
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tinygltf::Material mat;
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mat.pbrMetallicRoughness.baseColorFactor = {1.0f, 0.9f, 0.9f, 1.0f};
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mat.doubleSided = true;
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m.materials.push_back(mat);
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// Save it to a file
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tinygltf::TinyGLTF gltf;
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gltf.WriteGltfSceneToFile(&m, "triangle.gltf",
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true, // embedImages
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true, // embedBuffers
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true, // pretty print
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false); // write binary
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exit(0);
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}
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