threepp (Work in progress)
Cross-platform C++17 port of the popular Javascript 3D library three.js r129.
Current state of the project
Most of the core library has been ported, including advanced rendering capabilities, however much remains to be done..
What works?
- Line, Points, Mesh, InstancedMesh
- Geometries [Box, Sphere, Plane, Cylindrical, Capsule, Tube, ++]
- Lights [Ambient, Directional, Point, Spot, Hemi]
- Raycasting [Mesh, Line, Points]
- 2D/3D Textures, 3D text, Sprites, RenderTarget
- Transparency, Shadows
- OrbitControls, FlyControls
- Water and Sky shaders
- Loaders [Binary STL, OBJ/MTL, SVG]
- Generic model loader based on Assimp
- Easy integration with Dear ImGui
- Easy integration with Bullet
- Easy to use text rendering using glText
Builds on Windows, Linux, MacOS and MinGW.
But, but why?
Because fun.
How to build
threepp
is easiest built in conjunction with vcpkg.
vcpkg (using manifest mode)
Call CMake with -DCMAKE_TOOLCHAIN_FILE=[path to vcpkg]/scripts/buildsystems/vcpkg.cmake
Add optional features by listing them with -DVCPKG_MANIFEST_FEATURES=feature1;feature2
See vcpkg.json for available features.
Building under MinGW
Under MinGW you'll need to specify the vcpkg triplet:
-DVCPKG_TARGET_TRIPLET=x64-mingw-[static|dynamic] # choose either `static` or `dynamic`.
-DVCPKG_HOST_TRIPLET=x64-mingw-[static|dynamic] # <-- needed only if MSVC cannot be found.
Optional downstream dependencies
When consuming threepp
in your own application,
some headers will require additional dependencies in order to compile.
Header | Dependency | Description |
---|---|---|
UrlFetcher | curl | Download content from the internet |
AssimpLoader | assimp | Import a wide variety of different 3D formats |
FontLoader | nlohmann-json | Import fonts to be used for 3D text |
SVGLoader | pugixml | Import SVG files |
ImguiContext | imgui | ImGUI utility |
BulletPhysics | bullet3 | Bullet utility |
Implementation notes
In general, you'll find that math classes are value types, while threepp
expect smart pointers for other types.
For convenience, geometries, materials etc. has a static ::create
function that returns a std::shared_ptr
.
There should never be a need to handle memory explicitly using threepp
.
Furthermore, materials, geometries and textures are automatically disposed when they are no longer referenced.
Yay!
Example
#include "threepp/threepp.hpp"
using namespace threepp;
auto createBox(const Vector3& pos, const Color& color) {
auto geometry = BoxGeometry::create();
auto material = MeshPhongMaterial::create();
material->color = color;
auto box = Mesh::create(geometry, material);
box->position.copy(pos);
return box;
}
int main() {
Canvas canvas("Demo");
GLRenderer renderer{canvas};
auto scene = Scene::create();
auto camera = PerspectiveCamera::create(75, canvas.getAspect(), 0.1f, 100);
camera->position.z = 5;
OrbitControls controls{camera, canvas};
auto light = HemisphereLight::create();
scene->add(light);
auto group = Group::create();
group->add(createBox({-1, 0, 0}, Color::green));
group->add(createBox({1, 0, 0}, Color::red));
scene->add(group);
auto planeGeometry = PlaneGeometry::create(5, 5);
auto planeMaterial = MeshLambertMaterial::create();
planeMaterial->color = Color::gray;
planeMaterial->side = DoubleSide;
auto plane = Mesh::create(planeGeometry, planeMaterial);
plane->position.y = -1;
plane->rotateX(math::degToRad(90));
scene->add(plane);
canvas.onWindowResize([&](WindowSize size) {
camera->aspect = size.getAspect();
camera->updateProjectionMatrix();
renderer.setSize(size);
});
Clock clock;
canvas.animate([&]() {
float dt = clock.getDelta();
group->rotation.y += 1.f * dt;
renderer.render(scene, camera);
});
}
Consuming threepp using a custom vcpkg-registry
See here for an example of how threepp
may be consumed
as a library in a separate project using vcpkg
.