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melo\nmelo is mesh loader for OBJ, glTF2 and PLY, also includes a `Cinder` based mesh viewer on Windows and macOS.\n\n# Features\n\n- Support Windows and macOS\n- Can be used outside of Cinder\n- Loading OBJ meshes through [syoyo/tinyobjloader](https://github.com/syoyo/tinyobjloader)\n- Loading glTF2 meshes through [syoyo/tinygltf](https://github.com/syoyo/tinygltf)\n- PBR rendering w/ modified shaders from [KhronosGroup/glTF-WebGL-PBR](https://github.com/KhronosGroup/glTF-WebGL-PBR/tree/master/shaders)\n\n# TODO\n- Implement skinning animation\n- Implement morph animation\n- Support Linux / Android / iOS\n- Support Sketchfab download API\n- FrameGraph\n\n# To build `samples/MeshViewer`, you need:\n\n* [Cinder](https://github.com/cinder/Cinder)\n* [Cinder-VNM](https://github.com/jing-interactive/Cinder-VNM)\n\nThe folder structure should appear like this:\n\n```\nCinder/\n    blocks/\n        Cinder-VNM/\n        melo/\n            samples/MeshViewer/vc2015/MeshViewer.sln\n            assets/\n                Cube/\n                    Cube.gltf\n                cerberus/\n                    Cerberus.obj\n                Awesome-gltf-files/\n                    scene.gltf\n                    scene.bin\n                Symbolic-links-are-also-supported\n    include/\n```\n\n# PBR shader macros\n\n## vertex inputs\n\n- HAS_NORMALS\n- HAS_TANGENTS\n- HAS_VERTEX_COLOR_VEC4\n- HAS_UV_SET1\n- HAS_UV_SET2\n\n- USE_MORPHING\n- USE_SKINNING\n\n- HAS_TARGET_POSITION0\n- HAS_TARGET_POSITION1\n- HAS_TARGET_POSITION2\n- HAS_TARGET_POSITION3\n- HAS_TARGET_POSITION4\n- HAS_TARGET_POSITION5\n- HAS_TARGET_POSITION6\n- HAS_TARGET_POSITION7\n- HAS_TARGET_NORMAL0\n- HAS_TARGET_NORMAL1\n- HAS_TARGET_NORMAL2\n- HAS_TARGET_NORMAL3\n- HAS_TARGET_NORMAL4\n- HAS_TARGET_TANGENT0\n- HAS_TARGET_TANGENT1\n- HAS_TARGET_TANGENT2\n- HAS_TARGET_TANGENT3\n- HAS_TARGET_TANGENT4\n- HAS_JOINT_SET1\n- HAS_JOINT_SET2\n- HAS_JOINT_SET3\n- HAS_JOINT_SET4\n- HAS_WEIGHT_SET1\n- HAS_WEIGHT_SET2\n\n\n## material types\n- MATERIAL_SPECULARGLOSSINESS\n- MATERIAL_METALLICROUGHNESS\n- MATERIAL_UNLIT\n- MATERIAL_ANISOTROPY\n- MATERIAL_SUBSURFACE\n- MATERIAL_THIN_FILM\n- MATERIAL_THICKNESS\n- MATERIAL_ABSORPTION\n- MATERIAL_IOR\n- MATERIAL_TRANSMISSION\n\n## texture maps\n- HAS_BASE_COLOR_MAP\n- HAS_NORMAL_MAP\n- HAS_METALLIC_ROUGHNESS_MAP\n- HAS_OCCLUSION_MAP\n- HAS_EMISSIVE_MAP\n- HAS_SUBSURFACE_COLOR_MAP\n- HAS_SUBSURFACE_THICKNESS_MAP\n- HAS_ANISOTROPY_MAP\n- HAS_ANISOTROPY_DIRECTION_MAP\n- HAS_SPECULAR_GLOSSINESS_MAP\n- HAS_METALLICROUGHNESS_SPECULAROVERRIDE_MAP\n- HAS_SHEEN_COLOR_INTENSITY_MAP\n- HAS_THIN_FILM_MAP\n- HAS_THIN_FILM_THICKNESS_MAP\n- HAS_THICKNESS_MAP\n- HAS_CLEARCOAT_TEXTURE_MAP\n- HAS_CLEARCOAT_ROUGHNESS_MAP\n- HAS_CLEARCOAT_NORMAL_MAP\n\n## alpha mode\n- ALPHAMODE_OPAQUE\n- ALPHAMODE_MASK\n\n## use misc\n- USE_IBL\n- USE_PUNCTUAL\n\n## debug\n\n- DEBUG_BASECOLOR\n- DEBUG_ALPHA\n- DEBUG_NORMAL\n- DEBUG_TANGENT\n- DEBUG_METALLIC\n- DEBUG_ROUGHNESS\n- DEBUG_BITANGENT\n- DEBUG_OCCLUSION\n- DEBUG_F0\n- DEBUG_FEMISSIVE\n- DEBUG_FSPECULAR\n- DEBUG_FDIFFUSE\n- DEBUG_FSHEEN\n- DEBUG_FCLEARCOAT\n- DEBUG_FSUBSURFACE\n- DEBUG_THICKNESS\n- DEBUG_FTRANSMISSION\n","funding_links":[],"categories":["C++"],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjing-interactive%2Fmelo","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fjing-interactive%2Fmelo","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjing-interactive%2Fmelo/lists"}