Initial commit of Ps1Engine project with basic renderer and OBJ/MTL loading functionality. Added CMake configuration, GLFW integration, and basic cube rendering with textures. Included necessary header files and implemented core rendering logic.

This commit is contained in:
ExilProductions
2025-04-23 15:25:04 +02:00
parent 348e03dd39
commit 5ccf861eaa
13 changed files with 929 additions and 7227 deletions

121
Ps1Engine/loader/mesh.cpp Normal file
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#include "mesh.h"
#include <fstream>
#include <sstream>
#include <iostream>
#include <stdexcept>
#include <filesystem>
namespace fs = std::filesystem;
std::map<std::string, Color> load_mtl_colors(const std::string& mtl_path)
{
std::map<std::string, Color> material_colors;
std::ifstream file(mtl_path);
if (!file.is_open()) {
std::cerr << "Warning: could not open MTL file: " << mtl_path << std::endl;
return material_colors;
}
std::string line, current_mtl;
while (std::getline(file, line)) {
std::istringstream ss(line);
std::string keyword;
ss >> keyword;
if (keyword == "newmtl") {
ss >> current_mtl;
} else if (keyword == "Kd") {
float r, g, b;
ss >> r >> g >> b;
material_colors[current_mtl] = Color(
static_cast<uint8_t>(r * 255),
static_cast<uint8_t>(g * 255),
static_cast<uint8_t>(b * 255)
);
}
}
return material_colors;
}
std::vector<Triangle> load_obj(const std::string& obj_path)
{
std::ifstream file(obj_path);
if (!file.is_open()) {
throw std::runtime_error("Failed to open OBJ file: " + obj_path);
}
std::vector<Vec3> positions;
std::vector<Vec2> texcoords;
std::map<std::string, Color> materials;
std::vector<Triangle> triangles;
std::string current_material = "";
fs::path base_path = fs::path(obj_path).parent_path();
std::string line;
while (std::getline(file, line)) {
std::istringstream ss(line);
std::string keyword;
ss >> keyword;
if (keyword == "v") {
float x, y, z;
ss >> x >> y >> z;
positions.emplace_back((int)(x * 4096), (int)(y * 4096), (int)(z * 4096));
} else if (keyword == "vt") {
float u, v;
ss >> u >> v;
texcoords.emplace_back(u, 1.0f - v); // flip v
} else if (keyword == "f") {
std::vector<std::string> tokens;
std::string token;
while (ss >> token) tokens.push_back(token);
std::vector<int> v_idx, t_idx;
for (const auto& t : tokens) {
std::stringstream ts(t);
std::string part;
int vi = -1, ti = -1;
std::getline(ts, part, '/');
if (!part.empty()) vi = std::stoi(part) - 1;
if (std::getline(ts, part, '/') && !part.empty())
ti = std::stoi(part) - 1;
v_idx.push_back(vi);
t_idx.push_back(ti);
}
// Triangulate face
for (size_t i = 1; i + 1 < v_idx.size(); ++i) {
Triangle tri;
tri.v0 = positions[v_idx[0]];
tri.v1 = positions[v_idx[i]];
tri.v2 = positions[v_idx[i + 1]];
tri.uv0 = (t_idx[0] >= 0 && t_idx[0] < (int)texcoords.size()) ? texcoords[t_idx[0]] : Vec2(0, 0);
tri.uv1 = (t_idx[i] >= 0 && t_idx[i] < (int)texcoords.size()) ? texcoords[t_idx[i]] : Vec2(0, 0);
tri.uv2 = (t_idx[i + 1] >= 0 && t_idx[i + 1] < (int)texcoords.size()) ? texcoords[t_idx[i + 1]] : Vec2(0, 0);
if (materials.count(current_material)) {
tri.color = materials[current_material];
} else {
tri.color = Color(255, 255, 255); // fallback white
}
triangles.push_back(tri);
}
} else if (keyword == "mtllib") {
std::string mtl_file;
ss >> mtl_file;
fs::path mtl_path = base_path / mtl_file;
materials = load_mtl_colors(mtl_path.string());
} else if (keyword == "usemtl") {
ss >> current_material;
}
}
return triangles;
}

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Ps1Engine/loader/mesh.h Normal file
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#pragma once
#include <string>
#include <vector>
#include <map>
#include "renderer.h" // includes Vec3, Vec2, Triangle, Color
std::vector<Triangle> load_obj(const std::string& obj_path);
std::map<std::string, Color> load_mtl_colors(const std::string& mtl_path);