-typedef struct csr_frag csr_frag;
+// Copyright (C) 2021 Harry Godden (hgn)
+
+// Extremely simple software renderer. Only supports orthographic
+//=======================================================================================================================
+
typedef struct csr_target csr_target;
typedef struct csr_filter csr_filter;
+typedef struct csr_shader csr_shader;
+typedef enum EMSAA EMSAA;
-struct csr_frag
-{
- v3f co;
- v3f nrm;
-
- float depth;
+typedef void (* csr_frag_program)( void *, vmf_vert[3], float, float, float );
+typedef void (* csr_frag_clear)( void * );
+
+// API
+//=======================================================================================================================
+
+// Create a render target. Resolution, msaa, and shader must be known at this point!
+void csr_create_target( csr_target *rt, u32 x, u32 y, EMSAA aa, csr_shader *shader );
+void csr_rt_clear( csr_target *rt );
+void csr_rt_free( csr_target *rt );
+
+// Refit bounds so that it is square, and crops to center with padding
+void csr_auto_fit( csr_target *rt, float padding );
+
+// Run this after bounds have been adjusted on the RT to update the size of the msaa
+// Auto fit will call this.
+void csr_update_subsamples( csr_target *rt );
+
+// Write CS:GO radar txt
+void csr_write_txt( char const *path, const char *name, csr_target *rt );
+
+// Render calls
+// ------------
+
+// Render a finalzied triangle into target. Coordinates are world space
+void simple_raster( csr_target *rt, vmf_vert tri[3] );
+
+// Draw a batch of triangles with an affine world transformation
+void csr_draw( csr_target *rt, vmf_vert *triangles, u32 triangle_count, m4x3f transform );
+
+// Draw VMF with filtering options. Will automatically branch into instances
+// You should call this with the last two recursive arguments (prev,inst), set to NULL
+//
+// Filter is optional, it can be st to NULL to just render everything.
+void csr_vmf_render( csr_target *rt, vmf_map *map, vdf_node *root, csr_filter *filter, m4x3f prev, m4x3f inst );
+
+// Obsolete
+void csr_rt_save_buffers( csr_target *rt, const char *basename, const char *subname );
+
+// Implementation
+//=======================================================================================================================
+
+struct csr_shader
+{
+ u32 stride;
+ csr_frag_program frag;
+ csr_frag_clear clear;
};
struct csr_target
{
- csr_frag *fragments;
+ void *colour;
+ float *depth;
u32 x, y;
boxf bounds;
float scale;
- v2f subsamples[ 16 ];
+ v2f subsamples[ 8 ];
int num_samples;
+ v2f *sample_src;
+
+ csr_shader *shader;
};
struct csr_filter
int compute_bounds_only;
};
-void csr_create_target( csr_target *rt, u32 x, u32 y )
+enum EMSAA
+{
+ k_EMSAA_none,
+ k_EMSAA_2x2,
+ k_EMSAA_RGSS,
+ k_EMSAA_8R
+};
+
+#ifdef CSR_EXECUTABLE
+
+// MSAA patterns
+v2f csr_msaa_1[] =
+{
+ {0.f, 0.f}
+};
+
+// XX
+// XX
+v2f csr_msaa_2x2[] =
+{
+ { 0x0.4p0f, 0x0.4p0f },
+ { 0x0.4p0f, -0x0.4p0f },
+ { -0x0.4p0f, -0x0.4p0f },
+ { -0x0.4p0f, 0x0.4p0f }
+};
+
+// X
+// X
+// X
+// X
+v2f csr_msaa_2x2rgss[] =
+{
+ { 0x0.2p0f, 0x0.6p0f },
+ { -0x0.6p0f, 0x0.2p0f },
+ { -0x0.2p0f, -0x0.6p0f },
+ { 0x0.6p0f, -0x0.2p0f }
+};
+
+// X
+// X
+// X
+// X
+// X
+// X
+// X
+// X
+v2f csr_msaa_8rook[] =
+{
+ { 0x0.1p0f, 0x0.7p0f },
+ { 0x0.5p0f, 0x0.1p0f },
+ { 0x0.7p0f, -0x0.3p0f },
+ { 0x0.3p0f, -0x0.5p0f },
+ { -0x0.1p0f, -0x0.7p0f },
+ { -0x0.5p0f, -0x0.1p0f },
+ { -0x0.7p0f, 0x0.3p0f },
+ { -0x0.3p0f, 0x0.5p0f }
+};
+
+
+void csr_create_target( csr_target *rt, u32 x, u32 y, EMSAA aa, csr_shader *shader )
{
rt->x = x;
rt->y = y;
- rt->num_samples = 4;
- rt->fragments = (csr_frag *)csr_malloc( x*y*sizeof(csr_frag)*rt->num_samples );
+ switch( aa )
+ {
+ default:
+ case k_EMSAA_none:
+ rt->num_samples = 1;
+ rt->sample_src = csr_msaa_1;
+ break;
+
+ case k_EMSAA_2x2:
+ rt->num_samples = 4;
+ rt->sample_src = csr_msaa_2x2;
+ break;
+
+ case k_EMSAA_RGSS:
+ rt->num_samples = 4;
+ rt->sample_src = csr_msaa_2x2rgss;
+ break;
+
+ case k_EMSAA_8R:
+ rt->num_samples = 8;
+ rt->sample_src = csr_msaa_8rook;
+ break;
+ }
+
+ rt->shader = shader;
+ rt->depth = (float *)csr_malloc( x*y*rt->num_samples * sizeof(float) );
+ rt->colour = csr_malloc( x * y * rt->shader->stride * rt->num_samples );
v3_fill( rt->bounds[0], INFINITY );
v3_fill( rt->bounds[1], -INFINITY );
v2f pixel_size = { range_x/(float)rt->x, range_y/(float)rt->y };
- rt->subsamples[0][0] = pixel_size[0] * -0.25f;
- rt->subsamples[0][1] = 0.f;
- rt->subsamples[1][0] = pixel_size[0] * 0.75f;
- rt->subsamples[1][1] = pixel_size[1] * 0.25f;
- rt->subsamples[2][0] = 0.f;
- rt->subsamples[2][1] = pixel_size[1] * 0.5f;
- rt->subsamples[3][0] = pixel_size[0] * 0.5f;
- rt->subsamples[3][1] = pixel_size[1] * 0.75f;
+ for( int i = 0; i < rt->num_samples; i ++ )
+ {
+ v2_mul( rt->sample_src[i], pixel_size, rt->subsamples[i] );
+ }
}
void csr_rt_free( csr_target *rt )
{
- free( rt->fragments );
+ free( rt->depth );
+ free( rt->colour );
}
void csr_rt_clear( csr_target *rt )
{
for( u32 i = 0; i < rt->x*rt->y*rt->num_samples; i ++ )
{
- v3_zero( rt->fragments[ i ].co );
- v3_zero( rt->fragments[ i ].nrm );
- rt->fragments[i].depth = 0.f;
+ rt->shader->clear( rt->colour + i * rt->shader->stride );
+ rt->depth[i] = 0.f;
}
}
void csr_auto_fit( csr_target *rt, float padding )
{
// Correct aspect ratio to be square
- float dx, dy, d, l, cx, cy;
+ float dx, dy, l, cx, cy;
+
dx = rt->bounds[1][0] - rt->bounds[0][0];
dy = rt->bounds[1][1] - rt->bounds[0][1];
for( u32 px = start_x; px <= end_x; px ++ )
{
- csr_frag *frag = &rt->fragments[ (py * rt->y + px) * rt->num_samples ];
+ u32 sample_index = (py * rt->y + px) * rt->num_samples;
+
+ void *frag = rt->colour + sample_index*rt->shader->stride;
+ float *depth = &rt->depth[ sample_index ];
trace_origin[0] = csr_lerpf( rt->bounds[0][0], rt->bounds[1][0], (float)px/(float)rt->x );
float hit = (tri[0].co[2] * bca + tri[1].co[2] * bcb + tri[2].co[2] * bcc) +16385.f;
- if( hit > frag[i].depth )
+ if( hit > depth[i] )
{
- frag[i].depth = hit;
- v3_muls( tri[0].co, bca, frag[i].co );
- v3_muladds( frag[i].co, tri[1].co, bcb, frag[i].co );
- v3_muladds( frag[i].co, tri[2].co, bcc, frag[i].co );
-
- // TODO: Same for normal map
+ depth[i] = hit;
+ rt->shader->frag( frag+i*rt->shader->stride, tri, bca, bcb, bcc );
}
}
}
// Derive normal matrix
m4x3_to_3x3( transform, normal );
+
+ // NOTE: This isn't strictly necessary since CS:GO only uses uniform scaling.
m3x3_inv_transpose( normal, normal );
for( u32 i = 0; i < triangle_count; i ++ )
}
}
-void draw_vmf_group( csr_target *rt, vmf_map *map, vdf_node *root, csr_filter *filter, m4x3f prev, m4x3f inst )
+void csr_vmf_render( csr_target *rt, vmf_map *map, vdf_node *root, csr_filter *filter, m4x3f prev, m4x3f inst )
{
m4x3f transform = M4X3_IDENTITY;
vmf_solid solid;
if( filter_visgroups && !vmf_visgroup_match( brush, group_id ) )
continue;
+ // TODO: heap-use-after-free
solidgen_push( &solid, brush );
}
}
if( compute_bounds_only )
{
- box_copy( mdl->bounds, trf_bounds );
- m4x3_transform_aabb( model, trf_bounds );
-
- // Join
- box_concat( rt->bounds, trf_bounds );
+ map->models[ ent->user1 ].need_load = 1;
+ m4x3_expand_aabb_point( model, rt->bounds, (v3f){0.f,0.f,0.f} );
}
else
{
m4x3_identity( model );
vmf_entity_transform( ent, model );
- draw_vmf_group( rt, map, map->cache[ ent->user1 ].root, filter, transform, model );
+ csr_vmf_render( rt, map, map->cache[ ent->user1 ].root, filter, transform, model );
}
else
{
solidgen_ctx_free( &solid );
}
+// Obsolete
void csr_rt_save_buffers( csr_target *rt, const char *basename, const char *subname )
{
char output[ 512 ];
float *image = (float *)csr_malloc( 1024*1024*sizeof(float)*3 );
+ float contrib = 1.f/(float)rt->num_samples;
+
for( int l = 0; l < rt->x; l ++ )
{
for( int x = 0; x < rt->y; x ++ )
{
float *dst = &image[ (l*1024+x)*3 ];
- csr_frag *src = &rt->fragments[ ((1023-l)*1024+x)*rt->num_samples ];
+ void *src = rt->colour + ((1023-l)*1024+x) * rt->num_samples * rt->shader->stride;
+
+ v3_muls( (float *)src, contrib, dst );
- v3_zero( dst );
- v3_muls( src[0].co, 1.f/(float)rt->num_samples, dst );
- v3_muladds( dst, src[1].co, 1.f/(float)rt->num_samples, dst );
- v3_muladds( dst, src[2].co, 1.f/(float)rt->num_samples, dst );
- v3_muladds( dst, src[3].co, 1.f/(float)rt->num_samples, dst );
+ for( int j = 1; j < rt->num_samples; j ++ )
+ {
+ v3_muladds( dst, (float *)(src + j*rt->shader->stride), contrib, dst );
+ }
}
}
free( image );
}
+
+#endif