// 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 );
+void csr_rt_save_tga( csr_target *rt, const char *path, u32 offset, u32 nc );
+void csr_rt_save_c32f( csr_target *rt, const char *path, u32 offset );
+
// Implementation
//=======================================================================================================================
csr_update_subsamples( rt );
}
-void csr_write_txt( char const *path, const char *name, csr_target *rt )
-{
- FILE *write_ptr;
-
- write_ptr = fopen( path, "w" );
-
- fprintf( write_ptr, "\"%s\"\n\{\n", name );
- fprintf( write_ptr, "\t\"material\" \"overviews/%s\"\n", name );
- fprintf( write_ptr, "\t\"pos_x\" \"%.8f\"\n", rt->bounds[0][0] );
- fprintf( write_ptr, "\t\"pos_y\" \"%.8f\"\n", rt->bounds[0][1] );
- fprintf( write_ptr, "\t\"scale\" \"%.8f\"\n", rt->scale / (float)rt->x );
- fprintf( write_ptr, "}\n" );
-
- fclose( write_ptr );
-}
-
void simple_raster( csr_target *rt, vmf_vert tri[3] )
{
// Very very simplified rasterizing algorithm
for( u32 px = start_x; px <= end_x; px ++ )
{
- u32 sample_index = (py * rt->y + px) * rt->num_samples;
+ u32 sample_index = ((rt->y-py-1)*rt->x+px) * rt->num_samples;
void *frag = rt->colour + sample_index*rt->shader->stride;
float *depth = &rt->depth[ sample_index ];
bcc = (v0[0]*vp[1] - vp[0]*v0[1]) * d;
bca = 1.f - bcb - bcc;
- float hit = (tri[0].co[2] * bca + tri[1].co[2] * bcb + tri[2].co[2] * bcc) +16385.f;
+ float hit = tri[0].co[2] * bca + tri[1].co[2] * bcb + tri[2].co[2] * bcc;
+ float hit_depth = hit + 16385.f;
- if( hit > depth[i] )
+ if( hit_depth > depth[i] && hit >= rt->bounds[0][2] && hit <= rt->bounds[1][2] )
{
- depth[i] = hit;
+ depth[i] = hit_depth;
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 ++ )
m4x3_mulv( transform, triangle[0].co, new_tri[0].co );
m4x3_mulv( transform, triangle[1].co, new_tri[1].co );
m4x3_mulv( transform, triangle[2].co, new_tri[2].co );
+
m3x3_mulv( normal, triangle[0].nrm, new_tri[0].nrm );
m3x3_mulv( normal, triangle[1].nrm, new_tri[1].nrm );
m3x3_mulv( normal, triangle[2].nrm, new_tri[2].nrm );
+ v3_normalize( new_tri[0].nrm );
+ v3_normalize( new_tri[1].nrm );
+ v3_normalize( new_tri[2].nrm );
+
+ m4x3_mulv( transform, triangles[0].origin, new_tri[0].origin );
+
simple_raster( rt, new_tri );
}
}
{
v3_copy( &mdl->vertices[ mdl->indices[ i*3+j ] *8 ], tri[j].co );
v3_copy( &mdl->vertices[ mdl->indices[ i*3+j ] *8+3 ], tri[j].nrm );
- tri[j].xy[0] = 0.f;
- tri[j].xy[1] = 0.f;
+ v3_zero( tri[j].origin );
}
csr_draw( rt, tri, 1, model );
solidgen_ctx_free( &solid );
}
-// Obsolete
-void csr_rt_save_buffers( csr_target *rt, const char *basename, const char *subname )
+void csr_write_filerr( const char *path )
{
- char output[ 512 ];
+ log_error( "File write error (No such file or directory): '%s'\n", path );
+}
+
+void csr_write_txt( char const *path, const char *name, csr_target *rt )
+{
+ FILE *write_ptr;
- float *image = (float *)csr_malloc( 1024*1024*sizeof(float)*3 );
+ write_ptr = fopen( path, "w" );
+
+ if( write_ptr )
+ {
+ fprintf( write_ptr, "\"%s\"\n\{\n", name );
+ fprintf( write_ptr, "\t\"material\" \"overviews/%s\"\n", name );
+ fprintf( write_ptr, "\t\"pos_x\" \"%.8f\"\n", rt->bounds[0][0] );
+ fprintf( write_ptr, "\t\"pos_y\" \"%.8f\"\n", rt->bounds[0][1] );
+ fprintf( write_ptr, "\t\"scale\" \"%.8f\"\n", rt->scale / (float)rt->x );
+ fprintf( write_ptr, "}\n" );
+
+ fclose( write_ptr );
+ }
+ else
+ {
+ csr_write_filerr( path );
+ }
+}
+
+// ALWAYS RGB32
+void csr_rt_save_c32f( csr_target *rt, const char *path, u32 offset )
+{
+ float *image = (float *)csr_malloc( rt->x*rt->y*3*sizeof(float) );
float contrib = 1.f/(float)rt->num_samples;
- for( int l = 0; l < rt->x; l ++ )
+ for( int i = 0; i < rt->x*rt->y; i ++ )
{
- for( int x = 0; x < rt->y; x ++ )
+ void *src = rt->colour + offset + i * rt->num_samples * rt->shader->stride;
+ float *dst = image + i*3;
+
+ v3_zero( dst );
+ for( int k = 0; k < rt->num_samples; k ++ )
{
- float *dst = &image[ (l*1024+x)*3 ];
- void *src = rt->colour + ((1023-l)*1024+x) * rt->num_samples * rt->shader->stride;
-
- v3_muls( (float *)src, contrib, dst );
-
- for( int j = 1; j < rt->num_samples; j ++ )
+ v3_muladds( dst, (float *)(src + k*rt->shader->stride), contrib, dst );
+ }
+ }
+
+ if( !csr_32f_write( path, rt->x, rt->y, image ) )
+ csr_write_filerr( path );
+
+ free( image );
+}
+
+// Save floating point buffer to tga. Must be in range (0-1)
+// Offset and stride are in bytes
+void csr_rt_save_tga( csr_target *rt, const char *path, u32 offset, u32 nc )
+{
+ u8 *image = (u8 *)csr_malloc( rt->x*rt->y * 4 );
+
+ float contrib = 255.f/(float)rt->num_samples;
+
+ for( int i = 0; i < rt->x*rt->y; i ++ )
+ {
+ void *src = rt->colour + offset + i * rt->num_samples * rt->shader->stride;
+ u8 *dst = image + i*4;
+
+ v4f accum = { 0.f, 0.f, 0.f, 0.f };
+
+ for( int k = 0; k < rt->num_samples; k ++ )
+ {
+ float *src_sample = (float *)(src + k*rt->shader->stride);
+
+ for( int j = 0; j < nc; j ++ )
{
- v3_muladds( dst, (float *)(src + j*rt->shader->stride), contrib, dst );
+ accum[ j ] += src_sample[ j ] * contrib;
}
}
+
+ // TODO: Clamp this value
+ dst[0] = accum[0];
+ dst[1] = accum[1];
+ dst[2] = accum[2];
+ dst[3] = accum[3];
}
- // Save position buffer
- strcpy( output, basename );
- strcat( output, "." );
- strcat( output, subname );
- strcat( output, "_position.pfm" );
- csr_32f_write( output, rt->x, rt->y, image );
-
+ if( !csr_tga_write( path, rt->x, rt->y, nc, image ) )
+ csr_write_filerr( path );
+
free( image );
}