-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;
-// MSAA patterns
-v2f csr_msaa_1[] =
-{
- {0.f, 0.f}
-};
+typedef void (* csr_frag_program)( void *, vmf_vert[3], float, float, float );
+typedef void (* csr_frag_clear)( void * );
-v2f csr_msaa_2x2[] =
-{
- { 0.25f, 0.25f },
- { 0.25f, -0.25f },
- { -0.25f, -0.25f },
- { -0.25f, 0.25f }
-};
+// API
+//=======================================================================================================================
-v2f csr_msaa_2x2rgss[] =
-{
+// 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 );
-struct csr_frag
-{
- v3f co;
- v3f nrm;
-
- float depth;
+// 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 );
+
+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
+//=======================================================================================================================
+
+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];
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 ++ )
{
- csr_frag *frag = &rt->fragments[ (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 ];
trace_origin[0] = csr_lerpf( rt->bounds[0][0], rt->bounds[1][0], (float)px/(float)rt->x );
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 > frag[i].depth )
+ if( hit_depth > depth[i] && hit >= rt->bounds[0][2] && hit <= rt->bounds[1][2] )
{
- 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_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 );
}
}
-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( 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
{
{
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 );
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 );
}
-void csr_rt_save_buffers( csr_target *rt, const char *basename, const char *subname )
+void csr_write_filerr( const char *path )
+{
+ 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 )
{
- char output[ 512 ];
+ FILE *write_ptr;
- float *image = (float *)csr_malloc( 1024*1024*sizeof(float)*3 );
+ write_ptr = fopen( path, "w" );
- for( int l = 0; l < rt->x; l ++ )
+ if( write_ptr )
{
- for( int x = 0; x < rt->y; x ++ )
+ 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 i = 0; i < rt->x*rt->y; i ++ )
+ {
+ 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 ];
- csr_frag *src = &rt->fragments[ ((1023-l)*1024+x)*rt->num_samples ];
-
- 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 );
+ v3_muladds( dst, (float *)(src + k*rt->shader->stride), contrib, dst );
}
}
- // 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_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 ++ )
+ {
+ 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];
+ }
+
+ if( !csr_tga_write( path, rt->x, rt->y, nc, image ) )
+ csr_write_filerr( path );
+
free( image );
}
+
+#endif