X-Git-Url: https://harrygodden.com/git/?p=csRadar.git;a=blobdiff_plain;f=csrDraw.h;h=a3f601e722575d887b965ccd1865f4f64f86ac8d;hp=97fd8a54553966b80b7f94ac210c6e4001ef5857;hb=HEAD;hpb=8382aed7f0cdc38bc5c58832d4a15277cf56d4be diff --git a/csrDraw.h b/csrDraw.h index 97fd8a5..a3f601e 100644 --- a/csrDraw.h +++ b/csrDraw.h @@ -44,8 +44,9 @@ void csr_draw( csr_target *rt, vmf_vert *triangles, u32 triangle_count, m4x3f tr // 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 //======================================================================================================================= @@ -228,22 +229,6 @@ void csr_auto_fit( csr_target *rt, float padding ) 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 @@ -284,7 +269,7 @@ void simple_raster( csr_target *rt, vmf_vert tri[3] ) 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 ]; @@ -314,11 +299,12 @@ void simple_raster( csr_target *rt, vmf_vert tri[3] ) 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 ); } } @@ -333,8 +319,6 @@ void csr_draw( csr_target *rt, vmf_vert *triangles, u32 triangle_count, m4x3f tr // 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 ++ ) @@ -344,10 +328,17 @@ void csr_draw( csr_target *rt, vmf_vert *triangles, u32 triangle_count, m4x3f tr 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 ); } } @@ -437,8 +428,7 @@ void csr_vmf_render( csr_target *rt, vmf_map *map, vdf_node *root, csr_filter *f { 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 ); @@ -487,38 +477,94 @@ void csr_vmf_render( csr_target *rt, vmf_map *map, vdf_node *root, csr_filter *f 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 ); }