X-Git-Url: https://harrygodden.com/git/?p=csRadar.git;a=blobdiff_plain;f=csrDraw.h;h=a3f601e722575d887b965ccd1865f4f64f86ac8d;hp=e0d125e7482b0334a156b6c0f33516a99f98f892;hb=HEAD;hpb=0399aad1d7374badf037a2696d9e276d71b7a297 diff --git a/csrDraw.h b/csrDraw.h index e0d125e..a3f601e 100644 --- a/csrDraw.h +++ b/csrDraw.h @@ -1,27 +1,239 @@ -typedef struct csr_frag csr_frag; +// Copyright (C) 2021 Harry Godden (hgn) -struct csr_frag +// 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; + +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 ); + +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 +{ + void *colour; + float *depth; + + u32 x, y; + boxf bounds; + float scale; + + v2f subsamples[ 8 ]; + int num_samples; + v2f *sample_src; + + csr_shader *shader; +}; + +struct csr_filter { - u32 id; // Triangle index - float qa, qb; // Quantities + const char *visgroup; // Limit to this visgroup only + const char *classname; // Limit to this exact classname. will not draw world - float depth; // 'depth testing' + int compute_bounds_only; +}; + +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 } }; -void clear_depth( csr_frag fragments[], u32 x, u32 y ) +// X +// X +// X +// X +v2f csr_msaa_2x2rgss[] = { - for( u32 i = 0; i < x*y; i ++ ) + { 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; + + switch( aa ) { - fragments[ i ].depth = INFINITY; + 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 ); +} + +void csr_update_subsamples( csr_target *rt ) +{ + float range_x = (rt->bounds[1][0]-rt->bounds[0][0]); + float range_y = (rt->bounds[1][1]-rt->bounds[0][1]); + + v2f pixel_size = { range_x/(float)rt->x, range_y/(float)rt->y }; + + 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->depth ); + free( rt->colour ); } -void simple_raster( csr_frag fragments[], u32 x, u32 y, v4f cam_bounds, vmf_vert tri[3], int id ) +void csr_rt_clear( csr_target *rt ) { - // Very simplified tracing algorithm + for( u32 i = 0; i < rt->x*rt->y*rt->num_samples; i ++ ) + { + 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, l, cx, cy; + + dx = rt->bounds[1][0] - rt->bounds[0][0]; + dy = rt->bounds[1][1] - rt->bounds[0][1]; + + l = fmaxf( dx, dy ) * .5f; + + cx = (rt->bounds[1][0] + rt->bounds[0][0]) * .5f; + cy = (rt->bounds[1][1] + rt->bounds[0][1]) * .5f; + + rt->bounds[0][0] = cx - l - padding; + rt->bounds[1][0] = cx + l + padding; + rt->bounds[0][1] = cy - l - padding; + rt->bounds[1][1] = cy + l + padding; + + rt->scale = l + padding; + + csr_update_subsamples( rt ); +} +void simple_raster( csr_target *rt, vmf_vert tri[3] ) +{ + // Very very simplified rasterizing algorithm v2f bmin = { 0.f, 0.f }; - v2f bmax = { x, y }; + v2f bmax = { rt->x, rt->y }; v2_minv( tri[0].co, tri[1].co, bmin ); v2_minv( tri[2].co, bmin, bmin ); @@ -29,47 +241,331 @@ void simple_raster( csr_frag fragments[], u32 x, u32 y, v4f cam_bounds, vmf_vert v2_maxv( tri[0].co, tri[1].co, bmax ); v2_maxv( tri[2].co, bmax, bmax ); - float range_x = (cam_bounds[2]-cam_bounds[0])/(float)x; - float range_y = (cam_bounds[3]-cam_bounds[1])/(float)y; - - int start_x = csr_max( 0, floorf( (bmin[0]-cam_bounds[0])/range_x)); - int end_x = csr_min( x, floorf( (bmax[0]-cam_bounds[0])/range_x )); - int start_y = csr_max( 0, ceilf( (bmin[1]-cam_bounds[1])/range_y )); - int end_y = csr_min( y, ceilf( (bmax[1]-cam_bounds[1])/range_y )); + float range_x = (rt->bounds[1][0]-rt->bounds[0][0])/(float)rt->x; + float range_y = (rt->bounds[1][1]-rt->bounds[0][1])/(float)rt->y; + + int start_x = csr_min( rt->x-1, csr_max( 0, floorf( (bmin[0]-rt->bounds[0][0])/range_x))); + int end_x = csr_max( 0, csr_min( rt->x-1, ceilf( (bmax[0]-rt->bounds[0][0])/range_x))); + int start_y = csr_min( rt->y-1, csr_max( 0, floorf( (bmin[1]-rt->bounds[0][1])/range_y))); + int end_y = csr_max( 0, csr_min( rt->y-1, ceilf( (bmax[1]-rt->bounds[0][1])/range_y))); - v3f trace_dir = { 0.f, 0.f, -1.f }; - v3f trace_origin = { 0.f, 0.f, 16385.f }; + v2f v0, v1, v2, vp; + float d, bca = 0.f, bcb = 0.f, bcc = 0.f; + + v2_sub( tri[1].co, tri[0].co, v0 ); + v2_sub( tri[2].co, tri[0].co, v1 ); + v2_sub( tri[1].co, tri[2].co, v2 ); + d = 1.f / (v0[0]*v1[1] - v1[0]*v0[1]); + + // Backface culling + if( v2_cross( v0, v1 ) > 0.f ) + return; + + v2f trace_origin; - for( u32 py = start_y; py < end_y; py ++ ) + for( u32 py = start_y; py <= end_y; py ++ ) { - trace_origin[1] = csr_lerpf( cam_bounds[1], cam_bounds[3], (float)py/(float)y ); + trace_origin[1] = csr_lerpf( rt->bounds[0][1], rt->bounds[1][1], (float)py/(float)rt->y ); - for( u32 px = start_x; px < end_x; px ++ ) + for( u32 px = start_x; px <= end_x; px ++ ) { - trace_origin[0] = csr_lerpf( cam_bounds[0], cam_bounds[2], (float)px/(float)x ); - - csr_frag *frag = &fragments[ py*y + px ]; + 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 ]; - float tqa = 0.f, tqb = 0.f; - float tdepth = csr_ray_tri( trace_origin, trace_dir, tri[0].co, tri[1].co, tri[2].co, &tqa, &tqb ); + trace_origin[0] = csr_lerpf( rt->bounds[0][0], rt->bounds[1][0], (float)px/(float)rt->x ); - if( tdepth < frag->depth ) + // Determine coverage + for( int i = 0; i < rt->num_samples; i ++ ) { - frag->depth = tdepth; - frag->id = id; - frag->qa = tqa; - frag->qb = tqb; + v3f sample_origin; + + v2_add( rt->subsamples[ i ], trace_origin, sample_origin ); + v2_sub( sample_origin, tri[0].co, vp ); + + if( v2_cross( v0, vp ) > 0.f ) + continue; + if( v2_cross( vp, v1 ) > 0.f ) + continue; + + v2f vp2; + v2_sub( sample_origin, tri[2].co, vp2 ); + + if( v2_cross( vp2, v2 ) > 0.f ) + continue; + + bcb = (vp[0]*v1[1] - v1[0]*vp[1]) * d; + 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; + float hit_depth = hit + 16385.f; + + if( hit_depth > depth[i] && hit >= rt->bounds[0][2] && hit <= rt->bounds[1][2] ) + { + depth[i] = hit_depth; + rt->shader->frag( frag+i*rt->shader->stride, tri, bca, bcb, bcc ); + } } } } } -// First pass 'fragmentize' -void draw_buffers( csr_frag fragments[], u32 x, u32 y, v4f cam_bounds, vmf_vert *triangles, u32 triangle_count ) +void csr_draw( csr_target *rt, vmf_vert *triangles, u32 triangle_count, m4x3f transform ) { + m3x3f normal; + vmf_vert new_tri[3]; + + // Derive normal matrix + m4x3_to_3x3( transform, normal ); + m3x3_inv_transpose( normal, normal ); + for( u32 i = 0; i < triangle_count; i ++ ) { vmf_vert *triangle = triangles + i*3; - simple_raster( fragments, x, y, cam_bounds, triangle, 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 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; + vmf_vert tri[3]; + boxf trf_bounds; + + u32 group_id = 0; + int filter_visgroups = 0, filter_classname = 0, compute_bounds_only = 0; + + if( filter ) + { + if( filter->visgroup ) + { + filter_visgroups = 1; + group_id = vmf_visgroup_id( root, filter->visgroup ); + } + + if( filter->classname ) + { + filter_classname = 1; + } + + compute_bounds_only = filter->compute_bounds_only; + } + + // Multiply previous transform with instance transform to create basis + if( prev ) + { + m4x3_mul( prev, inst, transform ); + } + + // Gather world brushes + solidgen_ctx_init( &solid ); + + if( !filter_classname ) + { + vdf_node *world = vdf_next( root, "world", NULL ); + + vdf_foreach( world, "solid", brush ) + { + if( filter_visgroups && !vmf_visgroup_match( brush, group_id ) ) + continue; + + // TODO: heap-use-after-free + solidgen_push( &solid, brush ); + } + } + + // Actual entity loop + m4x3f model; + + vdf_foreach( root, "entity", ent ) + { + if( filter_visgroups && !vmf_visgroup_match( ent, group_id ) ) + continue; + + if( filter_classname ) + if( strcmp( kv_get( ent, "classname", "" ), filter->classname ) ) + continue; + + if( ent->user & VMF_FLAG_IS_PROP ) + { + // Create model transform + m4x3_identity( model ); + + vmf_entity_transform( ent, model ); + m4x3_mul( transform, model, model ); + + // Draw model + mdl_mesh_t *mdl = &map->models[ ent->user1 ].mdl; + + if( compute_bounds_only ) + { + map->models[ ent->user1 ].need_load = 1; + m4x3_expand_aabb_point( model, rt->bounds, (v3f){0.f,0.f,0.f} ); + } + else + { + for( int i = 0; i < mdl->num_indices/3; i ++ ) + { + for( int j = 0; j < 3; j ++ ) + { + 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 ); + v3_zero( tri[j].origin ); + } + + csr_draw( rt, tri, 1, model ); + } + } + } + else if( ent->user & VMF_FLAG_IS_INSTANCE ) + { + m4x3_identity( model ); + vmf_entity_transform( ent, model ); + + csr_vmf_render( rt, map, map->cache[ ent->user1 ].root, filter, transform, model ); + } + else + { + // Brush entity + vdf_foreach( ent, "solid", ent_solid ) + { + solidgen_push( &solid, ent_solid ); + } + } } + + if( compute_bounds_only ) + { + solidgen_bounds( &solid, trf_bounds ); + m4x3_transform_aabb( transform, trf_bounds ); + box_concat( rt->bounds, trf_bounds ); + } + else + { + // Draw brushes + for( int i = 0; i < csr_sb_count( solid.indices )/3; i ++ ) + { + u32 * base = solid.indices + i*3; + + tri[0] = solid.verts[ base[0] ]; + tri[1] = solid.verts[ base[1] ]; + tri[2] = solid.verts[ base[2] ]; + + csr_draw( rt, tri, 1, transform ); + } + } + + solidgen_ctx_reset( &solid ); + solidgen_ctx_free( &solid ); +} + +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 ) +{ + FILE *write_ptr; + + 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 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 ++ ) + { + 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 ++ ) + { + 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