X-Git-Url: https://harrygodden.com/git/?p=csRadar.git;a=blobdiff_plain;f=csrDraw.h;h=a3f601e722575d887b965ccd1865f4f64f86ac8d;hp=f2b007fdd92bd13b0f1b65defa3602916e92fe54;hb=HEAD;hpb=3e1642e28847218d89d1bec2f8b035c10359ac91 diff --git a/csrDraw.h b/csrDraw.h index f2b007f..a3f601e 100644 --- a/csrDraw.h +++ b/csrDraw.h @@ -1,44 +1,77 @@ -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 @@ -49,13 +82,97 @@ 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 ); @@ -68,35 +185,32 @@ void csr_update_subsamples( csr_target *rt ) 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]; @@ -115,22 +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 @@ -171,7 +269,10 @@ void simple_raster( csr_target *rt, vmf_vert tri[3] ) 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 ); @@ -198,16 +299,13 @@ 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 > 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 ); } } } @@ -221,8 +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 ++ ) @@ -232,15 +328,22 @@ 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 ); } } -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; @@ -314,11 +417,8 @@ void draw_vmf_group( csr_target *rt, vmf_map *map, vdf_node *root, csr_filter *f 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 { @@ -328,8 +428,7 @@ void draw_vmf_group( 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 ); @@ -341,7 +440,7 @@ void draw_vmf_group( csr_target *rt, vmf_map *map, vdf_node *root, csr_filter *f 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 { @@ -378,33 +477,95 @@ void draw_vmf_group( csr_target *rt, vmf_map *map, vdf_node *root, csr_filter *f 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