1 #include "mod_skeletal_animatevertices_generic.h"
9 void Mod_Skeletal_AnimateVertices_Generic(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
11 // vertex weighted skeletal
15 float12_t *boneposerelative;
17 const blendweights_t * RESTRICT weights;
19 //unsigned long long ts = rdtsc();
20 bonepose = (float12_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float12_t) * (model->num_bones*2 + model->surfmesh.num_blends));
21 boneposerelative = bonepose + model->num_bones;
23 if (skeleton && !skeleton->relativetransforms)
26 // interpolate matrices
29 for (i = 0;i < model->num_bones;i++)
31 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
32 if (model->data_bones[i].parent >= 0)
33 R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
35 memcpy(bonepose[i].f, m, sizeof(m));
37 // create a relative deformation matrix to describe displacement
38 // from the base mesh, which is used by the actual weighting
39 R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
44 float originscale = model->num_posescale;
46 const short * RESTRICT pose6s;
48 for (i = 0;i < model->num_bones;i++)
50 memset(m, 0, sizeof(m));
51 for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
53 pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
54 lerp = frameblend[blends].lerp;
55 x = pose6s[3] * (1.0f / 32767.0f);
56 y = pose6s[4] * (1.0f / 32767.0f);
57 z = pose6s[5] * (1.0f / 32767.0f);
58 w = 1.0f - (x*x+y*y+z*z);
59 w = w > 0.0f ? -sqrt(w) : 0.0f;
60 m[ 0] += (1-2*(y*y+z*z)) * lerp;
61 m[ 1] += ( 2*(x*y-z*w)) * lerp;
62 m[ 2] += ( 2*(x*z+y*w)) * lerp;
63 m[ 3] += (pose6s[0] * originscale) * lerp;
64 m[ 4] += ( 2*(x*y+z*w)) * lerp;
65 m[ 5] += (1-2*(x*x+z*z)) * lerp;
66 m[ 6] += ( 2*(y*z-x*w)) * lerp;
67 m[ 7] += (pose6s[1] * originscale) * lerp;
68 m[ 8] += ( 2*(x*z-y*w)) * lerp;
69 m[ 9] += ( 2*(y*z+x*w)) * lerp;
70 m[10] += (1-2*(x*x+y*y)) * lerp;
71 m[11] += (pose6s[2] * originscale) * lerp;
74 VectorNormalize(m + 4);
75 VectorNormalize(m + 8);
76 if (i == r_skeletal_debugbone.integer)
77 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
78 m[3] *= r_skeletal_debugtranslatex.value;
79 m[7] *= r_skeletal_debugtranslatey.value;
80 m[11] *= r_skeletal_debugtranslatez.value;
81 if (model->data_bones[i].parent >= 0)
82 R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
84 memcpy(bonepose[i].f, m, sizeof(m));
85 // create a relative deformation matrix to describe displacement
86 // from the base mesh, which is used by the actual weighting
87 R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
91 // generate matrices for all blend combinations
92 weights = model->surfmesh.data_blendweights;
93 for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
95 float * RESTRICT b = boneposerelative[model->num_bones + i].f;
96 const float * RESTRICT m = boneposerelative[weights->index[0]].f;
97 float f = weights->influence[0] * (1.0f / 255.0f);
98 b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
99 b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
100 b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
101 for (k = 1;k < 4 && weights->influence[k];k++)
103 m = boneposerelative[weights->index[k]].f;
104 f = weights->influence[k] * (1.0f / 255.0f);
105 b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];
106 b[ 4] += f*m[ 4]; b[ 5] += f*m[ 5]; b[ 6] += f*m[ 6]; b[ 7] += f*m[ 7];
107 b[ 8] += f*m[ 8]; b[ 9] += f*m[ 9]; b[10] += f*m[10]; b[11] += f*m[11];
111 #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = boneposerelative[*b].f
113 #define LOAD_MATRIX3() \
115 #define LOAD_MATRIX4() \
118 #define TRANSFORM_POSITION_SCALAR(in, out) \
119 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2] + m[3]); \
120 (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6] + m[7]); \
121 (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10] + m[11]);
122 #define TRANSFORM_VECTOR_SCALAR(in, out) \
123 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2]); \
124 (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6]); \
125 (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10]);
127 #define TRANSFORM_POSITION(in, out) \
128 TRANSFORM_POSITION_SCALAR(in, out)
129 #define TRANSFORM_VECTOR(in, out) \
130 TRANSFORM_VECTOR_SCALAR(in, out)
132 // transform vertex attributes by blended matrices
135 const float * RESTRICT v = model->surfmesh.data_vertex3f;
136 const unsigned short * RESTRICT b = model->surfmesh.blends;
137 // special case common combinations of attributes to avoid repeated loading of matrices
140 const float * RESTRICT n = model->surfmesh.data_normal3f;
141 if (svector3f && tvector3f)
143 const float * RESTRICT sv = model->surfmesh.data_svector3f;
144 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
146 // Note that for SSE each iteration stores one element past end, so we break one vertex short
147 // and handle that with scalars in that case
148 for (i = 0; i < model->surfmesh.num_vertices; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
149 vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
152 TRANSFORM_POSITION(v, vertex3f);
153 TRANSFORM_VECTOR(n, normal3f);
154 TRANSFORM_VECTOR(sv, svector3f);
155 TRANSFORM_VECTOR(tv, tvector3f);
161 for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
164 TRANSFORM_POSITION(v, vertex3f);
165 TRANSFORM_VECTOR(n, normal3f);
170 for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, b++, vertex3f += 3)
173 TRANSFORM_POSITION(v, vertex3f);
180 const float * RESTRICT n = model->surfmesh.data_normal3f;
181 const unsigned short * RESTRICT b = model->surfmesh.blends;
182 for (i = 0; i < model->surfmesh.num_vertices; i++, n += 3, b++, normal3f += 3)
185 TRANSFORM_VECTOR(n, normal3f);
191 const float * RESTRICT sv = model->surfmesh.data_svector3f;
192 const unsigned short * RESTRICT b = model->surfmesh.blends;
193 for (i = 0; i < model->surfmesh.num_vertices; i++, sv += 3, b++, svector3f += 3)
196 TRANSFORM_VECTOR(sv, svector3f);
202 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
203 const unsigned short * RESTRICT b = model->surfmesh.blends;
204 for (i = 0; i < model->surfmesh.num_vertices; i++, tv += 3, b++, tvector3f += 3)
207 TRANSFORM_VECTOR(tv, tvector3f);