--- /dev/null
+#include "mod_skeletal_animatevertices_generic.h"
+
+typedef struct
+{
+ float f[12];
+}
+float12_t;
+
+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)
+{
+ // vertex weighted skeletal
+ int i, k;
+ int blends;
+ float12_t *bonepose;
+ float12_t *boneposerelative;
+ float m[12];
+ const blendweights_t * RESTRICT weights;
+
+ if (!model->surfmesh.num_vertices)
+ return;
+
+ //unsigned long long ts = rdtsc();
+ bonepose = (float12_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float12_t) * (model->num_bones*2 + model->surfmesh.num_blends));
+ boneposerelative = bonepose + model->num_bones;
+
+ if (skeleton && !skeleton->relativetransforms)
+ skeleton = NULL;
+
+ // interpolate matrices
+ if (skeleton)
+ {
+ for (i = 0;i < model->num_bones;i++)
+ {
+ Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+ if (model->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
+ else
+ memcpy(bonepose[i].f, m, sizeof(m));
+
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
+ }
+ }
+ else
+ {
+ float originscale = model->num_posescale;
+ float x,y,z,w,lerp;
+ const short * RESTRICT pose6s;
+
+ for (i = 0;i < model->num_bones;i++)
+ {
+ memset(m, 0, sizeof(m));
+ for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+ {
+ pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
+ lerp = frameblend[blends].lerp;
+ x = pose6s[3] * (1.0f / 32767.0f);
+ y = pose6s[4] * (1.0f / 32767.0f);
+ z = pose6s[5] * (1.0f / 32767.0f);
+ w = 1.0f - (x*x+y*y+z*z);
+ w = w > 0.0f ? -sqrt(w) : 0.0f;
+ m[ 0] += (1-2*(y*y+z*z)) * lerp;
+ m[ 1] += ( 2*(x*y-z*w)) * lerp;
+ m[ 2] += ( 2*(x*z+y*w)) * lerp;
+ m[ 3] += (pose6s[0] * originscale) * lerp;
+ m[ 4] += ( 2*(x*y+z*w)) * lerp;
+ m[ 5] += (1-2*(x*x+z*z)) * lerp;
+ m[ 6] += ( 2*(y*z-x*w)) * lerp;
+ m[ 7] += (pose6s[1] * originscale) * lerp;
+ m[ 8] += ( 2*(x*z-y*w)) * lerp;
+ m[ 9] += ( 2*(y*z+x*w)) * lerp;
+ m[10] += (1-2*(x*x+y*y)) * lerp;
+ m[11] += (pose6s[2] * originscale) * lerp;
+ }
+ VectorNormalize(m );
+ VectorNormalize(m + 4);
+ VectorNormalize(m + 8);
+ if (i == r_skeletal_debugbone.integer)
+ m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+ m[3] *= r_skeletal_debugtranslatex.value;
+ m[7] *= r_skeletal_debugtranslatey.value;
+ m[11] *= r_skeletal_debugtranslatez.value;
+ if (model->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
+ else
+ memcpy(bonepose[i].f, m, sizeof(m));
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
+ }
+ }
+
+ // generate matrices for all blend combinations
+ weights = model->surfmesh.data_blendweights;
+ for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
+ {
+ float * RESTRICT b = boneposerelative[model->num_bones + i].f;
+ const float * RESTRICT m = boneposerelative[weights->index[0]].f;
+ float f = weights->influence[0] * (1.0f / 255.0f);
+ b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
+ b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
+ b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
+ for (k = 1;k < 4 && weights->influence[k];k++)
+ {
+ m = boneposerelative[weights->index[k]].f;
+ f = weights->influence[k] * (1.0f / 255.0f);
+ b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];
+ b[ 4] += f*m[ 4]; b[ 5] += f*m[ 5]; b[ 6] += f*m[ 6]; b[ 7] += f*m[ 7];
+ b[ 8] += f*m[ 8]; b[ 9] += f*m[ 9]; b[10] += f*m[10]; b[11] += f*m[11];
+ }
+ }
+
+#define LOAD_MATRIX_SCALAR() const float * RESTRICT m = boneposerelative[*b].f
+
+#define LOAD_MATRIX3() \
+ LOAD_MATRIX_SCALAR()
+#define LOAD_MATRIX4() \
+ LOAD_MATRIX_SCALAR()
+
+#define TRANSFORM_POSITION_SCALAR(in, out) \
+ (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2] + m[3]); \
+ (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6] + m[7]); \
+ (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10] + m[11]);
+#define TRANSFORM_VECTOR_SCALAR(in, out) \
+ (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2]); \
+ (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6]); \
+ (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10]);
+
+#define TRANSFORM_POSITION(in, out) \
+ TRANSFORM_POSITION_SCALAR(in, out)
+#define TRANSFORM_VECTOR(in, out) \
+ TRANSFORM_VECTOR_SCALAR(in, out)
+
+ // transform vertex attributes by blended matrices
+ if (vertex3f)
+ {
+ const float * RESTRICT v = model->surfmesh.data_vertex3f;
+ const unsigned short * RESTRICT b = model->surfmesh.blends;
+ // special case common combinations of attributes to avoid repeated loading of matrices
+ if (normal3f)
+ {
+ const float * RESTRICT n = model->surfmesh.data_normal3f;
+ if (svector3f && tvector3f)
+ {
+ const float * RESTRICT sv = model->surfmesh.data_svector3f;
+ const float * RESTRICT tv = model->surfmesh.data_tvector3f;
+
+ // Note that for SSE each iteration stores one element past end, so we break one vertex short
+ // and handle that with scalars in that case
+ for (i = 0; i < model->surfmesh.num_vertices; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
+ vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
+ {
+ LOAD_MATRIX4();
+ TRANSFORM_POSITION(v, vertex3f);
+ TRANSFORM_VECTOR(n, normal3f);
+ TRANSFORM_VECTOR(sv, svector3f);
+ TRANSFORM_VECTOR(tv, tvector3f);
+ }
+
+ return;
+ }
+
+ for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
+ {
+ LOAD_MATRIX4();
+ TRANSFORM_POSITION(v, vertex3f);
+ TRANSFORM_VECTOR(n, normal3f);
+ }
+ }
+ else
+ {
+ for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, b++, vertex3f += 3)
+ {
+ LOAD_MATRIX4();
+ TRANSFORM_POSITION(v, vertex3f);
+ }
+ }
+ }
+
+ else if (normal3f)
+ {
+ const float * RESTRICT n = model->surfmesh.data_normal3f;
+ const unsigned short * RESTRICT b = model->surfmesh.blends;
+ for (i = 0; i < model->surfmesh.num_vertices; i++, n += 3, b++, normal3f += 3)
+ {
+ LOAD_MATRIX3();
+ TRANSFORM_VECTOR(n, normal3f);
+ }
+ }
+
+ if (svector3f)
+ {
+ const float * RESTRICT sv = model->surfmesh.data_svector3f;
+ const unsigned short * RESTRICT b = model->surfmesh.blends;
+ for (i = 0; i < model->surfmesh.num_vertices; i++, sv += 3, b++, svector3f += 3)
+ {
+ LOAD_MATRIX3();
+ TRANSFORM_VECTOR(sv, svector3f);
+ }
+ }
+
+ if (tvector3f)
+ {
+ const float * RESTRICT tv = model->surfmesh.data_tvector3f;
+ const unsigned short * RESTRICT b = model->surfmesh.blends;
+ for (i = 0; i < model->surfmesh.num_vertices; i++, tv += 3, b++, tvector3f += 3)
+ {
+ LOAD_MATRIX3();
+ TRANSFORM_VECTOR(tv, tvector3f);
+ }
+ }
+}