#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)
+void Mod_Skeletal_AnimateVertices_Generic(const 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];
+ float *bonepose;
+ float *boneposerelative;
const blendweights_t * RESTRICT weights;
//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;
+ bonepose = (float *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * (model->num_bones*2 + model->surfmesh.num_blends));
+ boneposerelative = bonepose + model->num_bones * 12;
- // 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;
- for (i = 0;i < model->num_bones;i++)
- {
- const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
- float lerp = frameblend[0].lerp,
- tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
- rx = pose7s[3] * lerp,
- ry = pose7s[4] * lerp,
- rz = pose7s[5] * lerp,
- rw = pose7s[6] * lerp,
- dx = tx*rw + ty*rz - tz*ry,
- dy = -tx*rz + ty*rw + tz*rx,
- dz = tx*ry - ty*rx + tz*rw,
- dw = -tx*rx - ty*ry - tz*rz,
- scale;
- for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
- {
- const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
- float lerp = frameblend[blends].lerp,
- tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
- qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
- if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
- qx *= lerp;
- qy *= lerp;
- qz *= lerp;
- qw *= lerp;
- rx += qx;
- ry += qy;
- rz += qz;
- rw += qw;
- dx += tx*qw + ty*qz - tz*qy;
- dy += -tx*qz + ty*qw + tz*qx;
- dz += tx*qy - ty*qx + tz*qw;
- dw += -tx*qx - ty*qy - tz*qz;
- }
- scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
- m[0] = scale*(rw*rw + rx*rx - ry*ry - rz*rz);
- m[1] = 2*scale*(rx*ry - rw*rz);
- m[2] = 2*scale*(rx*rz + rw*ry);
- m[3] = originscale*scale*(dw*rx - dx*rw + dy*rz - dz*ry);
- m[4] = 2*scale*(rx*ry + rw*rz);
- m[5] = scale*(rw*rw + ry*ry - rx*rx - rz*rz);
- m[6] = 2*scale*(ry*rz - rw*rx);
- m[7] = originscale*scale*(dw*ry - dx*rz - dy*rw + dz*rx);
- m[8] = 2*scale*(rx*rz - rw*ry);
- m[9] = 2*scale*(ry*rz + rw*rx);
- m[10] = scale*(rw*rw + rz*rz - rx*rx - ry*ry);
- m[11] = originscale*scale*(dw*rz + dx*ry - dy*rx - dz*rw);
- 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);
- }
- }
+ Mod_Skeletal_BuildTransforms(model, frameblend, skeleton, bonepose, boneposerelative);
// 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 * RESTRICT b = boneposerelative + 12 * (model->num_bones + i);
+ const float * RESTRICT m = boneposerelative + 12 * (unsigned int)weights->index[0];
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;
+ m = boneposerelative + 12 * (unsigned int)weights->index[k];
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];
}
}
-#define LOAD_MATRIX_SCALAR() const float * RESTRICT m = boneposerelative[*b].f
+#define LOAD_MATRIX_SCALAR() const float * RESTRICT m = boneposerelative + 12 * (unsigned int)*b
#define LOAD_MATRIX3() \
LOAD_MATRIX_SCALAR()
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;
+ const float * RESTRICT svec = model->surfmesh.data_svector3f;
+ const float * RESTRICT tvec = 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++,
+ for (i = 0; i < model->surfmesh.num_vertices; i++, v += 3, n += 3, svec += 3, tvec += 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);
+ TRANSFORM_VECTOR(svec, svector3f);
+ TRANSFORM_VECTOR(tvec, tvector3f);
}
return;
if (svector3f)
{
- const float * RESTRICT sv = model->surfmesh.data_svector3f;
+ const float * RESTRICT svec = 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)
+ for (i = 0; i < model->surfmesh.num_vertices; i++, svec += 3, b++, svector3f += 3)
{
LOAD_MATRIX3();
- TRANSFORM_VECTOR(sv, svector3f);
+ TRANSFORM_VECTOR(svec, svector3f);
}
}
if (tvector3f)
{
- const float * RESTRICT tv = model->surfmesh.data_tvector3f;
+ const float * RESTRICT tvec = 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)
+ for (i = 0; i < model->surfmesh.num_vertices; i++, tvec += 3, b++, tvector3f += 3)
{
LOAD_MATRIX3();
- TRANSFORM_VECTOR(tv, tvector3f);
+ TRANSFORM_VECTOR(tvec, tvector3f);
}
}
}