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[xonotic/darkplaces.git] / mod_skeletal_animatevertices_generic.c
index bc26811701a1184e7e5ed635061a1b83b2d06634..932546eb50ede3b111e219b6daeeac23c9862ac3 100644 (file)
 #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
-       {
-               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, sx, sy, sz, sw;
-                       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);
-                       sx = rx * scale;
-                       sy = ry * scale;
-                       sz = rz * scale;
-                       sw = rw * scale;
-                       m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
-                       m[1] = 2*(sx*ry - sw*rz);
-                       m[2] = 2*(sx*rz + sw*ry);
-                       m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
-                       m[4] = 2*(sx*ry + sw*rz);
-                       m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
-                       m[6] = 2*(sy*rz - sw*rx);
-                       m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
-                       m[8] = 2*(sx*rz - sw*ry);
-                       m[9] = 2*(sy*rz + sw*rx);
-                       m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
-                       m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
-                       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];
@@ -127,7 +34,7 @@ void Mod_Skeletal_AnimateVertices_Generic(const dp_model_t * RESTRICT model, con
                }
        }
 
-#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()
@@ -159,19 +66,19 @@ void Mod_Skeletal_AnimateVertices_Generic(const dp_model_t * RESTRICT model, con
                        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;
@@ -207,23 +114,23 @@ void Mod_Skeletal_AnimateVertices_Generic(const dp_model_t * RESTRICT model, con
 
        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);
                }
        }
 }