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;
45 for (i = 0;i < model->num_bones;i++)
47 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
48 float lerp = frameblend[0].lerp,
49 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
50 rx = pose7s[3] * lerp,
51 ry = pose7s[4] * lerp,
52 rz = pose7s[5] * lerp,
53 rw = pose7s[6] * lerp,
54 dx = tx*rw + ty*rz - tz*ry,
55 dy = -tx*rz + ty*rw + tz*rx,
56 dz = tx*ry - ty*rx + tz*rw,
57 dw = -tx*rx - ty*ry - tz*rz,
59 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
61 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
62 float lerp = frameblend[blends].lerp,
63 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
64 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
65 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
74 dx += tx*qw + ty*qz - tz*qy;
75 dy += -tx*qz + ty*qw + tz*qx;
76 dz += tx*qy - ty*qx + tz*qw;
77 dw += -tx*qx - ty*qy - tz*qz;
79 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
80 m[0] = scale*(rw*rw + rx*rx - ry*ry - rz*rz);
81 m[1] = 2*scale*(rx*ry - rw*rz);
82 m[2] = 2*scale*(rx*rz + rw*ry);
83 m[3] = originscale*scale*(dw*rx - dx*rw + dy*rz - dz*ry);
84 m[4] = 2*scale*(rx*ry + rw*rz);
85 m[5] = scale*(rw*rw + ry*ry - rx*rx - rz*rz);
86 m[6] = 2*scale*(ry*rz - rw*rx);
87 m[7] = originscale*scale*(dw*ry - dx*rz - dy*rw + dz*rx);
88 m[8] = 2*scale*(rx*rz - rw*ry);
89 m[9] = 2*scale*(ry*rz + rw*rx);
90 m[10] = scale*(rw*rw + rz*rz - rx*rx - ry*ry);
91 m[11] = originscale*scale*(dw*rz + dx*ry - dy*rx - dz*rw);
92 if (i == r_skeletal_debugbone.integer)
93 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
94 m[3] *= r_skeletal_debugtranslatex.value;
95 m[7] *= r_skeletal_debugtranslatey.value;
96 m[11] *= r_skeletal_debugtranslatez.value;
97 if (model->data_bones[i].parent >= 0)
98 R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
100 memcpy(bonepose[i].f, m, sizeof(m));
101 // create a relative deformation matrix to describe displacement
102 // from the base mesh, which is used by the actual weighting
103 R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
107 // generate matrices for all blend combinations
108 weights = model->surfmesh.data_blendweights;
109 for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
111 float * RESTRICT b = boneposerelative[model->num_bones + i].f;
112 const float * RESTRICT m = boneposerelative[weights->index[0]].f;
113 float f = weights->influence[0] * (1.0f / 255.0f);
114 b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
115 b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
116 b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
117 for (k = 1;k < 4 && weights->influence[k];k++)
119 m = boneposerelative[weights->index[k]].f;
120 f = weights->influence[k] * (1.0f / 255.0f);
121 b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];
122 b[ 4] += f*m[ 4]; b[ 5] += f*m[ 5]; b[ 6] += f*m[ 6]; b[ 7] += f*m[ 7];
123 b[ 8] += f*m[ 8]; b[ 9] += f*m[ 9]; b[10] += f*m[10]; b[11] += f*m[11];
127 #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = boneposerelative[*b].f
129 #define LOAD_MATRIX3() \
131 #define LOAD_MATRIX4() \
134 #define TRANSFORM_POSITION_SCALAR(in, out) \
135 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2] + m[3]); \
136 (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6] + m[7]); \
137 (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10] + m[11]);
138 #define TRANSFORM_VECTOR_SCALAR(in, out) \
139 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2]); \
140 (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6]); \
141 (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10]);
143 #define TRANSFORM_POSITION(in, out) \
144 TRANSFORM_POSITION_SCALAR(in, out)
145 #define TRANSFORM_VECTOR(in, out) \
146 TRANSFORM_VECTOR_SCALAR(in, out)
148 // transform vertex attributes by blended matrices
151 const float * RESTRICT v = model->surfmesh.data_vertex3f;
152 const unsigned short * RESTRICT b = model->surfmesh.blends;
153 // special case common combinations of attributes to avoid repeated loading of matrices
156 const float * RESTRICT n = model->surfmesh.data_normal3f;
157 if (svector3f && tvector3f)
159 const float * RESTRICT sv = model->surfmesh.data_svector3f;
160 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
162 // Note that for SSE each iteration stores one element past end, so we break one vertex short
163 // and handle that with scalars in that case
164 for (i = 0; i < model->surfmesh.num_vertices; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
165 vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
168 TRANSFORM_POSITION(v, vertex3f);
169 TRANSFORM_VECTOR(n, normal3f);
170 TRANSFORM_VECTOR(sv, svector3f);
171 TRANSFORM_VECTOR(tv, tvector3f);
177 for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
180 TRANSFORM_POSITION(v, vertex3f);
181 TRANSFORM_VECTOR(n, normal3f);
186 for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, b++, vertex3f += 3)
189 TRANSFORM_POSITION(v, vertex3f);
196 const float * RESTRICT n = model->surfmesh.data_normal3f;
197 const unsigned short * RESTRICT b = model->surfmesh.blends;
198 for (i = 0; i < model->surfmesh.num_vertices; i++, n += 3, b++, normal3f += 3)
201 TRANSFORM_VECTOR(n, normal3f);
207 const float * RESTRICT sv = model->surfmesh.data_svector3f;
208 const unsigned short * RESTRICT b = model->surfmesh.blends;
209 for (i = 0; i < model->surfmesh.num_vertices; i++, sv += 3, b++, svector3f += 3)
212 TRANSFORM_VECTOR(sv, svector3f);
218 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
219 const unsigned short * RESTRICT b = model->surfmesh.blends;
220 for (i = 0; i < model->surfmesh.num_vertices; i++, tv += 3, b++, tvector3f += 3)
223 TRANSFORM_VECTOR(tv, tvector3f);