#include "mod_skeletal_animatevertices_generic.h" 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; float *bonepose; float *boneposerelative; const blendweights_t * RESTRICT weights; //unsigned long long ts = rdtsc(); bonepose = (float *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * (model->num_bones*2 + model->surfmesh.num_blends)); boneposerelative = bonepose + model->num_bones * 12; 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 + 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 + 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]; 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 + 12 * (unsigned int)*b #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); } } }