]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - mod_skeletal_animatevertices_generic.c
Add an in_releaseall command for debugging/working around stuck keys.
[xonotic/darkplaces.git] / mod_skeletal_animatevertices_generic.c
index fcaf4ed24203a45e10df139aa16fea91eb547075..5a1047d9798bd89c541ed5ca566c15d17c3ab110 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)
 {
        // 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;
-
-       // 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 pose7s;
+       bonepose = (float *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * (model->num_bones*2 + model->surfmesh.num_blends));
+       boneposerelative = bonepose + model->num_bones * 12;
 
-               for (i = 0;i < model->num_bones;i++)
-               {
-                       memset(m, 0, sizeof(m));
-                       for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
-                       {
-                               pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
-                               lerp = frameblend[blends].lerp;
-                               x = pose7s[3] * (1.0f / 32767.0f);
-                               y = pose7s[4] * (1.0f / 32767.0f);
-                               z = pose7s[5] * (1.0f / 32767.0f);
-                               w = pose7s[6] * (1.0f / 32767.0f);
-                               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] += (pose7s[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] += (pose7s[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] += (pose7s[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);
-               }
-       }
+       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];
@@ -107,7 +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()
@@ -139,19 +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;
@@ -187,23 +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);
                }
        }
 }