From a86f2139beecdb548c90b37abab5132b985833c6 Mon Sep 17 00:00:00 2001 From: eihrul Date: Tue, 26 Mar 2013 19:34:00 +0000 Subject: [PATCH] factor out skeletal animation transform generation so that it can be reused git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11927 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 94 +-------------------- mod_skeletal_animatevertices_generic.c | 109 ++----------------------- model_alias.c | 98 ++++++++++++++++++++++ model_alias.h | 4 + 4 files changed, 111 insertions(+), 194 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index d71f3b0b..ffb11d70 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -4873,103 +4873,11 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub) { // cache the skeleton so the vertex shader can use it - int i; - int blends; - const skeleton_t *skeleton = ent->skeleton; - const frameblend_t *frameblend = ent->frameblend; - float *boneposerelative; - float m[12]; - static float bonepose[256][12]; r_refdef.stats[r_stat_animcache_skeletal_count] += 1; r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones; r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones); ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones); - boneposerelative = ent->animcache_skeletaltransform3x4; - if (skeleton && !skeleton->relativetransforms) - skeleton = NULL; - // resolve hierarchy and make relative transforms (deforms) which the shader wants - 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], m, bonepose[i]); - else - memcpy(bonepose[i], 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], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); - } - } - 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], m, bonepose[i]); - else - memcpy(bonepose[i], 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], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); - } - } + Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); // note: this can fail if the buffer is at the grow limit ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones; ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset, true); diff --git a/mod_skeletal_animatevertices_generic.c b/mod_skeletal_animatevertices_generic.c index bc268117..5c1045e4 100644 --- a/mod_skeletal_animatevertices_generic.c +++ b/mod_skeletal_animatevertices_generic.c @@ -1,125 +1,32 @@ #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)); + bonepose = (float *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * (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 - { - 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() diff --git a/model_alias.c b/model_alias.c index 981188ea..ddcd849e 100644 --- a/model_alias.c +++ b/model_alias.c @@ -62,6 +62,104 @@ void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes) return Mod_Skeletal_AnimateVertices_bonepose; } +void Mod_Skeletal_BuildTransforms(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative) +{ + int i, blends; + float m[12]; + + if (!bonepose) + bonepose = (float * RESTRICT) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * 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 * 12, m, bonepose + i * 12); + else + memcpy(bonepose + i * 12, 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 * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + else + { + for (i = 0;i < model->num_bones;i++) + { + // blend by transform each quaternion/translation into a dual-quaternion first, then blending + 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; + } + // generate a matrix from the dual-quaternion, implicitly normalizing it in the process + 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 * 12, m, bonepose + i * 12); + else + memcpy(bonepose + i * 12, 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 * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } +} + static void Mod_Skeletal_AnimateVertices(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) { diff --git a/model_alias.h b/model_alias.h index ddf8e5c0..61c1099a 100644 --- a/model_alias.h +++ b/model_alias.h @@ -242,7 +242,11 @@ extern cvar_t r_skeletal_debugtranslatex; extern cvar_t r_skeletal_debugtranslatey; extern cvar_t r_skeletal_debugtranslatez; +struct model_s; +struct frameblend_s; + void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes); +void Mod_Skeletal_BuildTransforms(const struct model_s * RESTRICT model, const struct frameblend_s * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative); #endif -- 2.39.2