DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
mod_skeletal_animatevertices_generic.h File Reference
#include "quakedef.h"
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Go to the source code of this file.

Macros

#define MOD_H
 

Functions

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)
 

Macro Definition Documentation

◆ MOD_H

#define MOD_H

Definition at line 2 of file mod_skeletal_animatevertices_generic.h.

Function Documentation

◆ Mod_Skeletal_AnimateVertices_Generic()

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 )

Definition at line 3 of file mod_skeletal_animatevertices_generic.c.

4{
5 // vertex weighted skeletal
6 int i, k;
7 float *bonepose;
8 float *boneposerelative;
9 const blendweights_t * RESTRICT weights;
10
11 //unsigned long long ts = rdtsc();
12 bonepose = (float *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * (model->num_bones*2 + model->surfmesh.num_blends));
13 boneposerelative = bonepose + model->num_bones * 12;
14
15 Mod_Skeletal_BuildTransforms(model, frameblend, skeleton, bonepose, boneposerelative);
16
17 // generate matrices for all blend combinations
18 weights = model->surfmesh.data_blendweights;
19 for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
20 {
21 float * RESTRICT b = boneposerelative + 12 * (model->num_bones + i);
22 const float * RESTRICT m = boneposerelative + 12 * (unsigned int)weights->index[0];
23 float f = weights->influence[0] * (1.0f / 255.0f);
24 b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
25 b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
26 b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
27 for (k = 1;k < 4 && weights->influence[k];k++)
28 {
29 m = boneposerelative + 12 * (unsigned int)weights->index[k];
30 f = weights->influence[k] * (1.0f / 255.0f);
31 b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];
32 b[ 4] += f*m[ 4]; b[ 5] += f*m[ 5]; b[ 6] += f*m[ 6]; b[ 7] += f*m[ 7];
33 b[ 8] += f*m[ 8]; b[ 9] += f*m[ 9]; b[10] += f*m[10]; b[11] += f*m[11];
34 }
35 }
36
37#define LOAD_MATRIX_SCALAR() const float * RESTRICT m = boneposerelative + 12 * (unsigned int)*b
38
39#define LOAD_MATRIX3() \
40 LOAD_MATRIX_SCALAR()
41#define LOAD_MATRIX4() \
42 LOAD_MATRIX_SCALAR()
43
44#define TRANSFORM_POSITION_SCALAR(in, out) \
45 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2] + m[3]); \
46 (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6] + m[7]); \
47 (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10] + m[11]);
48#define TRANSFORM_VECTOR_SCALAR(in, out) \
49 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2]); \
50 (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6]); \
51 (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10]);
52
53#define TRANSFORM_POSITION(in, out) \
54 TRANSFORM_POSITION_SCALAR(in, out)
55#define TRANSFORM_VECTOR(in, out) \
56 TRANSFORM_VECTOR_SCALAR(in, out)
57
58 // transform vertex attributes by blended matrices
59 if (vertex3f)
60 {
61 const float * RESTRICT v = model->surfmesh.data_vertex3f;
62 const unsigned short * RESTRICT b = model->surfmesh.blends;
63 // special case common combinations of attributes to avoid repeated loading of matrices
64 if (normal3f)
65 {
66 const float * RESTRICT n = model->surfmesh.data_normal3f;
67 if (svector3f && tvector3f)
68 {
69 const float * RESTRICT svec = model->surfmesh.data_svector3f;
70 const float * RESTRICT tvec = model->surfmesh.data_tvector3f;
71
72 // Note that for SSE each iteration stores one element past end, so we break one vertex short
73 // and handle that with scalars in that case
74 for (i = 0; i < model->surfmesh.num_vertices; i++, v += 3, n += 3, svec += 3, tvec += 3, b++,
75 vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
76 {
78 TRANSFORM_POSITION(v, vertex3f);
79 TRANSFORM_VECTOR(n, normal3f);
80 TRANSFORM_VECTOR(svec, svector3f);
81 TRANSFORM_VECTOR(tvec, tvector3f);
82 }
83
84 return;
85 }
86
87 for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
88 {
90 TRANSFORM_POSITION(v, vertex3f);
91 TRANSFORM_VECTOR(n, normal3f);
92 }
93 }
94 else
95 {
96 for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, b++, vertex3f += 3)
97 {
99 TRANSFORM_POSITION(v, vertex3f);
100 }
101 }
102 }
103
104 else if (normal3f)
105 {
106 const float * RESTRICT n = model->surfmesh.data_normal3f;
107 const unsigned short * RESTRICT b = model->surfmesh.blends;
108 for (i = 0; i < model->surfmesh.num_vertices; i++, n += 3, b++, normal3f += 3)
109 {
110 LOAD_MATRIX3();
111 TRANSFORM_VECTOR(n, normal3f);
112 }
113 }
114
115 if (svector3f)
116 {
117 const float * RESTRICT svec = model->surfmesh.data_svector3f;
118 const unsigned short * RESTRICT b = model->surfmesh.blends;
119 for (i = 0; i < model->surfmesh.num_vertices; i++, svec += 3, b++, svector3f += 3)
120 {
121 LOAD_MATRIX3();
122 TRANSFORM_VECTOR(svec, svector3f);
123 }
124 }
125
126 if (tvector3f)
127 {
128 const float * RESTRICT tvec = model->surfmesh.data_tvector3f;
129 const unsigned short * RESTRICT b = model->surfmesh.blends;
130 for (i = 0; i < model->surfmesh.num_vertices; i++, tvec += 3, b++, tvector3f += 3)
131 {
132 LOAD_MATRIX3();
133 TRANSFORM_VECTOR(tvec, tvector3f);
134 }
135 }
136}
string model
#define n(x, y)
static int(ZEXPORT *qz_inflate)(z_stream *strm
const GLdouble * v
Definition glquake.h:762
#define TRANSFORM_VECTOR(in, out)
#define LOAD_MATRIX4()
#define LOAD_MATRIX3()
#define TRANSFORM_POSITION(in, out)
void * Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes)
Definition model_alias.c:53
void Mod_Skeletal_BuildTransforms(const model_t *RESTRICT model, const frameblend_t *RESTRICT frameblend, const skeleton_t *skeleton, float *RESTRICT bonepose, float *RESTRICT boneposerelative)
Definition model_alias.c:65
int i
#define RESTRICT
Definition qtypes.h:27
float f
dp_FragColor b

References b, f, i, int(), LOAD_MATRIX3, LOAD_MATRIX4, Mod_Skeletal_AnimateVertices_AllocBuffers(), Mod_Skeletal_BuildTransforms(), model, n, RESTRICT, TRANSFORM_POSITION, TRANSFORM_VECTOR, and v.

Referenced by Mod_Skeletal_AnimateVertices().