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);
#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];
}
}
-#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()
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)
{
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