void Mod_Skeletal_AnimateVertices_SSE(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; matrix4x4_t *bonepose; matrix4x4_t *boneposerelative; float m[12]; const blendweights_t * RESTRICT weights; int num_vertices_minus_one; num_vertices_minus_one = model->surfmesh.num_vertices - 1; //unsigned long long ts = rdtsc(); bonepose = (matrix4x4_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(matrix4x4_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++) { const float * RESTRICT n = model->data_baseboneposeinverse + i * 12; matrix4x4_t * RESTRICT s = &skeleton->relativetransforms[i]; matrix4x4_t * RESTRICT b = &bonepose[i]; matrix4x4_t * RESTRICT r = &boneposerelative[i]; __m128 b0, b1, b2, b3, r0, r1, r2, r3, nr;
#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];