2010-05-06 00:08:41 +00:00
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/**
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* File not compiled. Included from mesh_mrm_skin.cpp. It is a "old school" template.
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*/
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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// ace: before including this, #define this define to use it
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// the goal is to be able to compile every .cpp file with no
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// special case (GNU/Linux needs)
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#ifdef ADD_MESH_MRM_SKIN_TEMPLATE
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// ***************************************************************************
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// ***************************************************************************
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// "Templates" for VertexSkinning with any input matrix type.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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static void applyArraySkinNormalT(uint numMatrixes, uint32 *infPtr, CMesh::CSkinWeight *srcSkinPtr,
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CVector *srcVertexPtr, CVector *srcNormalPtr, uint normalOff,
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uint8 *destVertexPtr, vector<CMatrix3x4> &boneMat3x4, uint vertexSize, uint nInf)
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{
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/* Prefetch all vertex/normal before, it is to be faster.
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*/
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
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{
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uint nInfTmp= nInf;
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uint32 *infTmpPtr= infPtr;
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for(;nInfTmp>0;nInfTmp--, infTmpPtr++)
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{
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uint index= *infTmpPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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__asm
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{
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mov eax, srcSkin
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mov ebx, srcVertex
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mov ecx, srcNormal
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mov edx, [eax]
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mov edx, [ebx]
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mov edx, [ecx]
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}
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}
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}
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#endif
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// Process vertices.
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switch(numMatrixes)
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{
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//=========
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case 0:
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// Special case for Vertices influenced by one matrix. Just copy result of mul.
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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CVector *dstNormal= (CVector*)(dstVertexVB + normalOff);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
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// Normal.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcNormal, *dstNormal);
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}
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break;
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//=========
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case 1:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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CVector *dstNormal= (CVector*)(dstVertexVB + normalOff);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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// Normal.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcNormal, srcSkin->Weights[0], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcNormal, srcSkin->Weights[1], *dstNormal);
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}
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break;
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//=========
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case 2:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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CVector *dstNormal= (CVector*)(dstVertexVB + normalOff);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
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// Normal.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcNormal, srcSkin->Weights[0], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcNormal, srcSkin->Weights[1], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddVector( *srcNormal, srcSkin->Weights[2], *dstNormal);
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}
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break;
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//=========
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case 3:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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CVector *dstNormal= (CVector*)(dstVertexVB + normalOff);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin->Weights[3], *dstVertex);
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// Normal.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcNormal, srcSkin->Weights[0], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcNormal, srcSkin->Weights[1], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddVector( *srcNormal, srcSkin->Weights[2], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[3] ].mulAddVector( *srcNormal, srcSkin->Weights[3], *dstNormal);
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}
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break;
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}
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}
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// ***************************************************************************
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static void applyArraySkinTangentSpaceT(uint numMatrixes, uint32 *infPtr, CMesh::CSkinWeight *srcSkinPtr,
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CVector *srcVertexPtr, CVector *srcNormalPtr, CVector *tgSpacePtr, uint normalOff, uint tgSpaceOff,
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uint8 *destVertexPtr, vector<CMatrix3x4> &boneMat3x4, uint vertexSize, uint nInf)
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{
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/* Prefetch all vertex/normal/tgSpace before, it is faster.
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*/
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
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{
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uint nInfTmp= nInf;
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uint32 *infTmpPtr= infPtr;
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for(;nInfTmp>0;nInfTmp--, infTmpPtr++)
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{
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uint index= *infTmpPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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CVector *srcTgSpace= tgSpacePtr + index;
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__asm
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{
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mov eax, srcSkin
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mov ebx, srcVertex
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mov ecx, srcNormal
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mov esi, srcTgSpace
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mov edx, [eax]
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mov edx, [ebx]
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mov edx, [ecx]
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mov edx, [esi]
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}
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}
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}
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#endif
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// Process vertices.
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switch(numMatrixes)
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{
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//=========
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case 0:
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// Special case for Vertices influenced by one matrix. Just copy result of mul.
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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CVector *srcTgSpace= tgSpacePtr + index;
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//
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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CVector *dstNormal= (CVector*)(dstVertexVB + normalOff);
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CVector *dstTgSpace= (CVector*)(dstVertexVB + tgSpaceOff);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
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// Normal.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcNormal, *dstNormal);
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// Tg space
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcTgSpace, *dstTgSpace);
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}
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break;
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//=========
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case 1:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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CVector *srcTgSpace= tgSpacePtr + index;
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//
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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CVector *dstNormal= (CVector*)(dstVertexVB + normalOff);
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CVector *dstTgSpace= (CVector*)(dstVertexVB + tgSpaceOff);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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// Normal.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcNormal, srcSkin->Weights[0], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcNormal, srcSkin->Weights[1], *dstNormal);
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// Tg space
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcTgSpace, srcSkin->Weights[0], *dstTgSpace);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcTgSpace, srcSkin->Weights[1], *dstTgSpace);
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}
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break;
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//=========
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case 2:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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CVector *srcTgSpace= tgSpacePtr + index;
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//
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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CVector *dstNormal= (CVector*)(dstVertexVB + normalOff);
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CVector *dstTgSpace= (CVector*)(dstVertexVB + tgSpaceOff);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
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// Normal.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcNormal, srcSkin->Weights[0], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcNormal, srcSkin->Weights[1], *dstNormal);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddVector( *srcNormal, srcSkin->Weights[2], *dstNormal);
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// Tg space
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcTgSpace, srcSkin->Weights[0], *dstTgSpace);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcTgSpace, srcSkin->Weights[1], *dstTgSpace);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddVector( *srcTgSpace, srcSkin->Weights[2], *dstTgSpace);
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}
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break;
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//=========
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case 3:
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// for all InfluencedVertices only.
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for(;nInf>0;nInf--, infPtr++)
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{
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uint index= *infPtr;
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CMesh::CSkinWeight *srcSkin= srcSkinPtr + index;
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CVector *srcVertex= srcVertexPtr + index;
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CVector *srcNormal= srcNormalPtr + index;
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CVector *srcTgSpace= tgSpacePtr + index;
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//
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uint8 *dstVertexVB= destVertexPtr + index * vertexSize;
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CVector *dstVertex= (CVector*)(dstVertexVB);
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CVector *dstNormal= (CVector*)(dstVertexVB + normalOff);
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CVector *dstTgSpace= (CVector*)(dstVertexVB + tgSpaceOff);
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// Vertex.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
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boneMat3x4[ srcSkin->MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin->Weights[3], *dstVertex);
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// Normal.
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boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcNormal, srcSkin->Weights[0], *dstNormal);
|
|
|
|
boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcNormal, srcSkin->Weights[1], *dstNormal);
|
|
|
|
boneMat3x4[ srcSkin->MatrixId[2] ].mulAddVector( *srcNormal, srcSkin->Weights[2], *dstNormal);
|
|
|
|
boneMat3x4[ srcSkin->MatrixId[3] ].mulAddVector( *srcNormal, srcSkin->Weights[3], *dstNormal);
|
|
|
|
// Tg space
|
|
|
|
boneMat3x4[ srcSkin->MatrixId[0] ].mulSetVector( *srcTgSpace, srcSkin->Weights[0], *dstTgSpace);
|
|
|
|
boneMat3x4[ srcSkin->MatrixId[1] ].mulAddVector( *srcTgSpace, srcSkin->Weights[1], *dstTgSpace);
|
|
|
|
boneMat3x4[ srcSkin->MatrixId[2] ].mulAddVector( *srcTgSpace, srcSkin->Weights[2], *dstTgSpace);
|
|
|
|
boneMat3x4[ srcSkin->MatrixId[3] ].mulAddVector( *srcTgSpace, srcSkin->Weights[3], *dstTgSpace);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
// ApplySkin methods.
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMGeom::applySkinWithNormal(CLod &lod, const CSkeletonModel *skeleton)
|
|
|
|
{
|
|
|
|
nlassert(_Skinned);
|
|
|
|
if(_SkinWeights.size()==0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// get vertexPtr / normalOff.
|
|
|
|
//===========================
|
|
|
|
CVertexBufferReadWrite vba;
|
|
|
|
_VBufferFinal.lock (vba);
|
|
|
|
uint8 *destVertexPtr= (uint8*)vba.getVertexCoordPointer();
|
|
|
|
uint flags= _VBufferFinal.getVertexFormat();
|
|
|
|
sint32 vertexSize= _VBufferFinal.getVertexSize();
|
|
|
|
// must have XYZ and Normal.
|
|
|
|
nlassert((flags & CVertexBuffer::PositionFlag)
|
|
|
|
&& (flags & CVertexBuffer::NormalFlag)
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// Compute offset of each component of the VB.
|
|
|
|
sint32 normalOff;
|
|
|
|
normalOff= _VBufferFinal.getNormalOff();
|
|
|
|
|
|
|
|
|
|
|
|
// compute src array.
|
|
|
|
CMesh::CSkinWeight *srcSkinPtr;
|
|
|
|
CVector *srcVertexPtr;
|
|
|
|
CVector *srcNormalPtr= NULL;
|
|
|
|
srcSkinPtr= &_SkinWeights[0];
|
|
|
|
srcVertexPtr= &_OriginalSkinVertices[0];
|
|
|
|
srcNormalPtr= &(_OriginalSkinNormals[0]);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Compute useful Matrix for this lod.
|
|
|
|
//===========================
|
|
|
|
// Those arrays map the array of bones in skeleton.
|
|
|
|
static vector<CMatrix3x4> boneMat3x4;
|
|
|
|
computeBoneMatrixes3x4(boneMat3x4, lod.MatrixInfluences, skeleton);
|
|
|
|
|
|
|
|
|
|
|
|
// apply skinning.
|
|
|
|
//===========================
|
|
|
|
// assert, code below is written especially for 4 per vertex.
|
|
|
|
nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4);
|
|
|
|
for(uint i=0;i<NL3D_MESH_SKINNING_MAX_MATRIX;i++)
|
|
|
|
{
|
2010-05-13 20:14:36 +00:00
|
|
|
uint nInf= (uint)lod.InfluencedVertices[i].size();
|
2010-05-06 00:08:41 +00:00
|
|
|
if( nInf==0 )
|
|
|
|
continue;
|
|
|
|
uint32 *infPtr= &(lod.InfluencedVertices[i][0]);
|
|
|
|
|
|
|
|
// TestYoyo
|
|
|
|
/*extern uint TESTYOYO_NumStdSkinVertices;
|
|
|
|
TESTYOYO_NumStdSkinVertices+= nInf;*/
|
|
|
|
|
|
|
|
// apply the skin to the vertices
|
|
|
|
applyArraySkinNormalT(i, infPtr, srcSkinPtr, srcVertexPtr, srcNormalPtr,
|
|
|
|
normalOff, destVertexPtr,
|
|
|
|
boneMat3x4, vertexSize, nInf);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMGeom::applySkinWithTangentSpace(CLod &lod, const CSkeletonModel *skeleton,
|
|
|
|
uint tangentSpaceTexCoord)
|
|
|
|
{
|
|
|
|
nlassert(_Skinned);
|
|
|
|
if(_SkinWeights.size()==0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// get vertexPtr / normalOff / tangent space offset.
|
|
|
|
//===========================
|
|
|
|
CVertexBufferReadWrite vba;
|
|
|
|
_VBufferFinal.lock (vba);
|
|
|
|
uint8 *destVertexPtr= (uint8*)vba.getVertexCoordPointer();
|
|
|
|
uint flags= _VBufferFinal.getVertexFormat();
|
|
|
|
sint32 vertexSize= _VBufferFinal.getVertexSize();
|
|
|
|
// must have XYZ.
|
|
|
|
// if there's tangent space, there also must be a normal there.
|
|
|
|
nlassert((flags & CVertexBuffer::PositionFlag)
|
|
|
|
&& (flags & CVertexBuffer::NormalFlag)
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// Compute offset of each component of the VB.
|
|
|
|
sint32 normalOff;
|
|
|
|
normalOff= _VBufferFinal.getNormalOff();
|
|
|
|
|
|
|
|
// tg space offset
|
|
|
|
sint32 tgSpaceOff = _VBufferFinal.getTexCoordOff((uint8) tangentSpaceTexCoord);
|
|
|
|
|
|
|
|
// compute src array.
|
|
|
|
CMesh::CSkinWeight *srcSkinPtr;
|
|
|
|
CVector *srcVertexPtr;
|
|
|
|
CVector *srcNormalPtr;
|
|
|
|
CVector *tgSpacePtr;
|
|
|
|
//
|
|
|
|
srcSkinPtr= &_SkinWeights[0];
|
|
|
|
srcVertexPtr= &_OriginalSkinVertices[0];
|
|
|
|
srcNormalPtr= &(_OriginalSkinNormals[0]);
|
|
|
|
tgSpacePtr = &(_OriginalTGSpace[0]);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Compute useful Matrix for this lod.
|
|
|
|
//===========================
|
|
|
|
// Those arrays map the array of bones in skeleton.
|
|
|
|
static vector<CMatrix3x4> boneMat3x4;
|
|
|
|
computeBoneMatrixes3x4(boneMat3x4, lod.MatrixInfluences, skeleton);
|
|
|
|
|
|
|
|
|
|
|
|
// apply skinning (with tangent space added)
|
|
|
|
//===========================
|
|
|
|
// assert, code below is written especially for 4 per vertex.
|
|
|
|
nlassert(NL3D_MESH_SKINNING_MAX_MATRIX==4);
|
|
|
|
for(uint i=0;i<NL3D_MESH_SKINNING_MAX_MATRIX;i++)
|
|
|
|
{
|
2010-05-13 20:14:36 +00:00
|
|
|
uint nInf= (uint)lod.InfluencedVertices[i].size();
|
2010-05-06 00:08:41 +00:00
|
|
|
if( nInf==0 )
|
|
|
|
continue;
|
|
|
|
uint32 *infPtr= &(lod.InfluencedVertices[i][0]);
|
|
|
|
|
|
|
|
// apply the skin to the vertices
|
|
|
|
applyArraySkinTangentSpaceT(i, infPtr, srcSkinPtr, srcVertexPtr, srcNormalPtr, tgSpacePtr,
|
|
|
|
normalOff, tgSpaceOff, destVertexPtr,
|
|
|
|
boneMat3x4, vertexSize, nInf);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
// Raw "Vertex/Normal only" ApplySkin methods.
|
|
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
|
|
|
|
|
|
|
|
|
|
#define NL3D_RAWSKIN_NORMAL_OFF 12
|
|
|
|
#define NL3D_RAWSKIN_UV_OFF 24
|
|
|
|
#define NL3D_RAWSKIN_VERTEX_SIZE 32
|
|
|
|
|
|
|
|
|
|
|
|
/* Speed Feature test.
|
|
|
|
Don't use precaching for now, cause its seems to be slower on some configs (P4-2.4Ghz),
|
|
|
|
but maybe faster on other (P3-800)
|
|
|
|
On a P4-2.4Ghz, for 40000 vertices skinned, both no precaching and asm
|
|
|
|
saves 27% of execution time in the applyRawSkinNormal*() loop (ie 1 ms)
|
|
|
|
*/
|
|
|
|
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
|
|
|
|
//#define NL3D_RAWSKIN_PRECACHE
|
|
|
|
#define NL3D_RAWSKIN_ASM
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMGeom::applyArrayRawSkinNormal1(CRawVertexNormalSkin1 *src, uint8 *destVertexPtr,
|
|
|
|
CMatrix3x4 *boneMat3x4, uint nInf)
|
|
|
|
{
|
|
|
|
// must write contigously in AGP, and ASM is hardcoded...
|
|
|
|
nlctassert(NL3D_RAWSKIN_NORMAL_OFF==12);
|
|
|
|
nlctassert(NL3D_RAWSKIN_UV_OFF==24);
|
|
|
|
|
|
|
|
/*extern uint TESTYOYO_NumRawSkinVertices1;
|
|
|
|
TESTYOYO_NumRawSkinVertices1+= nInf;
|
|
|
|
H_AUTO( TestYoyo_RawSkin1 );*/
|
|
|
|
|
|
|
|
#ifdef NL3D_RAWSKIN_PRECACHE
|
|
|
|
for(;nInf>0;)
|
|
|
|
{
|
|
|
|
// number of vertices to process for this block.
|
|
|
|
uint nBlockInf= min(NumCacheVertexNormal1, nInf);
|
|
|
|
// next block.
|
|
|
|
nInf-= nBlockInf;
|
|
|
|
|
|
|
|
// cache the data in L1 cache.
|
|
|
|
CFastMem::precache(src, nBlockInf * sizeof(CRawVertexNormalSkin1));
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
uint nBlockInf= nInf;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
#ifndef NL3D_RAWSKIN_ASM
|
|
|
|
// for all InfluencedVertices only.
|
|
|
|
for(;nBlockInf>0;nBlockInf--, src++, destVertexPtr+=NL3D_RAWSKIN_VERTEX_SIZE)
|
|
|
|
{
|
|
|
|
CVector *dstVertex= (CVector*)(destVertexPtr);
|
|
|
|
CVector *dstNormal= (CVector*)(destVertexPtr + NL3D_RAWSKIN_NORMAL_OFF);
|
|
|
|
|
|
|
|
// For 1 matrix, can write directly to AGP (if destVertexPtr is AGP...)
|
|
|
|
// Vertex.
|
|
|
|
boneMat3x4[ src->MatrixId[0] ].mulSetPoint( src->Vertex.Pos, *(CVector*)(destVertexPtr) );
|
|
|
|
// Normal.
|
|
|
|
boneMat3x4[ src->MatrixId[0] ].mulSetVector( src->Vertex.Normal, *(CVector*)(destVertexPtr + NL3D_RAWSKIN_NORMAL_OFF) );
|
|
|
|
// UV copy.
|
|
|
|
*(CUV*)(destVertexPtr + NL3D_RAWSKIN_UV_OFF)= src->Vertex.UV;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
// ASM harcoded for 36
|
|
|
|
nlctassert(sizeof(CRawVertexNormalSkin1)==36);
|
|
|
|
|
|
|
|
/* 116 cycles / loop typical
|
|
|
|
58 cycles / loop in theory (no memory problem)
|
|
|
|
*/
|
|
|
|
__asm
|
|
|
|
{
|
|
|
|
mov ecx, nBlockInf
|
|
|
|
mov esi, src
|
|
|
|
mov edi, destVertexPtr
|
|
|
|
mov edx, boneMat3x4
|
|
|
|
theLoop:
|
|
|
|
// Vertex.
|
|
|
|
// **** boneMat3x4[ src->MatrixId[0] ].mulSetPoint( src->Vertex.Pos, *(CVector*)(destVertexPtr) );
|
|
|
|
|
|
|
|
// eax= matrix
|
|
|
|
mov eax, [esi]src.MatrixId // uop: 0/1
|
|
|
|
lea eax, [eax*2+eax]
|
|
|
|
shl eax, 4
|
|
|
|
add eax, edx // uop: 1/0
|
|
|
|
|
|
|
|
// load x y z
|
|
|
|
fld [esi]src.Vertex.Pos.x // uop: 0/1
|
|
|
|
fld [esi]src.Vertex.Pos.y // uop: 0/1
|
|
|
|
fld [esi]src.Vertex.Pos.z // uop: 0/1
|
|
|
|
// vout.x= (a11*vin.x + a12*vin.y + a13*vin.z + a14);
|
|
|
|
fld [eax]CMatrix3x4.a11 // uop: 0/1
|
|
|
|
fmul st, st(3) // uop: 1/0 (5)
|
|
|
|
fld [eax]CMatrix3x4.a12 // uop: 0/1
|
|
|
|
fmul st, st(3) // uop: 1/0 (5)
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
fld [eax]CMatrix3x4.a13 // uop: 0/1
|
|
|
|
fmul st, st(2) // uop: 1/0 (5)
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
fld [eax]CMatrix3x4.a14 // uop: 0/1
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
fstp dword ptr[edi] // uop: 0/0/1/1
|
|
|
|
// vout.y= (a21*vin.x + a22*vin.y + a23*vin.z + a24);
|
|
|
|
fld [eax]CMatrix3x4.a21
|
|
|
|
fmul st, st(3)
|
|
|
|
fld [eax]CMatrix3x4.a22
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a23
|
|
|
|
fmul st, st(2)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a24
|
|
|
|
faddp st(1), st
|
|
|
|
fstp dword ptr[edi+4]
|
|
|
|
// vout.z= (a31*vin.x + a32*vin.y + a33*vin.z + a34);
|
|
|
|
fld [eax]CMatrix3x4.a31
|
|
|
|
fmul st, st(3)
|
|
|
|
fld [eax]CMatrix3x4.a32
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a33
|
|
|
|
fmul st, st(2)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a34
|
|
|
|
faddp st(1), st
|
|
|
|
fstp dword ptr[edi+8]
|
|
|
|
// free x y z
|
|
|
|
fstp st // uop: 1/0
|
|
|
|
fstp st // uop: 1/0
|
|
|
|
fstp st // uop: 1/0
|
|
|
|
|
|
|
|
|
|
|
|
// Normal
|
|
|
|
// **** boneMat3x4[ src->MatrixId[0] ].mulSetVector( src->Vertex.Normal, *(CVector*)(destVertexPtr + NL3D_RAWSKIN_NORMAL_OFF) );
|
|
|
|
|
|
|
|
// load x y z
|
|
|
|
fld [esi]src.Vertex.Normal.x
|
|
|
|
fld [esi]src.Vertex.Normal.y
|
|
|
|
fld [esi]src.Vertex.Normal.z
|
|
|
|
// vout.x= (a11*vin.x + a12*vin.y + a13*vin.z + a14);
|
|
|
|
fld [eax]CMatrix3x4.a11 // uop: 0/1
|
|
|
|
fmul st, st(3) // uop: 1/0 (5)
|
|
|
|
fld [eax]CMatrix3x4.a12 // uop: 0/1
|
|
|
|
fmul st, st(3) // uop: 1/0 (5)
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
fld [eax]CMatrix3x4.a13 // uop: 0/1
|
|
|
|
fmul st, st(2) // uop: 1/0 (5)
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
fstp dword ptr[edi+12] // uop: 0/0/1/1
|
|
|
|
// vout.y= (a21*vin.x + a22*vin.y + a23*vin.z + a24);
|
|
|
|
fld [eax]CMatrix3x4.a21
|
|
|
|
fmul st, st(3)
|
|
|
|
fld [eax]CMatrix3x4.a22
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a23
|
|
|
|
fmul st, st(2)
|
|
|
|
faddp st(1), st
|
|
|
|
fstp dword ptr[edi+16]
|
|
|
|
// vout.z= (a31*vin.x + a32*vin.y + a33*vin.z + a34);
|
|
|
|
fld [eax]CMatrix3x4.a31
|
|
|
|
fmul st, st(3)
|
|
|
|
fld [eax]CMatrix3x4.a32
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a33
|
|
|
|
fmul st, st(2)
|
|
|
|
faddp st(1), st
|
|
|
|
fstp dword ptr[edi+20]
|
|
|
|
// free x y z
|
|
|
|
fstp st
|
|
|
|
fstp st
|
|
|
|
fstp st
|
|
|
|
|
|
|
|
|
|
|
|
// UV copy.
|
|
|
|
// **** *(CUV*)(destVertexPtr + NL3D_RAWSKIN_UV_OFF)= src->Vertex.UV;
|
|
|
|
mov eax, [esi]src.Vertex.UV.U // uop: 0/1
|
|
|
|
mov dword ptr[edi+24], eax // uop: 0/0/1/1
|
|
|
|
mov eax, [esi]src.Vertex.UV.V // uop: 0/1
|
|
|
|
mov dword ptr[edi+28], eax // uop: 0/0/1/1
|
|
|
|
|
|
|
|
|
|
|
|
// **** next
|
|
|
|
add esi, 36 // uop: 1/0
|
|
|
|
add edi, NL3D_RAWSKIN_VERTEX_SIZE // uop: 1/0
|
|
|
|
dec ecx // uop: 1/0
|
|
|
|
jnz theLoop // uop: 1/1 (p1)
|
|
|
|
|
|
|
|
mov nBlockInf, ecx
|
|
|
|
mov src, esi
|
|
|
|
mov destVertexPtr, edi
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMGeom::applyArrayRawSkinNormal2(CRawVertexNormalSkin2 *src, uint8 *destVertexPtr,
|
|
|
|
CMatrix3x4 *boneMat3x4, uint nInf)
|
|
|
|
{
|
|
|
|
// must write contigously in AGP, and ASM is hardcoded...
|
|
|
|
nlctassert(NL3D_RAWSKIN_NORMAL_OFF==12);
|
|
|
|
nlctassert(NL3D_RAWSKIN_UV_OFF==24);
|
|
|
|
|
|
|
|
/*extern uint TESTYOYO_NumRawSkinVertices2;
|
|
|
|
TESTYOYO_NumRawSkinVertices2+= nInf;
|
|
|
|
H_AUTO( TestYoyo_RawSkin2 );*/
|
|
|
|
|
|
|
|
// Since VertexPtr may be a AGP Ram, MUST NOT read into it! (mulAdd*() do it!)
|
|
|
|
CVector tmpVert;
|
|
|
|
|
|
|
|
#ifdef NL3D_RAWSKIN_PRECACHE
|
|
|
|
for(;nInf>0;)
|
|
|
|
{
|
|
|
|
// number of vertices to process for this block.
|
|
|
|
uint nBlockInf= min(NumCacheVertexNormal2, nInf);
|
|
|
|
// next block.
|
|
|
|
nInf-= nBlockInf;
|
|
|
|
|
|
|
|
// cache the data in L1 cache.
|
|
|
|
CFastMem::precache(src, nBlockInf * sizeof(CRawVertexNormalSkin2));
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
uint nBlockInf= nInf;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
#ifndef NL3D_RAWSKIN_ASM
|
|
|
|
// for all InfluencedVertices only.
|
|
|
|
for(;nBlockInf>0;nBlockInf--, src++, destVertexPtr+=NL3D_RAWSKIN_VERTEX_SIZE)
|
|
|
|
{
|
|
|
|
// Vertex.
|
|
|
|
boneMat3x4[ src->MatrixId[0] ].mulSetPoint( src->Vertex.Pos, src->Weights[0], tmpVert);
|
|
|
|
boneMat3x4[ src->MatrixId[1] ].mulAddPoint( src->Vertex.Pos, src->Weights[1], tmpVert);
|
|
|
|
*(CVector*)(destVertexPtr)= tmpVert;
|
|
|
|
// Normal.
|
|
|
|
boneMat3x4[ src->MatrixId[0] ].mulSetVector( src->Vertex.Normal, src->Weights[0], tmpVert);
|
|
|
|
boneMat3x4[ src->MatrixId[1] ].mulAddVector( src->Vertex.Normal, src->Weights[1], tmpVert);
|
|
|
|
*(CVector*)(destVertexPtr + NL3D_RAWSKIN_NORMAL_OFF)= tmpVert;
|
|
|
|
// UV copy.
|
|
|
|
*(CUV*)(destVertexPtr + NL3D_RAWSKIN_UV_OFF)= src->Vertex.UV;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
// ASM harcoded for 48
|
|
|
|
nlctassert(sizeof(CRawVertexNormalSkin2)==48);
|
|
|
|
|
|
|
|
/* 154 cycles / loop typical
|
|
|
|
124 cycles / loop in theory (no memory problem)
|
|
|
|
*/
|
|
|
|
__asm
|
|
|
|
{
|
|
|
|
mov ecx, nBlockInf
|
|
|
|
mov esi, src
|
|
|
|
mov edi, destVertexPtr
|
|
|
|
mov edx, boneMat3x4
|
|
|
|
theLoop:
|
|
|
|
// Vertex.
|
|
|
|
// **** boneMat3x4[ src->MatrixId[0] ].mulSetPoint( src->Vertex.Pos, *(CVector*)(destVertexPtr) );
|
|
|
|
|
|
|
|
// eax= matrix0
|
|
|
|
mov eax, [esi+0]src.MatrixId // uop: 0/1
|
|
|
|
lea eax, [eax*2+eax]
|
|
|
|
shl eax, 4
|
|
|
|
add eax, edx // uop: 1/0
|
|
|
|
// ebx= matrix1
|
|
|
|
mov ebx, [esi+4]src.MatrixId // uop: 0/1
|
|
|
|
lea ebx, [ebx*2+ebx]
|
|
|
|
shl ebx, 4
|
|
|
|
add ebx, edx // uop: 1/0
|
|
|
|
|
|
|
|
// load x y z
|
|
|
|
fld [esi]src.Vertex.Pos.x // uop: 0/1
|
|
|
|
fld [esi]src.Vertex.Pos.y // uop: 0/1
|
|
|
|
fld [esi]src.Vertex.Pos.z // uop: 0/1
|
|
|
|
|
|
|
|
// **** vout.x= (a11*vin.x + a12*vin.y + a13*vin.z + a14);
|
|
|
|
// 1st Matrix
|
|
|
|
fld [eax]CMatrix3x4.a11 // uop: 0/1
|
|
|
|
fmul st, st(3) // uop: 1/0 (5)
|
|
|
|
fld [eax]CMatrix3x4.a12 // uop: 0/1
|
|
|
|
fmul st, st(3) // uop: 1/0 (5)
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
fld [eax]CMatrix3x4.a13 // uop: 0/1
|
|
|
|
fmul st, st(2) // uop: 1/0 (5)
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
fld [eax]CMatrix3x4.a14 // uop: 0/1
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
// mul by scale
|
|
|
|
fmul [esi+0]src.Weights
|
|
|
|
|
|
|
|
// 2nd matrix
|
|
|
|
fld [ebx]CMatrix3x4.a11
|
|
|
|
fmul st, st(4)
|
|
|
|
fld [ebx]CMatrix3x4.a12
|
|
|
|
fmul st, st(4)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a13
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a14
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale, and append
|
|
|
|
fmul [esi+4]src.Weights
|
|
|
|
faddp st(1), st
|
|
|
|
|
|
|
|
// store
|
|
|
|
fstp dword ptr[edi] // uop: 0/0/1/1
|
|
|
|
|
|
|
|
// **** vout.y= (a21*vin.x + a22*vin.y + a23*vin.z + a24);
|
|
|
|
fld [eax]CMatrix3x4.a21
|
|
|
|
fmul st, st(3)
|
|
|
|
fld [eax]CMatrix3x4.a22
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a23
|
|
|
|
fmul st, st(2)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a24
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale
|
|
|
|
fmul [esi+0]src.Weights
|
|
|
|
|
|
|
|
// 2nd matrix
|
|
|
|
fld [ebx]CMatrix3x4.a21
|
|
|
|
fmul st, st(4)
|
|
|
|
fld [ebx]CMatrix3x4.a22
|
|
|
|
fmul st, st(4)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a23
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a24
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale, and append
|
|
|
|
fmul [esi+4]src.Weights
|
|
|
|
faddp st(1), st
|
|
|
|
|
|
|
|
// store
|
|
|
|
fstp dword ptr[edi+4]
|
|
|
|
|
|
|
|
// **** vout.z= (a31*vin.x + a32*vin.y + a33*vin.z + a34);
|
|
|
|
fld [eax]CMatrix3x4.a31
|
|
|
|
fmul st, st(3)
|
|
|
|
fld [eax]CMatrix3x4.a32
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a33
|
|
|
|
fmul st, st(2)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a34
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale
|
|
|
|
fmul [esi+0]src.Weights
|
|
|
|
|
|
|
|
// 2nd matrix
|
|
|
|
fld [ebx]CMatrix3x4.a31
|
|
|
|
fmul st, st(4)
|
|
|
|
fld [ebx]CMatrix3x4.a32
|
|
|
|
fmul st, st(4)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a33
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a34
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale, and append
|
|
|
|
fmul [esi+4]src.Weights
|
|
|
|
faddp st(1), st
|
|
|
|
|
|
|
|
// store
|
|
|
|
fstp dword ptr[edi+8]
|
|
|
|
|
|
|
|
// free x y z
|
|
|
|
fstp st // uop: 1/0
|
|
|
|
fstp st // uop: 1/0
|
|
|
|
fstp st // uop: 1/0
|
|
|
|
|
|
|
|
|
|
|
|
// Normal
|
|
|
|
// **** boneMat3x4[ src->MatrixId[0] ].mulSetVector( src->Vertex.Normal, *(CVector*)(destVertexPtr + NL3D_RAWSKIN_NORMAL_OFF) );
|
|
|
|
|
|
|
|
// load x y z
|
|
|
|
fld [esi]src.Vertex.Normal.x
|
|
|
|
fld [esi]src.Vertex.Normal.y
|
|
|
|
fld [esi]src.Vertex.Normal.z
|
|
|
|
|
|
|
|
// **** vout.x= (a11*vin.x + a12*vin.y + a13*vin.z + a14);
|
|
|
|
fld [eax]CMatrix3x4.a11 // uop: 0/1
|
|
|
|
fmul st, st(3) // uop: 1/0 (5)
|
|
|
|
fld [eax]CMatrix3x4.a12 // uop: 0/1
|
|
|
|
fmul st, st(3) // uop: 1/0 (5)
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
fld [eax]CMatrix3x4.a13 // uop: 0/1
|
|
|
|
fmul st, st(2) // uop: 1/0 (5)
|
|
|
|
faddp st(1), st // uop: 1/0 (3)
|
|
|
|
// mul by scale
|
|
|
|
fmul [esi+0]src.Weights
|
|
|
|
|
|
|
|
// 2nd matrix
|
|
|
|
fld [ebx]CMatrix3x4.a11
|
|
|
|
fmul st, st(4)
|
|
|
|
fld [ebx]CMatrix3x4.a12
|
|
|
|
fmul st, st(4)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a13
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale, and append
|
|
|
|
fmul [esi+4]src.Weights
|
|
|
|
faddp st(1), st
|
|
|
|
|
|
|
|
// store
|
|
|
|
fstp dword ptr[edi+12] // uop: 0/0/1/1
|
|
|
|
|
|
|
|
// **** vout.y= (a21*vin.x + a22*vin.y + a23*vin.z + a24);
|
|
|
|
fld [eax]CMatrix3x4.a21
|
|
|
|
fmul st, st(3)
|
|
|
|
fld [eax]CMatrix3x4.a22
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a23
|
|
|
|
fmul st, st(2)
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale
|
|
|
|
fmul [esi+0]src.Weights
|
|
|
|
|
|
|
|
// 2nd matrix
|
|
|
|
fld [ebx]CMatrix3x4.a21
|
|
|
|
fmul st, st(4)
|
|
|
|
fld [ebx]CMatrix3x4.a22
|
|
|
|
fmul st, st(4)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a23
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale, and append
|
|
|
|
fmul [esi+4]src.Weights
|
|
|
|
faddp st(1), st
|
|
|
|
|
|
|
|
// store
|
|
|
|
fstp dword ptr[edi+16]
|
|
|
|
|
|
|
|
// **** vout.z= (a31*vin.x + a32*vin.y + a33*vin.z + a34);
|
|
|
|
fld [eax]CMatrix3x4.a31
|
|
|
|
fmul st, st(3)
|
|
|
|
fld [eax]CMatrix3x4.a32
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [eax]CMatrix3x4.a33
|
|
|
|
fmul st, st(2)
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale
|
|
|
|
fmul [esi+0]src.Weights
|
|
|
|
|
|
|
|
// 2nd matrix
|
|
|
|
fld [ebx]CMatrix3x4.a31
|
|
|
|
fmul st, st(4)
|
|
|
|
fld [ebx]CMatrix3x4.a32
|
|
|
|
fmul st, st(4)
|
|
|
|
faddp st(1), st
|
|
|
|
fld [ebx]CMatrix3x4.a33
|
|
|
|
fmul st, st(3)
|
|
|
|
faddp st(1), st
|
|
|
|
// mul by scale, and append
|
|
|
|
fmul [esi+4]src.Weights
|
|
|
|
faddp st(1), st
|
|
|
|
|
|
|
|
// store
|
|
|
|
fstp dword ptr[edi+20]
|
|
|
|
|
|
|
|
// free x y z
|
|
|
|
fstp st
|
|
|
|
fstp st
|
|
|
|
fstp st
|
|
|
|
|
|
|
|
|
|
|
|
// UV copy.
|
|
|
|
// **** *(CUV*)(destVertexPtr + NL3D_RAWSKIN_UV_OFF)= src->Vertex.UV;
|
|
|
|
mov eax, [esi]src.Vertex.UV.U // uop: 0/1
|
|
|
|
mov dword ptr[edi+24], eax // uop: 0/0/1/1
|
|
|
|
mov eax, [esi]src.Vertex.UV.V // uop: 0/1
|
|
|
|
mov dword ptr[edi+28], eax // uop: 0/0/1/1
|
|
|
|
|
|
|
|
|
|
|
|
// **** next
|
|
|
|
add esi, 48 // uop: 1/0
|
|
|
|
add edi, NL3D_RAWSKIN_VERTEX_SIZE // uop: 1/0
|
|
|
|
dec ecx // uop: 1/0
|
|
|
|
jnz theLoop // uop: 1/1 (p1)
|
|
|
|
|
|
|
|
mov nBlockInf, ecx
|
|
|
|
mov src, esi
|
|
|
|
mov destVertexPtr, edi
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMGeom::applyArrayRawSkinNormal3(CRawVertexNormalSkin3 *src, uint8 *destVertexPtr,
|
|
|
|
CMatrix3x4 *boneMat3x4, uint nInf)
|
|
|
|
{
|
|
|
|
// must write contigously in AGP, and ASM is hardcoded...
|
|
|
|
nlctassert(NL3D_RAWSKIN_NORMAL_OFF==12);
|
|
|
|
nlctassert(NL3D_RAWSKIN_UV_OFF==24);
|
|
|
|
|
|
|
|
/*extern uint TESTYOYO_NumRawSkinVertices3;
|
|
|
|
TESTYOYO_NumRawSkinVertices3+= nInf;
|
|
|
|
H_AUTO( TestYoyo_RawSkin3 );*/
|
|
|
|
|
|
|
|
// Since VertexPtr may be a AGP Ram, MUST NOT read into it! (mulAdd*() do it!)
|
|
|
|
CVector tmpVert;
|
|
|
|
|
|
|
|
#ifdef NL3D_RAWSKIN_PRECACHE
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for(;nInf>0;)
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{
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// number of vertices to process for this block.
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uint nBlockInf= min(NumCacheVertexNormal3, nInf);
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// next block.
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nInf-= nBlockInf;
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// cache the data in L1 cache.
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CFastMem::precache(src, nBlockInf * sizeof(CRawVertexNormalSkin3));
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#else
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{
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uint nBlockInf= nInf;
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#endif
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#ifndef NL3D_RAWSKIN_ASM
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// for all InfluencedVertices only.
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for(;nBlockInf>0;nBlockInf--, src++, destVertexPtr+=NL3D_RAWSKIN_VERTEX_SIZE)
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{
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// Vertex.
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boneMat3x4[ src->MatrixId[0] ].mulSetPoint( src->Vertex.Pos, src->Weights[0], tmpVert);
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boneMat3x4[ src->MatrixId[1] ].mulAddPoint( src->Vertex.Pos, src->Weights[1], tmpVert);
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boneMat3x4[ src->MatrixId[2] ].mulAddPoint( src->Vertex.Pos, src->Weights[2], tmpVert);
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*(CVector*)(destVertexPtr)= tmpVert;
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// Normal.
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boneMat3x4[ src->MatrixId[0] ].mulSetVector( src->Vertex.Normal, src->Weights[0], tmpVert);
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boneMat3x4[ src->MatrixId[1] ].mulAddVector( src->Vertex.Normal, src->Weights[1], tmpVert);
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boneMat3x4[ src->MatrixId[2] ].mulAddVector( src->Vertex.Normal, src->Weights[2], tmpVert);
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*(CVector*)(destVertexPtr + NL3D_RAWSKIN_NORMAL_OFF)= tmpVert;
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// UV copy.
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*(CUV*)(destVertexPtr + NL3D_RAWSKIN_UV_OFF)= src->Vertex.UV;
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}
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#else
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// ASM harcoded for 56
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nlctassert(sizeof(CRawVertexNormalSkin3)==56);
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/* 226 cycles / loop typical
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192 cycles / loop in theory (no memory problem)
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148 optimal
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*/
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__asm
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{
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mov ecx, nBlockInf
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mov esi, src
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mov edi, destVertexPtr
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theLoop:
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// Vertex.
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// **** boneMat3x4[ src->MatrixId[0] ].mulSetPoint( src->Vertex.Pos, *(CVector*)(destVertexPtr) );
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// eax= matrix0
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mov eax, [esi+0]src.MatrixId // uop: 0/1
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lea eax, [eax*2+eax]
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shl eax, 4
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add eax, boneMat3x4 // uop: 1/0
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// ebx= matrix1
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mov ebx, [esi+4]src.MatrixId // uop: 0/1
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lea ebx, [ebx*2+ebx]
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shl ebx, 4
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add ebx, boneMat3x4 // uop: 1/0
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// edx= matrix2
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mov edx, [esi+8]src.MatrixId // uop: 0/1
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lea edx, [edx*2+edx]
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shl edx, 4
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add edx, boneMat3x4 // uop: 1/0
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// load x y z
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fld [esi]src.Vertex.Pos.x // uop: 0/1
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fld [esi]src.Vertex.Pos.y // uop: 0/1
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fld [esi]src.Vertex.Pos.z // uop: 0/1
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// **** vout.x= (a11*vin.x + a12*vin.y + a13*vin.z + a14);
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// 1st Matrix
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fld [eax]CMatrix3x4.a11 // uop: 0/1
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fmul st, st(3) // uop: 1/0 (5)
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fld [eax]CMatrix3x4.a12 // uop: 0/1
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fmul st, st(3) // uop: 1/0 (5)
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faddp st(1), st // uop: 1/0 (3)
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fld [eax]CMatrix3x4.a13 // uop: 0/1
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fmul st, st(2) // uop: 1/0 (5)
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faddp st(1), st // uop: 1/0 (3)
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fld [eax]CMatrix3x4.a14 // uop: 0/1
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faddp st(1), st // uop: 1/0 (3)
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// mul by scale
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fmul [esi+0]src.Weights
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// 2nd matrix
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fld [ebx]CMatrix3x4.a11
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fmul st, st(4)
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fld [ebx]CMatrix3x4.a12
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fmul st, st(4)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a13
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fmul st, st(3)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a14
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+4]src.Weights
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faddp st(1), st
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// 3rd matrix
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fld [edx]CMatrix3x4.a11
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fmul st, st(4)
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fld [edx]CMatrix3x4.a12
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fmul st, st(4)
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faddp st(1), st
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fld [edx]CMatrix3x4.a13
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fmul st, st(3)
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faddp st(1), st
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fld [edx]CMatrix3x4.a14
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+8]src.Weights
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faddp st(1), st
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// store
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fstp dword ptr[edi] // uop: 0/0/1/1
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// **** vout.y= (a21*vin.x + a22*vin.y + a23*vin.z + a24);
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fld [eax]CMatrix3x4.a21
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fmul st, st(3)
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fld [eax]CMatrix3x4.a22
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fmul st, st(3)
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faddp st(1), st
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fld [eax]CMatrix3x4.a23
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fmul st, st(2)
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faddp st(1), st
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fld [eax]CMatrix3x4.a24
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faddp st(1), st
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// mul by scale
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fmul [esi+0]src.Weights
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// 2nd matrix
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fld [ebx]CMatrix3x4.a21
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fmul st, st(4)
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fld [ebx]CMatrix3x4.a22
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fmul st, st(4)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a23
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fmul st, st(3)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a24
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+4]src.Weights
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faddp st(1), st
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// 3rd matrix
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fld [edx]CMatrix3x4.a21
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fmul st, st(4)
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fld [edx]CMatrix3x4.a22
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fmul st, st(4)
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faddp st(1), st
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fld [edx]CMatrix3x4.a23
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fmul st, st(3)
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faddp st(1), st
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fld [edx]CMatrix3x4.a24
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+8]src.Weights
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faddp st(1), st
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// store
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fstp dword ptr[edi+4]
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// **** vout.z= (a31*vin.x + a32*vin.y + a33*vin.z + a34);
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fld [eax]CMatrix3x4.a31
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fmul st, st(3)
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fld [eax]CMatrix3x4.a32
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fmul st, st(3)
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faddp st(1), st
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fld [eax]CMatrix3x4.a33
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fmul st, st(2)
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faddp st(1), st
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fld [eax]CMatrix3x4.a34
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faddp st(1), st
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// mul by scale
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fmul [esi+0]src.Weights
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// 2nd matrix
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fld [ebx]CMatrix3x4.a31
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fmul st, st(4)
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fld [ebx]CMatrix3x4.a32
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fmul st, st(4)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a33
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fmul st, st(3)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a34
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+4]src.Weights
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faddp st(1), st
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// 3rd matrix
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fld [edx]CMatrix3x4.a31
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fmul st, st(4)
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fld [edx]CMatrix3x4.a32
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fmul st, st(4)
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faddp st(1), st
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fld [edx]CMatrix3x4.a33
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fmul st, st(3)
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faddp st(1), st
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fld [edx]CMatrix3x4.a34
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+8]src.Weights
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faddp st(1), st
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// store
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fstp dword ptr[edi+8]
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// free x y z
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fstp st // uop: 1/0
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fstp st // uop: 1/0
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fstp st // uop: 1/0
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// Normal
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// **** boneMat3x4[ src->MatrixId[0] ].mulSetVector( src->Vertex.Normal, *(CVector*)(destVertexPtr + NL3D_RAWSKIN_NORMAL_OFF) );
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// load x y z
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fld [esi]src.Vertex.Normal.x
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fld [esi]src.Vertex.Normal.y
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fld [esi]src.Vertex.Normal.z
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// **** vout.x= (a11*vin.x + a12*vin.y + a13*vin.z + a14);
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fld [eax]CMatrix3x4.a11 // uop: 0/1
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fmul st, st(3) // uop: 1/0 (5)
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fld [eax]CMatrix3x4.a12 // uop: 0/1
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fmul st, st(3) // uop: 1/0 (5)
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faddp st(1), st // uop: 1/0 (3)
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fld [eax]CMatrix3x4.a13 // uop: 0/1
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fmul st, st(2) // uop: 1/0 (5)
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faddp st(1), st // uop: 1/0 (3)
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// mul by scale
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fmul [esi+0]src.Weights
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// 2nd matrix
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fld [ebx]CMatrix3x4.a11
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fmul st, st(4)
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fld [ebx]CMatrix3x4.a12
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fmul st, st(4)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a13
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fmul st, st(3)
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+4]src.Weights
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faddp st(1), st
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// 3rd matrix
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fld [edx]CMatrix3x4.a11
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fmul st, st(4)
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fld [edx]CMatrix3x4.a12
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fmul st, st(4)
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faddp st(1), st
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fld [edx]CMatrix3x4.a13
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fmul st, st(3)
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+8]src.Weights
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faddp st(1), st
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// store
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fstp dword ptr[edi+12] // uop: 0/0/1/1
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// **** vout.y= (a21*vin.x + a22*vin.y + a23*vin.z + a24);
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fld [eax]CMatrix3x4.a21
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fmul st, st(3)
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fld [eax]CMatrix3x4.a22
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fmul st, st(3)
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faddp st(1), st
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fld [eax]CMatrix3x4.a23
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fmul st, st(2)
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faddp st(1), st
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// mul by scale
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fmul [esi+0]src.Weights
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// 2nd matrix
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fld [ebx]CMatrix3x4.a21
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fmul st, st(4)
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fld [ebx]CMatrix3x4.a22
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fmul st, st(4)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a23
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fmul st, st(3)
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+4]src.Weights
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faddp st(1), st
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// 3rd matrix
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fld [edx]CMatrix3x4.a21
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fmul st, st(4)
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fld [edx]CMatrix3x4.a22
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fmul st, st(4)
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faddp st(1), st
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fld [edx]CMatrix3x4.a23
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fmul st, st(3)
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+8]src.Weights
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faddp st(1), st
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// store
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fstp dword ptr[edi+16]
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// **** vout.z= (a31*vin.x + a32*vin.y + a33*vin.z + a34);
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fld [eax]CMatrix3x4.a31
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fmul st, st(3)
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fld [eax]CMatrix3x4.a32
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fmul st, st(3)
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faddp st(1), st
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fld [eax]CMatrix3x4.a33
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fmul st, st(2)
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faddp st(1), st
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// mul by scale
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fmul [esi+0]src.Weights
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// 2nd matrix
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fld [ebx]CMatrix3x4.a31
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fmul st, st(4)
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fld [ebx]CMatrix3x4.a32
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fmul st, st(4)
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faddp st(1), st
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fld [ebx]CMatrix3x4.a33
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fmul st, st(3)
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faddp st(1), st
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// mul by scale, and append
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fmul [esi+4]src.Weights
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faddp st(1), st
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// 3rd matrix
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fld [edx]CMatrix3x4.a31
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fmul st, st(4)
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fld [edx]CMatrix3x4.a32
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fmul st, st(4)
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faddp st(1), st
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fld [edx]CMatrix3x4.a33
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fmul st, st(3)
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faddp st(1), st
|
|
|
|
// mul by scale, and append
|
|
|
|
fmul [esi+8]src.Weights
|
|
|
|
faddp st(1), st
|
|
|
|
|
|
|
|
// store
|
|
|
|
fstp dword ptr[edi+20]
|
|
|
|
|
|
|
|
// free x y z
|
|
|
|
fstp st
|
|
|
|
fstp st
|
|
|
|
fstp st
|
|
|
|
|
|
|
|
|
|
|
|
// UV copy.
|
|
|
|
// **** *(CUV*)(destVertexPtr + NL3D_RAWSKIN_UV_OFF)= src->Vertex.UV;
|
|
|
|
mov eax, [esi]src.Vertex.UV.U // uop: 0/1
|
|
|
|
mov dword ptr[edi+24], eax // uop: 0/0/1/1
|
|
|
|
mov eax, [esi]src.Vertex.UV.V // uop: 0/1
|
|
|
|
mov dword ptr[edi+28], eax // uop: 0/0/1/1
|
|
|
|
|
|
|
|
|
|
|
|
// **** next
|
|
|
|
add esi, 56 // uop: 1/0
|
|
|
|
add edi, NL3D_RAWSKIN_VERTEX_SIZE // uop: 1/0
|
|
|
|
dec ecx // uop: 1/0
|
|
|
|
jnz theLoop // uop: 1/1 (p1)
|
|
|
|
|
|
|
|
mov nBlockInf, ecx
|
|
|
|
mov src, esi
|
|
|
|
mov destVertexPtr, edi
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMGeom::applyArrayRawSkinNormal4(CRawVertexNormalSkin4 *src, uint8 *destVertexPtr,
|
|
|
|
CMatrix3x4 *boneMat3x4, uint nInf)
|
|
|
|
{
|
|
|
|
// must write contigously in AGP, and ASM is hardcoded...
|
|
|
|
nlctassert(NL3D_RAWSKIN_NORMAL_OFF==12);
|
|
|
|
nlctassert(NL3D_RAWSKIN_UV_OFF==24);
|
|
|
|
|
|
|
|
/*extern uint TESTYOYO_NumRawSkinVertices4;
|
|
|
|
TESTYOYO_NumRawSkinVertices4+= nInf;
|
|
|
|
H_AUTO( TestYoyo_RawSkin4 );*/
|
|
|
|
|
|
|
|
// Since VertexPtr may be a AGP Ram, MUST NOT read into it! (mulAdd*() do it!)
|
|
|
|
CVector tmpVert;
|
|
|
|
|
|
|
|
#ifdef NL3D_RAWSKIN_PRECACHE
|
|
|
|
for(;nInf>0;)
|
|
|
|
{
|
|
|
|
// number of vertices to process for this block.
|
|
|
|
uint nBlockInf= min(NumCacheVertexNormal4, nInf);
|
|
|
|
// next block.
|
|
|
|
nInf-= nBlockInf;
|
|
|
|
|
|
|
|
// cache the data in L1 cache.
|
|
|
|
CFastMem::precache(src, nBlockInf * sizeof(CRawVertexNormalSkin4));
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
uint nBlockInf= nInf;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// for all InfluencedVertices only.
|
|
|
|
for(;nBlockInf>0;nBlockInf--, src++, destVertexPtr+=NL3D_RAWSKIN_VERTEX_SIZE)
|
|
|
|
{
|
|
|
|
// Vertex.
|
|
|
|
boneMat3x4[ src->MatrixId[0] ].mulSetPoint( src->Vertex.Pos, src->Weights[0], tmpVert);
|
|
|
|
boneMat3x4[ src->MatrixId[1] ].mulAddPoint( src->Vertex.Pos, src->Weights[1], tmpVert);
|
|
|
|
boneMat3x4[ src->MatrixId[2] ].mulAddPoint( src->Vertex.Pos, src->Weights[2], tmpVert);
|
|
|
|
boneMat3x4[ src->MatrixId[3] ].mulAddPoint( src->Vertex.Pos, src->Weights[3], tmpVert);
|
|
|
|
*(CVector*)(destVertexPtr)= tmpVert;
|
|
|
|
// Normal.
|
|
|
|
boneMat3x4[ src->MatrixId[0] ].mulSetVector( src->Vertex.Normal, src->Weights[0], tmpVert);
|
|
|
|
boneMat3x4[ src->MatrixId[1] ].mulAddVector( src->Vertex.Normal, src->Weights[1], tmpVert);
|
|
|
|
boneMat3x4[ src->MatrixId[2] ].mulAddVector( src->Vertex.Normal, src->Weights[2], tmpVert);
|
|
|
|
boneMat3x4[ src->MatrixId[3] ].mulAddVector( src->Vertex.Normal, src->Weights[3], tmpVert);
|
|
|
|
*(CVector*)(destVertexPtr + NL3D_RAWSKIN_NORMAL_OFF)= tmpVert;
|
|
|
|
// UV copy.
|
|
|
|
*(CUV*)(destVertexPtr + NL3D_RAWSKIN_UV_OFF)= src->Vertex.UV;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NB: ASM not done for 4 vertices, cause very rare and negligeable ...
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CMeshMRMGeom::applyRawSkinWithNormal(CLod &lod, CRawSkinNormalCache &rawSkinLod, const CSkeletonModel *skeleton, uint8 *vbHard, float alphaLod)
|
|
|
|
{
|
|
|
|
nlassert(_Skinned);
|
|
|
|
if(_SkinWeights.size()==0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Some assert
|
|
|
|
//===========================
|
|
|
|
// must have XYZ, Normal and UV only
|
|
|
|
nlassert( _VBufferFinal.getVertexFormat() == (CVertexBuffer::PositionFlag | CVertexBuffer::NormalFlag | CVertexBuffer::TexCoord0Flag) );
|
|
|
|
nlassert( _VBufferFinal.getValueType(CVertexBuffer::TexCoord0) == CVertexBuffer::Float2 );
|
|
|
|
nlassert( _VBufferFinal.getVertexSize() ==NL3D_RAWSKIN_VERTEX_SIZE);
|
|
|
|
|
|
|
|
// HardCoded for normalOff==12 (see applyArrayRawSkinNormal*)
|
|
|
|
nlassert( _VBufferFinal.getNormalOff()==NL3D_RAWSKIN_NORMAL_OFF );
|
|
|
|
nlassert( _VBufferFinal.getTexCoordOff()==NL3D_RAWSKIN_UV_OFF );
|
|
|
|
// assert, code below is written especially for 4 per vertex.
|
|
|
|
nlassert( NL3D_MESH_SKINNING_MAX_MATRIX==4 );
|
|
|
|
|
|
|
|
|
|
|
|
// Compute useful Matrix for this lod.
|
|
|
|
//===========================
|
|
|
|
// Those arrays map the array of bones in skeleton.
|
|
|
|
static vector<CMatrix3x4> boneMat3x4;
|
|
|
|
computeBoneMatrixes3x4(boneMat3x4, lod.MatrixInfluences, skeleton);
|
|
|
|
|
|
|
|
|
|
|
|
// TestYoyo
|
|
|
|
/*extern uint TESTYOYO_NumRawSkinVertices;
|
|
|
|
TESTYOYO_NumRawSkinVertices+= rawSkinLod.Vertices1.size();
|
|
|
|
TESTYOYO_NumRawSkinVertices+= rawSkinLod.Vertices2.size();
|
|
|
|
TESTYOYO_NumRawSkinVertices+= rawSkinLod.Vertices3.size();
|
|
|
|
TESTYOYO_NumRawSkinVertices+= rawSkinLod.Vertices4.size();*/
|
|
|
|
|
|
|
|
|
|
|
|
uint nInf;
|
|
|
|
|
|
|
|
// Manage "SoftVertices"
|
|
|
|
if(rawSkinLod.TotalSoftVertices)
|
|
|
|
{
|
|
|
|
// apply skinning into Temp RAM for vertices that are Src of Geomorph
|
|
|
|
//===========================
|
|
|
|
static vector<uint8> tempSkin;
|
|
|
|
uint tempVbSize= rawSkinLod.TotalSoftVertices*NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
if(tempSkin.size() < tempVbSize)
|
|
|
|
tempSkin.resize(tempVbSize);
|
|
|
|
uint8 *destVertexPtr= &tempSkin[0];
|
|
|
|
|
|
|
|
// 1 Matrix
|
|
|
|
nInf= rawSkinLod.SoftVertices[0];
|
|
|
|
if(nInf>0)
|
|
|
|
{
|
|
|
|
applyArrayRawSkinNormal1(&rawSkinLod.Vertices1[0], destVertexPtr, &boneMat3x4[0], nInf);
|
|
|
|
destVertexPtr+= nInf * NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
}
|
|
|
|
// 2 Matrix
|
|
|
|
nInf= rawSkinLod.SoftVertices[1];
|
|
|
|
if(nInf>0)
|
|
|
|
{
|
|
|
|
applyArrayRawSkinNormal2(&rawSkinLod.Vertices2[0], destVertexPtr, &boneMat3x4[0], nInf);
|
|
|
|
destVertexPtr+= nInf * NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
}
|
|
|
|
// 3 Matrix
|
|
|
|
nInf= rawSkinLod.SoftVertices[2];
|
|
|
|
if(nInf>0)
|
|
|
|
{
|
|
|
|
applyArrayRawSkinNormal3(&rawSkinLod.Vertices3[0], destVertexPtr, &boneMat3x4[0], nInf);
|
|
|
|
destVertexPtr+= nInf * NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
}
|
|
|
|
// 4 Matrix
|
|
|
|
nInf= rawSkinLod.SoftVertices[3];
|
|
|
|
if(nInf>0)
|
|
|
|
{
|
|
|
|
applyArrayRawSkinNormal4(&rawSkinLod.Vertices4[0], destVertexPtr, &boneMat3x4[0], nInf);
|
|
|
|
destVertexPtr+= nInf * NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fast Copy this into AGP Ram. NB: done before Geomorphs, because ensure some precaching this way!!
|
|
|
|
//===========================
|
|
|
|
// Skin geomorphs.
|
|
|
|
uint8 *vbHardStart= vbHard + rawSkinLod.Geomorphs.size()*NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
|
|
|
|
// fast copy
|
|
|
|
CFastMem::memcpy(vbHardStart, &tempSkin[0], tempVbSize);
|
|
|
|
|
|
|
|
// Geomorphs directly into AGP Ram
|
|
|
|
//===========================
|
|
|
|
clamp(alphaLod, 0.f, 1.f);
|
|
|
|
float a= alphaLod;
|
|
|
|
float a1= 1 - alphaLod;
|
|
|
|
|
|
|
|
// Fast Geomorph
|
|
|
|
applyGeomorphPosNormalUV0(rawSkinLod.Geomorphs, &tempSkin[0], vbHard, NL3D_RAWSKIN_VERTEX_SIZE, a, a1);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Manage HardVertices
|
|
|
|
if(rawSkinLod.TotalHardVertices)
|
|
|
|
{
|
|
|
|
// apply skinning directly into AGP RAM for vertices that are not Src of Geomorph
|
|
|
|
//===========================
|
|
|
|
uint startId;
|
|
|
|
|
|
|
|
// Skip Geomorphs and SoftVertices.
|
|
|
|
uint8 *destVertexPtr= vbHard + (rawSkinLod.Geomorphs.size()+rawSkinLod.TotalSoftVertices)*NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
|
|
|
|
// 1 Matrix
|
|
|
|
nInf= rawSkinLod.HardVertices[0];
|
|
|
|
startId= rawSkinLod.SoftVertices[0];
|
|
|
|
if(nInf>0)
|
|
|
|
{
|
|
|
|
applyArrayRawSkinNormal1(&rawSkinLod.Vertices1[startId], destVertexPtr, &boneMat3x4[0], nInf);
|
|
|
|
destVertexPtr+= nInf * NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
}
|
|
|
|
// 2 Matrix
|
|
|
|
nInf= rawSkinLod.HardVertices[1];
|
|
|
|
startId= rawSkinLod.SoftVertices[1];
|
|
|
|
if(nInf>0)
|
|
|
|
{
|
|
|
|
applyArrayRawSkinNormal2(&rawSkinLod.Vertices2[startId], destVertexPtr, &boneMat3x4[0], nInf);
|
|
|
|
destVertexPtr+= nInf * NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
}
|
|
|
|
// 3 Matrix
|
|
|
|
nInf= rawSkinLod.HardVertices[2];
|
|
|
|
startId= rawSkinLod.SoftVertices[2];
|
|
|
|
if(nInf>0)
|
|
|
|
{
|
|
|
|
applyArrayRawSkinNormal3(&rawSkinLod.Vertices3[startId], destVertexPtr, &boneMat3x4[0], nInf);
|
|
|
|
destVertexPtr+= nInf * NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
}
|
|
|
|
// 4 Matrix
|
|
|
|
nInf= rawSkinLod.HardVertices[3];
|
|
|
|
startId= rawSkinLod.SoftVertices[3];
|
|
|
|
if(nInf>0)
|
|
|
|
{
|
|
|
|
applyArrayRawSkinNormal4(&rawSkinLod.Vertices4[startId], destVertexPtr, &boneMat3x4[0], nInf);
|
|
|
|
destVertexPtr+= nInf * NL3D_RAWSKIN_VERTEX_SIZE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // ADD_MESH_MRM_SKIN_TEMPLATE
|