77 lines
2.4 KiB
C++
77 lines
2.4 KiB
C++
/**
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* @file llviewerjointmesh_vec.cpp
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* @brief Compiler-generated vectorized joint skinning code, works well on
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* Altivec processors (PowerPC Mac)
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*
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* *NOTE: See llv4math.h for notes on SSE/Altivec vector code.
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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//-----------------------------------------------------------------------------
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// Header Files
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//-----------------------------------------------------------------------------
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#include "llviewerprecompiledheaders.h"
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#include "llviewerjointmesh.h"
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#include "llface.h"
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#include "llpolymesh.h"
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#include "llv4math.h"
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#include "llv4matrix3.h"
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#include "llv4matrix4.h"
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// Generic vectorized code, uses compiler defaults, works well for Altivec
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// on PowerPC.
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static LLV4Matrix4 sJointMat[32];
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// static
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void LLViewerJointMesh::updateGeometryVectorized(LLFace *face, LLPolyMesh *mesh)
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{
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LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
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S32 j, joint_num, joint_end = joint_data.count();
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LLV4Vector3 pivot;
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//upload joint pivots/matrices
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for(j = joint_num = 0; joint_num < joint_end ; ++joint_num )
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{
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LLSkinJoint *sj;
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const LLMatrix4 * wm = joint_data[joint_num]->mWorldMatrix;
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if (NULL == (sj = joint_data[joint_num]->mSkinJoint))
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{
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sj = joint_data[++joint_num]->mSkinJoint;
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((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToParentJointSkinOffset, pivot);
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sJointMat[j++].translate(pivot);
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wm = joint_data[joint_num]->mWorldMatrix;
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}
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((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToJointSkinOffset, pivot);
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sJointMat[j++].translate(pivot);
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}
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F32 weight = F32_MAX;
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LLV4Matrix4 blend_mat;
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LLStrider<LLVector3> o_vertices;
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LLStrider<LLVector3> o_normals;
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LLVertexBuffer *buffer = face->mVertexBuffer;
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buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
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buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
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const F32* weights = mesh->getWeights();
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const LLVector3* coords = mesh->getCoords();
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const LLVector3* normals = mesh->getNormals();
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for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
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{
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if( weight != weights[index])
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{
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S32 joint = llfloor(weight = weights[index]);
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blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
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}
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blend_mat.multiply(coords[index], o_vertices[index]);
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((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
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}
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}
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