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<hr><h1>mesh_mrm_skin.cpp</h1><a href="mesh__mrm__skin_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028 <font class="preprocessor">#include "<a class="code" href="bsphere_8h.html">nel/misc/bsphere.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="fast__mem_8h.html">nel/misc/fast_mem.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="system__info_8h.html">nel/misc/system_info.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="mesh__mrm_8h.html">3d/mesh_mrm.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="mrm__builder_8h.html">3d/mrm_builder.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="mrm__parameters_8h.html">3d/mrm_parameters.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="mesh__mrm__instance_8h.html">3d/mesh_mrm_instance.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="stripifier_8h.html">3d/stripifier.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="matrix__3x4_8h.html">3d/matrix_3x4.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="raw__skin_8h.html">3d/raw_skin.h</a>"</font>
00040
00041
00042 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00043 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00044
00045
00046 <font class="keyword">namespace </font>NL3D
00047 {
00048
00049
00050 <font class="comment">// ***************************************************************************</font>
00051 <font class="comment">// ***************************************************************************</font>
00052 <font class="comment">// CMatrix3x4SSE array correctly aligned</font>
00053 <font class="comment">// ***************************************************************************</font>
00054 <font class="comment">// ***************************************************************************</font>
00055
00056
00057
00058 <font class="comment">// ***************************************************************************</font>
<a name="l00059"></a><a class="code" href="mesh__mrm__skin_8cpp.html#a0">00059</a> <font class="preprocessor">#define NL3D_SSE_ALIGNEMENT 16</font>
00060 <font class="preprocessor"></font>
<a name="l00063"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html">00063</a> <font class="keyword">class </font>CMatrix3x4SSEArray
00064 {
00065 <font class="keyword">private</font>:
<a name="l00066"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">00066</a> <font class="keywordtype">void</font> *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>;
<a name="l00067"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">00067</a> <font class="keywordtype">void</font> *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>;
<a name="l00068"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">00068</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>;
<a name="l00069"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">00069</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>;
00070
00071 <font class="keyword">public</font>:
<a name="l00072"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">00072</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a>()
00073 {
00074 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL;
00075 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL;
00076 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0;
00077 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0;
00078 }
<a name="l00079"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a1">00079</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a1">~CMatrix3x4SSEArray</a>()
00080 {
00081 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>();
00082 }
<a name="l00083"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a2">00083</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a>(<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &other)
00084 {
00085 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL;
00086 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL;
00087 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0;
00088 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0;
00089 *<font class="keyword">this</font>= other;
00090 }
<a name="l00091"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a3">00091</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a3">operator=</a>(<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a0">CMatrix3x4SSEArray</a> &other)
00092 {
00093 <font class="keywordflow">if</font>( <font class="keyword">this</font> == &other)
00094 <font class="keywordflow">return</font> *<font class="keyword">this</font>;
00095 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">resize</a>(other.size());
00096 <font class="comment">// copy data from aligned pointers to aligned pointers.</font>
00097 memcpy(<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>, other._Data, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>() * <font class="keyword">sizeof</font>(CMatrix3x4SSE) );
00098
00099 <font class="keywordflow">return</font> *<font class="keyword">this</font>;
00100 }
00101
00102
<a name="l00103"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a4">00103</a> CMatrix3x4SSE *<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a4">getPtr</a>()
00104 {
00105 <font class="keywordflow">return</font> (CMatrix3x4SSE*)<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>;
00106 }
00107
<a name="l00108"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">00108</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>()
00109 {
00110 free(<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>);
00111 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= NULL;
00112 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= NULL;
00113 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= 0;
00114 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= 0;
00115 }
00116
<a name="l00117"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">00117</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a6">resize</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> n)
00118 {
00119 <font class="comment">// reserve ??</font>
00120 <font class="keywordflow">if</font>(n><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>)
00121 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">reserve</a>( max(2*<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>, n));
00122 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>= n;
00123 }
00124
<a name="l00125"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">00125</a> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a7">reserve</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> n)
00126 {
00127 <font class="keywordflow">if</font>(n==0)
00128 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a5">clear</a>();
00129 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(n><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>)
00130 {
00131 <font class="comment">// Alloc new data.</font>
00132 <font class="keywordtype">void</font> *newAllocData;
00133 <font class="keywordtype">void</font> *newData;
00134
00135 <font class="comment">// Alloc for alignement.</font>
00136 newAllocData= malloc(n * <font class="keyword">sizeof</font>(CMatrix3x4SSE) + <a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1);
00137 <font class="keywordflow">if</font>(newAllocData==NULL)
00138 <font class="keywordflow">throw</font> Exception(<font class="stringliteral">"SSE Allocation Failed"</font>);
00139
00140 <font class="comment">// Align ptr</font>
00141 newData= (<font class="keywordtype">void</font>*) ( ((uint32)newAllocData+<a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1) & (~(<a class="code" href="mesh__mrm__skin_8cpp.html#a0">NL3D_SSE_ALIGNEMENT</a>-1)) );
00142
00143 <font class="comment">// copy valid data from old to new.</font>
00144 memcpy(newData, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>, <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>() * <font class="keyword">sizeof</font>(CMatrix3x4SSE) );
00145
00146 <font class="comment">// change ptrs and capacity.</font>
00147 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>= newData;
00148 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o0">_AllocData</a>= newAllocData;
00149 <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o3">_Capacity</a>= n;
00150 }
00151 }
00152
<a name="l00153"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">00153</a> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a8">size</a>()<font class="keyword"> const </font>{<font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o2">_Size</a>;}
00154
00155
<a name="l00156"></a><a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a9">00156</a> CMatrix3x4SSE &<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#a9">operator[]</a>(<a class="code" href="types__nl_8h.html#a14">uint</a> i) {<font class="keywordflow">return</font> ((CMatrix3x4SSE*)<a class="code" href="classNL3D_1_1CMatrix3x4SSEArray.html#o1">_Data</a>)[i];}
00157 };
00158
00159
00160
00161 <font class="comment">// ***************************************************************************</font>
00162 <font class="comment">// ***************************************************************************</font>
00163 <font class="comment">// Matrix manip</font>
00164 <font class="comment">// ***************************************************************************</font>
00165 <font class="comment">// ***************************************************************************</font>
00166
00167
00168 <font class="comment">// ***************************************************************************</font>
00169 <font class="keyword">template</font> <<font class="keyword">class</font> TMatrixArray>
00170 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a364">computeBoneMatrixes3x4</a>(TMatrixArray &boneMat3x4, <font class="keyword">const</font> vector<uint32> &matInfs, <font class="keyword">const</font> CSkeletonModel *skeleton)
00171 {
00172 <font class="comment">// For all matrix this lod use.</font>
00173 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i= 0; i<matInfs.size(); i++)
00174 {
00175 <font class="comment">// Get Matrix info.</font>
00176 <a class="code" href="types__nl_8h.html#a14">uint</a> matId= matInfs[i];
00177 <font class="keyword">const</font> CMatrix &boneMat= skeleton->getActiveBoneSkinMatrix(matId);
00178
00179 <font class="comment">// compute "fast" matrix 3x4.</font>
00180 <font class="comment">// resize Matrix3x4.</font>
00181 <font class="keywordflow">if</font>(matId>=boneMat3x4.size())
00182 {
00183 boneMat3x4.resize(matId+1);
00184 }
00185 boneMat3x4[matId].set(boneMat);
00186 }
00187 }
00188
00189
00190 <font class="comment">// ***************************************************************************</font>
00191 <font class="comment">// ***************************************************************************</font>
00192 <font class="comment">// Simple (slow) skinning version with position only.</font>
00193 <font class="comment">// ***************************************************************************</font>
00194 <font class="comment">// ***************************************************************************</font>
00195
00196
00197 <font class="comment">// ***************************************************************************</font>
<a name="l00198"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c8">00198</a> <font class="keywordtype">void</font> CMeshMRMGeom::applySkin(CLod &lod, <font class="keyword">const</font> CSkeletonModel *skeleton)
00199 {
00200 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>);
00201 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>.size()==0)
00202 <font class="keywordflow">return</font>;
00203
00204 <font class="comment">// get vertexPtr.</font>
00205 <font class="comment">//===========================</font>
00206 <a class="code" href="types__nl_8h.html#a6">uint8</a> *destVertexPtr= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer();
00207 <a class="code" href="types__nl_8h.html#a14">uint</a> flags= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat();
00208 <a class="code" href="types__nl_8h.html#a9">sint32</a> vertexSize= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize();
00209 <font class="comment">// must have XYZ.</font>
00210 <a class="code" href="debug_8h.html#a6">nlassert</a>(flags & CVertexBuffer::PositionFlag);
00211
00212
00213 <font class="comment">// compute src array.</font>
00214 CMesh::CSkinWeight *srcSkinPtr;
00215 CVector *srcVertexPtr;
00216 srcSkinPtr= &<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[0];
00217 srcVertexPtr= &<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[0];
00218
00219
00220
00221 <font class="comment">// Compute usefull Matrix for this lod.</font>
00222 <font class="comment">//===========================</font>
00223 <font class="comment">// Those arrays map the array of bones in skeleton.</font>
00224 <font class="keyword">static</font> vector<CMatrix3x4> boneMat3x4;
00225 <a class="code" href="namespaceNL3D.html#a364">computeBoneMatrixes3x4</a>(boneMat3x4, lod.MatrixInfluences, skeleton);
00226
00227
00228 <font class="comment">// apply skinning.</font>
00229 <font class="comment">//===========================</font>
00230 <font class="comment">// assert, code below is written especially for 4 per vertex.</font>
00231 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>==4);
00232 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i<<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;i++)
00233 {
00234 <a class="code" href="types__nl_8h.html#a14">uint</a> nInf= lod.InfluencedVertices[i].size();
00235 <font class="keywordflow">if</font>( nInf==0 )
00236 <font class="keywordflow">continue</font>;
00237 <a class="code" href="types__nl_8h.html#a10">uint32</a> *infPtr= &(lod.InfluencedVertices[i][0]);
00238
00239 <font class="comment">// apply the skin to the vertices</font>
00240 <font class="keywordflow">switch</font>(i)
00241 {
00242 <font class="comment">//=========</font>
00243 <font class="keywordflow">case</font> 0:
00244 <font class="comment">// Special case for Vertices influenced by one matrix. Just copy result of mul.</font>
00245 <font class="comment">// for all InfluencedVertices only.</font>
00246 <font class="keywordflow">for</font>(;nInf>0;nInf--, infPtr++)
00247 {
00248 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr;
00249 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
00250 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
00251 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize;
00252 CVector *dstVertex= (CVector*)(dstVertexVB);
00253
00254
00255 <font class="comment">// Vertex.</font>
00256 boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, *dstVertex);
00257 }
00258 <font class="keywordflow">break</font>;
00259
00260 <font class="comment">//=========</font>
00261 <font class="keywordflow">case</font> 1:
00262 <font class="comment">// for all InfluencedVertices only.</font>
00263 <font class="keywordflow">for</font>(;nInf>0;nInf--, infPtr++)
00264 {
00265 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr;
00266 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
00267 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
00268 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize;
00269 CVector *dstVertex= (CVector*)(dstVertexVB);
00270
00271
00272 <font class="comment">// Vertex.</font>
00273 boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
00274 boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
00275 }
00276 <font class="keywordflow">break</font>;
00277
00278 <font class="comment">//=========</font>
00279 <font class="keywordflow">case</font> 2:
00280 <font class="comment">// for all InfluencedVertices only.</font>
00281 <font class="keywordflow">for</font>(;nInf>0;nInf--, infPtr++)
00282 {
00283 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr;
00284 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
00285 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
00286 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize;
00287 CVector *dstVertex= (CVector*)(dstVertexVB);
00288
00289
00290 <font class="comment">// Vertex.</font>
00291 boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
00292 boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
00293 boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
00294 }
00295 <font class="keywordflow">break</font>;
00296
00297 <font class="comment">//=========</font>
00298 <font class="keywordflow">case</font> 3:
00299 <font class="comment">// for all InfluencedVertices only.</font>
00300 <font class="keywordflow">for</font>(;nInf>0;nInf--, infPtr++)
00301 {
00302 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>= *infPtr;
00303 CMesh::CSkinWeight *srcSkin= srcSkinPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
00304 CVector *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a>;
00305 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a236">index</a> * vertexSize;
00306 CVector *dstVertex= (CVector*)(dstVertexVB);
00307
00308
00309 <font class="comment">// Vertex.</font>
00310 boneMat3x4[ srcSkin->MatrixId[0] ].mulSetPoint( *srcVertex, srcSkin->Weights[0], *dstVertex);
00311 boneMat3x4[ srcSkin->MatrixId[1] ].mulAddPoint( *srcVertex, srcSkin->Weights[1], *dstVertex);
00312 boneMat3x4[ srcSkin->MatrixId[2] ].mulAddPoint( *srcVertex, srcSkin->Weights[2], *dstVertex);
00313 boneMat3x4[ srcSkin->MatrixId[3] ].mulAddPoint( *srcVertex, srcSkin->Weights[3], *dstVertex);
00314 }
00315 <font class="keywordflow">break</font>;
00316
00317 }
00318 }
00319 }
00320
00321
00322 <font class="comment">// ***************************************************************************</font>
00323 <font class="comment">// ***************************************************************************</font>
00324 <font class="comment">// Old school Template skinning: SSE or not.</font>
00325 <font class="comment">// ***************************************************************************</font>
00326 <font class="comment">// ***************************************************************************</font>
00327
00328
00329 <font class="comment">// RawSkin Cache constants</font>
00330 <font class="comment">//===============</font>
00331 <font class="comment">// The number of byte to process per block</font>
00332 <font class="keyword">const</font> <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a>= 4096;
00333
00334 <font class="comment">// Number of vertices per block to process with 1 matrix.</font>
<a name="l00335"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_0">00335</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal1= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin1);
00336 <font class="comment">// Number of vertices per block to process with 2 matrix.</font>
<a name="l00337"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_1">00337</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal2= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin2);
00338 <font class="comment">// Number of vertices per block to process with 3/4 matrix.</font>
<a name="l00339"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z575_2">00339</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CMeshMRMGeom::NumCacheVertexNormal4= <a class="code" href="namespaceNL3D.html#a144">NL_BlockByteL1</a> / <font class="keyword">sizeof</font>(CRawVertexNormalSkin4);
00340
00341
00342 <font class="comment">// Old School template: include the same file with define switching</font>
00343 <font class="preprocessor">#undef NL_SKIN_SSE</font>
00344 <font class="preprocessor"></font><font class="preprocessor">#include "<a class="code" href="mesh__mrm__skin__template_8cpp.html">mesh_mrm_skin_template.cpp</a>"</font>
00345 <font class="preprocessor">#define NL_SKIN_SSE</font>
00346 <font class="preprocessor"></font><font class="preprocessor">#include "<a class="code" href="mesh__mrm__skin__template_8cpp.html">mesh_mrm_skin_template.cpp</a>"</font>
00347
00348
00349
00350 <font class="comment">// ***************************************************************************</font>
00351 <font class="comment">// ***************************************************************************</font>
00352 <font class="comment">// Misc.</font>
00353 <font class="comment">// ***************************************************************************</font>
00354 <font class="comment">// ***************************************************************************</font>
00355
00356
00357
00358 <font class="comment">// ***************************************************************************</font>
00359 <font class="keywordtype">void</font> CMeshMRMGeom::fillAGPSkinPart(CLod &lod, IVertexBufferHard *currentVBHard)
00360 {
00361 <font class="comment">// if VBHard OK</font>
00362 <font class="keywordflow">if</font>(currentVBHard)
00363 {
00364 <font class="comment">// lock buffer.</font>
00365 <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexDst= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)currentVBHard->lock();
00366
00367 <font class="comment">// do it.</font>
00368 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z574_3">fillAGPSkinPartWithVBHardPtr</a>(lod, vertexDst);
00369
00370 <font class="comment">// release</font>
00371 currentVBHard->unlock();
00372 }
00373 }
00374
00375
00376 <font class="comment">// ***************************************************************************</font>
00377 <font class="keywordtype">void</font> CMeshMRMGeom::fillAGPSkinPartWithVBHardPtr(CLod &lod, <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexDst)
00378 {
00379 <font class="comment">// Fill AGP vertices used by this lod from RAM. (not geomorphed ones).</font>
00380 <font class="keywordflow">if</font>( lod.SkinVertexBlocks.size()>0 )
00381 {
00382 <font class="comment">// Get VB info, and lock buffers.</font>
00383 <a class="code" href="types__nl_8h.html#a6">uint8</a> *vertexSrc= (<a class="code" href="types__nl_8h.html#a6">uint8</a>*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer();
00384 <a class="code" href="types__nl_8h.html#a10">uint32</a> vertexSize= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize();
00385
00386 <font class="comment">// big copy of all vertices and their data.</font>
00387 <font class="comment">// NB: this not help RAM bandwidth, but this help AGP write combiners.</font>
00388 <font class="comment">// For the majority of mesh (vertex/normal/uv), this is better (6/10).</font>
00389
00390 <font class="comment">// Also, this is a requirement for MeshMorpher to work, because the MehsMorpher may modify</font>
00391 <font class="comment">// UV and color</font>
00392
00393
00394 <font class="comment">// For all block of vertices.</font>
00395 CVertexBlock *vBlock= &lod.SkinVertexBlocks[0];
00396 <a class="code" href="types__nl_8h.html#a14">uint</a> n= lod.SkinVertexBlocks.size();
00397
00398 <font class="comment">/*</font>
00399 <font class="comment"> It appears that it is not a so good idea to use CFastMem::memcpySSE() here, maybe because</font>
00400 <font class="comment"> data is often already in cache (written by skinning), and maybe because movntq is not usefull here since</font>
00401 <font class="comment"> AGP is already a write-combining memory.</font>
00402 <font class="comment"> */</font>
00403 <font class="keywordflow">for</font>(;n>0; n--, vBlock++)
00404 {
00405 <font class="comment">// For all vertices of this block, copy it from RAM to VRAM.</font>
00406 <a class="code" href="types__nl_8h.html#a6">uint8</a> *src= vertexSrc + vertexSize * vBlock->VertexStart;
00407 <a class="code" href="types__nl_8h.html#a6">uint8</a> *dst= vertexDst + vertexSize * vBlock->VertexStart;
00408
00409 memcpy(dst, src, vBlock->NVertices * vertexSize);
00410 }
00411 }
00412 }
00413
00414
00415
00416 } <font class="comment">// NL3D</font>
00417
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