/** * @file llviewerjointmesh_vec.cpp * @brief Compiler-generated vectorized joint skinning code, works well on * Altivec processors (PowerPC Mac) * * *NOTE: See llv4math.h for notes on SSE/Altivec vector code. * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include "llviewerprecompiledheaders.h" #include "llviewerjointmesh.h" #include "llface.h" #include "llpolymesh.h" #include "llv4math.h" #include "llv4matrix3.h" #include "llv4matrix4.h" // Generic vectorized code, uses compiler defaults, works well for Altivec // on PowerPC. // static void LLViewerJointMesh::updateGeometryVectorized(LLFace *face, LLPolyMesh *mesh) { static LLV4Matrix4 sJointMat[32]; LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData; S32 j, joint_num, joint_end = joint_data.count(); LLV4Vector3 pivot; //upload joint pivots/matrices for(j = joint_num = 0; joint_num < joint_end ; ++joint_num ) { LLSkinJoint *sj; const LLMatrix4 * wm = joint_data[joint_num]->mWorldMatrix; if (NULL == (sj = joint_data[joint_num]->mSkinJoint)) { sj = joint_data[++joint_num]->mSkinJoint; ((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToParentJointSkinOffset, pivot); sJointMat[j++].translate(pivot); wm = joint_data[joint_num]->mWorldMatrix; } ((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToJointSkinOffset, pivot); sJointMat[j++].translate(pivot); } F32 weight = F32_MAX; LLV4Matrix4 blend_mat; LLStrider<LLVector3> o_vertices; LLStrider<LLVector3> o_normals; LLVertexBuffer *buffer = face->mVertexBuffer; buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset); buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset); const F32* weights = mesh->getWeights(); const LLVector3* coords = mesh->getCoords(); const LLVector3* normals = mesh->getNormals(); for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index) { if( weight != weights[index]) { S32 joint = llfloor(weight = weights[index]); blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint); } blend_mat.multiply(coords[index], o_vertices[index]); ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]); } buffer->setBuffer(0); }