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/**
* @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)
{
#if 0
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);
#endif
}
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