123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754 |
- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __DRAWVERT_H__
- #define __DRAWVERT_H__
- // The hardware converts a byte to a float by division with 255 and in the
- // vertex programs we convert the floating-point value in the range [0, 1]
- // to the range [-1, 1] by multiplying with 2 and subtracting 1.
- #define VERTEX_BYTE_TO_FLOAT( x ) ( (x) * ( 2.0f / 255.0f ) - 1.0f )
- #define VERTEX_FLOAT_TO_BYTE( x ) idMath::Ftob( ( (x) + 1.0f ) * ( 255.0f / 2.0f ) + 0.5f )
- // The hardware converts a byte to a float by division with 255 and in the
- // fragment programs we convert the floating-point value in the range [0, 1]
- // to the range [-1, 1] by multiplying with 2 and subtracting 1.
- // This is the conventional OpenGL mapping which specifies an exact
- // representation for -1 and +1 but not 0. The DirectX 10 mapping is
- // in the comments which specifies a non-linear mapping with an exact
- // representation of -1, 0 and +1 but -1 is represented twice.
- #define NORMALMAP_BYTE_TO_FLOAT( x ) VERTEX_BYTE_TO_FLOAT( x ) //( (x) - 128.0f ) * ( 1.0f / 127.0f )
- #define NORMALMAP_FLOAT_TO_BYTE( x ) VERTEX_FLOAT_TO_BYTE( x ) //idMath::Ftob( 128.0f + 127.0f * (x) + 0.5f )
- /*
- ================================================
- halfFloat_t
- ================================================
- */
- typedef unsigned short halfFloat_t;
- // GPU half-float bit patterns
- #define HF_MANTISSA(x) (x&1023)
- #define HF_EXP(x) ((x&32767)>>10)
- #define HF_SIGN(x) ((x&32768)?-1:1)
- /*
- ========================
- F16toF32
- ========================
- */
- ID_INLINE float F16toF32( halfFloat_t x ) {
- int e = HF_EXP( x );
- int m = HF_MANTISSA( x );
- int s = HF_SIGN( x );
- if ( 0 < e && e < 31 ) {
- return s * powf( 2.0f, ( e - 15.0f ) ) * ( 1 + m / 1024.0f );
- } else if ( m == 0 ) {
- return s * 0.0f;
- }
- return s * powf( 2.0f, -14.0f ) * ( m / 1024.0f );
- }
- /*
- ========================
- F32toF16
- ========================
- */
- ID_INLINE halfFloat_t F32toF16( float a ) {
- unsigned int f = *(unsigned *)( &a );
- unsigned int signbit = ( f & 0x80000000 ) >> 16;
- int exponent = ( ( f & 0x7F800000 ) >> 23 ) - 112;
- unsigned int mantissa = ( f & 0x007FFFFF );
- if ( exponent <= 0 ) {
- return 0;
- }
- if ( exponent > 30 ) {
- return (halfFloat_t)( signbit | 0x7BFF );
- }
- return (halfFloat_t)( signbit | ( exponent << 10 ) | ( mantissa >> 13 ) );
- }
- /*
- ===============================================================================
- Draw Vertex.
- ===============================================================================
- */
- class idDrawVert {
- public:
- idVec3 xyz; // 12 bytes
- halfFloat_t st[2]; // 4 bytes
- byte normal[4]; // 4 bytes
- byte tangent[4]; // 4 bytes -- [3] is texture polarity sign
- byte color[4]; // 4 bytes
- byte color2[4]; // 4 bytes -- weights for skinning
- float operator[]( const int index ) const;
- float & operator[]( const int index );
- void Clear();
- const idVec3 GetNormal() const;
- const idVec3 GetNormalRaw() const; // not re-normalized for renderbump
- // must be normalized already!
- void SetNormal( float x, float y, float z );
- void SetNormal( const idVec3 & n );
- const idVec3 GetTangent() const;
- const idVec3 GetTangentRaw() const; // not re-normalized for renderbump
- // must be normalized already!
- void SetTangent( float x, float y, float z );
- void SetTangent( const idVec3 & t );
- // derived from normal, tangent, and tangent flag
- const idVec3 GetBiTangent() const;
- const idVec3 GetBiTangentRaw() const; // not re-normalized for renderbump
- void SetBiTangent( float x, float y, float z );
- ID_INLINE void SetBiTangent( const idVec3 & t );
- float GetBiTangentSign() const;
- byte GetBiTangentSignBit() const;
- void SetTexCoordNative( const halfFloat_t s, const halfFloat_t t );
- void SetTexCoord( const idVec2 & st );
- void SetTexCoord( float s, float t );
- void SetTexCoordS( float s );
- void SetTexCoordT( float t );
- const idVec2 GetTexCoord() const;
- const halfFloat_t GetTexCoordNativeS() const;
- const halfFloat_t GetTexCoordNativeT() const;
- // either 1.0f or -1.0f
- ID_INLINE void SetBiTangentSign( float sign );
- ID_INLINE void SetBiTangentSignBit( byte bit );
- void Lerp( const idDrawVert &a, const idDrawVert &b, const float f );
- void LerpAll( const idDrawVert &a, const idDrawVert &b, const float f );
- void SetColor( dword color );
- void SetNativeOrderColor( dword color );
- dword GetColor() const;
- void SetColor2( dword color );
- void SetNativeOrderColor2( dword color );
- void ClearColor2();
- dword GetColor2() const;
- static idDrawVert GetSkinnedDrawVert( const idDrawVert & vert, const idJointMat * joints );
- static idVec3 GetSkinnedDrawVertPosition( const idDrawVert & vert, const idJointMat * joints );
- };
- #define DRAWVERT_SIZE 32
- #define DRAWVERT_XYZ_OFFSET (0*4)
- #define DRAWVERT_ST_OFFSET (3*4)
- #define DRAWVERT_NORMAL_OFFSET (4*4)
- #define DRAWVERT_TANGENT_OFFSET (5*4)
- #define DRAWVERT_COLOR_OFFSET (6*4)
- #define DRAWVERT_COLOR2_OFFSET (7*4)
- assert_offsetof( idDrawVert, xyz, DRAWVERT_XYZ_OFFSET );
- assert_offsetof( idDrawVert, normal, DRAWVERT_NORMAL_OFFSET );
- assert_offsetof( idDrawVert, tangent, DRAWVERT_TANGENT_OFFSET );
- /*
- ========================
- VertexFloatToByte
- Assumes input is in the range [-1, 1]
- ========================
- */
- ID_INLINE void VertexFloatToByte( const float & x, const float & y, const float & z, byte * bval ) {
- assert_4_byte_aligned( bval ); // for __stvebx
- #ifdef ID_WIN_X86_SSE2_INTRIN
- const __m128 vector_float_one = { 1.0f, 1.0f, 1.0f, 1.0f };
- const __m128 vector_float_half = { 0.5f, 0.5f, 0.5f, 0.5f };
- const __m128 vector_float_255_over_2 = { 255.0f / 2.0f, 255.0f / 2.0f, 255.0f / 2.0f, 255.0f / 2.0f };
- const __m128 xyz = _mm_unpacklo_ps( _mm_unpacklo_ps( _mm_load_ss( &x ), _mm_load_ss( &z ) ), _mm_load_ss( &y ) );
- const __m128 xyzScaled = _mm_madd_ps( _mm_add_ps( xyz, vector_float_one ), vector_float_255_over_2, vector_float_half );
- const __m128i xyzInt = _mm_cvtps_epi32( xyzScaled );
- const __m128i xyzShort = _mm_packs_epi32( xyzInt, xyzInt );
- const __m128i xyzChar = _mm_packus_epi16( xyzShort, xyzShort );
- const __m128i xyz16 = _mm_unpacklo_epi8( xyzChar, _mm_setzero_si128() );
- bval[0] = (byte)_mm_extract_epi16( xyz16, 0 ); // cannot use _mm_extract_epi8 because it is an SSE4 instruction
- bval[1] = (byte)_mm_extract_epi16( xyz16, 1 );
- bval[2] = (byte)_mm_extract_epi16( xyz16, 2 );
- #else
- bval[0] = VERTEX_FLOAT_TO_BYTE( x );
- bval[1] = VERTEX_FLOAT_TO_BYTE( y );
- bval[2] = VERTEX_FLOAT_TO_BYTE( z );
- #endif
- }
- /*
- ========================
- idDrawVert::operator[]
- ========================
- */
- ID_INLINE float idDrawVert::operator[]( const int index ) const {
- assert( index >= 0 && index < 5 );
- return ((float *)(&xyz))[index];
- }
- /*
- ========================
- idDrawVert::operator[]
- ========================
- */
- ID_INLINE float &idDrawVert::operator[]( const int index ) {
- assert( index >= 0 && index < 5 );
- return ((float *)(&xyz))[index];
- }
- /*
- ========================
- idDrawVert::Clear
- ========================
- */
- ID_INLINE void idDrawVert::Clear() {
- *reinterpret_cast<dword *>(&this->xyz.x) = 0;
- *reinterpret_cast<dword *>(&this->xyz.y) = 0;
- *reinterpret_cast<dword *>(&this->xyz.z) = 0;
- *reinterpret_cast<dword *>(this->st) = 0;
- *reinterpret_cast<dword *>(this->normal) = 0x00FF8080; // x=0, y=0, z=1
- *reinterpret_cast<dword *>(this->tangent) = 0xFF8080FF; // x=1, y=0, z=0
- *reinterpret_cast<dword *>(this->color) = 0;
- *reinterpret_cast<dword *>(this->color2) = 0;
- }
- /*
- ========================
- idDrawVert::GetNormal
- ========================
- */
- ID_INLINE const idVec3 idDrawVert::GetNormal() const {
- idVec3 n( VERTEX_BYTE_TO_FLOAT( normal[0] ),
- VERTEX_BYTE_TO_FLOAT( normal[1] ),
- VERTEX_BYTE_TO_FLOAT( normal[2] ) );
- n.Normalize(); // after the normal has been compressed & uncompressed, it may not be normalized anymore
- return n;
- }
- /*
- ========================
- idDrawVert::GetNormalRaw
- ========================
- */
- ID_INLINE const idVec3 idDrawVert::GetNormalRaw() const {
- idVec3 n( VERTEX_BYTE_TO_FLOAT( normal[0] ),
- VERTEX_BYTE_TO_FLOAT( normal[1] ),
- VERTEX_BYTE_TO_FLOAT( normal[2] ) );
- // don't re-normalize just like we do in the vertex programs
- return n;
- }
- /*
- ========================
- idDrawVert::SetNormal
- must be normalized already!
- ========================
- */
- ID_INLINE void idDrawVert::SetNormal( const idVec3 & n ) {
- VertexFloatToByte( n.x, n.y, n.z, normal );
- }
- /*
- ========================
- idDrawVert::SetNormal
- ========================
- */
- ID_INLINE void idDrawVert::SetNormal( float x, float y, float z ) {
- VertexFloatToByte( x, y, z, normal );
- }
- /*
- ========================
- &idDrawVert::GetTangent
- ========================
- */
- ID_INLINE const idVec3 idDrawVert::GetTangent() const {
- idVec3 t( VERTEX_BYTE_TO_FLOAT( tangent[0] ),
- VERTEX_BYTE_TO_FLOAT( tangent[1] ),
- VERTEX_BYTE_TO_FLOAT( tangent[2] ) );
- t.Normalize();
- return t;
- }
- /*
- ========================
- &idDrawVert::GetTangentRaw
- ========================
- */
- ID_INLINE const idVec3 idDrawVert::GetTangentRaw() const {
- idVec3 t( VERTEX_BYTE_TO_FLOAT( tangent[0] ),
- VERTEX_BYTE_TO_FLOAT( tangent[1] ),
- VERTEX_BYTE_TO_FLOAT( tangent[2] ) );
- // don't re-normalize just like we do in the vertex programs
- return t;
- }
- /*
- ========================
- idDrawVert::SetTangent
- ========================
- */
- ID_INLINE void idDrawVert::SetTangent( float x, float y, float z ) {
- VertexFloatToByte( x, y, z, tangent );
- }
- /*
- ========================
- idDrawVert::SetTangent
- ========================
- */
- ID_INLINE void idDrawVert::SetTangent( const idVec3 & t ) {
- VertexFloatToByte( t.x, t.y, t.z, tangent );
- }
- /*
- ========================
- idDrawVert::GetBiTangent
- ========================
- */
- ID_INLINE const idVec3 idDrawVert::GetBiTangent() const {
- // derive from the normal, tangent, and bitangent direction flag
- idVec3 bitangent;
- bitangent.Cross( GetNormal(), GetTangent() );
- bitangent *= GetBiTangentSign();
- return bitangent;
- }
- /*
- ========================
- idDrawVert::GetBiTangentRaw
- ========================
- */
- ID_INLINE const idVec3 idDrawVert::GetBiTangentRaw() const {
- // derive from the normal, tangent, and bitangent direction flag
- // don't re-normalize just like we do in the vertex programs
- idVec3 bitangent;
- bitangent.Cross( GetNormalRaw(), GetTangentRaw() );
- bitangent *= GetBiTangentSign();
- return bitangent;
- }
- /*
- ========================
- idDrawVert::SetBiTangent
- ========================
- */
- ID_INLINE void idDrawVert::SetBiTangent( float x, float y, float z ) {
- SetBiTangent( idVec3( x, y, z ) );
- }
- /*
- ========================
- idDrawVert::SetBiTangent
- ========================
- */
- ID_INLINE void idDrawVert::SetBiTangent( const idVec3 &t ) {
- idVec3 bitangent;
- bitangent.Cross( GetNormal(), GetTangent() );
- SetBiTangentSign( bitangent * t );
- }
- /*
- ========================
- idDrawVert::GetBiTangentSign
- ========================
- */
- ID_INLINE float idDrawVert::GetBiTangentSign() const {
- return ( tangent[3] < 128 ) ? -1.0f : 1.0f;
- }
- /*
- ========================
- idDrawVert::GetBiTangentSignBit
- ========================
- */
- ID_INLINE byte idDrawVert::GetBiTangentSignBit() const {
- return ( tangent[3] < 128 ) ? 1 : 0;
- }
- /*
- ========================
- idDrawVert::SetBiTangentSign
- ========================
- */
- ID_INLINE void idDrawVert::SetBiTangentSign( float sign ) {
- tangent[3] = ( sign < 0.0f ) ? 0 : 255;
- }
- /*
- ========================
- idDrawVert::SetBiTangentSignBit
- ========================
- */
- ID_INLINE void idDrawVert::SetBiTangentSignBit( byte sign ) {
- tangent[3] = sign ? 0 : 255;
- }
- /*
- ========================
- idDrawVert::Lerp
- ========================
- */
- ID_INLINE void idDrawVert::Lerp( const idDrawVert &a, const idDrawVert &b, const float f ) {
- xyz = a.xyz + f * ( b.xyz - a.xyz );
- SetTexCoord( ::Lerp( a.GetTexCoord(), b.GetTexCoord(), f ) );
- }
- /*
- ========================
- idDrawVert::LerpAll
- ========================
- */
- ID_INLINE void idDrawVert::LerpAll( const idDrawVert &a, const idDrawVert &b, const float f ) {
- xyz = ::Lerp( a.xyz, b.xyz, f );
- SetTexCoord( ::Lerp( a.GetTexCoord(), b.GetTexCoord(), f ) );
- idVec3 normal = ::Lerp( a.GetNormal(), b.GetNormal(), f );
- idVec3 tangent = ::Lerp( a.GetTangent(), b.GetTangent(), f );
- idVec3 bitangent = ::Lerp( a.GetBiTangent(), b.GetBiTangent(), f );
- normal.Normalize();
- tangent.Normalize();
- bitangent.Normalize();
- SetNormal( normal );
- SetTangent( tangent );
- SetBiTangent( bitangent );
- color[0] = (byte)( a.color[0] + f * ( b.color[0] - a.color[0] ) );
- color[1] = (byte)( a.color[1] + f * ( b.color[1] - a.color[1] ) );
- color[2] = (byte)( a.color[2] + f * ( b.color[2] - a.color[2] ) );
- color[3] = (byte)( a.color[3] + f * ( b.color[3] - a.color[3] ) );
- color2[0] = (byte)( a.color2[0] + f * ( b.color2[0] - a.color2[0] ) );
- color2[1] = (byte)( a.color2[1] + f * ( b.color2[1] - a.color2[1] ) );
- color2[2] = (byte)( a.color2[2] + f * ( b.color2[2] - a.color2[2] ) );
- color2[3] = (byte)( a.color2[3] + f * ( b.color2[3] - a.color2[3] ) );
- }
- /*
- ========================
- idDrawVert::SetNativeOrderColor
- ========================
- */
- ID_INLINE void idDrawVert::SetNativeOrderColor( dword color ) {
- *reinterpret_cast<dword *>(this->color) = color;
- }
- /*
- ========================
- idDrawVert::SetColor
- ========================
- */
- ID_INLINE void idDrawVert::SetColor( dword color ) {
- *reinterpret_cast<dword *>(this->color) = color;
- }
- /*
- ========================
- idDrawVert::SetColor
- ========================
- */
- ID_INLINE dword idDrawVert::GetColor() const {
- return *reinterpret_cast<const dword *>(this->color);
- }
- /*
- ========================
- idDrawVert::SetTexCoordNative
- ========================
- */
- ID_INLINE void idDrawVert::SetTexCoordNative( const halfFloat_t s, const halfFloat_t t ) {
- st[0] = s;
- st[1] = t;
- }
- /*
- ========================
- idDrawVert::SetTexCoord
- ========================
- */
- ID_INLINE void idDrawVert::SetTexCoord( const idVec2 & st ) {
- SetTexCoordS( st.x );
- SetTexCoordT( st.y );
- }
- /*
- ========================
- idDrawVert::SetTexCoord
- ========================
- */
- ID_INLINE void idDrawVert::SetTexCoord( float s, float t ) {
- SetTexCoordS( s );
- SetTexCoordT( t );
- }
- /*
- ========================
- idDrawVert::SetTexCoordS
- ========================
- */
- ID_INLINE void idDrawVert::SetTexCoordS( float s ) {
- st[0] = F32toF16( s );
- }
- /*
- ========================
- idDrawVert::SetTexCoordT
- ========================
- */
- ID_INLINE void idDrawVert::SetTexCoordT( float t ) {
- st[1] = F32toF16( t );
- }
- /*
- ========================
- idDrawVert::GetTexCoord
- ========================
- */
- ID_INLINE const idVec2 idDrawVert::GetTexCoord() const {
- return idVec2( F16toF32( st[0] ), F16toF32( st[1] ) );
- }
- /*
- ========================
- idDrawVert::GetTexCoordNativeS
- ========================
- */
- ID_INLINE const halfFloat_t idDrawVert::GetTexCoordNativeS() const {
- return st[0];
- }
- /*
- ========================
- idDrawVert::GetTexCoordNativeT
- ========================
- */
- ID_INLINE const halfFloat_t idDrawVert::GetTexCoordNativeT() const {
- return st[1];
- }
- /*
- ========================
- idDrawVert::SetNativeOrderColor2
- ========================
- */
- ID_INLINE void idDrawVert::SetNativeOrderColor2( dword color2 ) {
- *reinterpret_cast<dword *>(this->color2) = color2;
- }
- /*
- ========================
- idDrawVert::SetColor
- ========================
- */
- ID_INLINE void idDrawVert::SetColor2( dword color2 ) {
- *reinterpret_cast<dword *>(this->color2) = color2;
- }
- /*
- ========================
- idDrawVert::ClearColor2
- ========================
- */
- ID_INLINE void idDrawVert::ClearColor2() {
- *reinterpret_cast<dword *>(this->color2) = 0x80808080;
- }
- /*
- ========================
- idDrawVert::GetColor2
- ========================
- */
- ID_INLINE dword idDrawVert::GetColor2() const {
- return *reinterpret_cast<const dword *>(this->color2);
- }
- /*
- ========================
- WriteDrawVerts16
- Use 16-byte in-order SIMD writes because the destVerts may live in write-combined memory
- ========================
- */
- ID_INLINE void WriteDrawVerts16( idDrawVert * destVerts, const idDrawVert * localVerts, int numVerts ) {
- assert_sizeof( idDrawVert, 32 );
- assert_16_byte_aligned( destVerts );
- assert_16_byte_aligned( localVerts );
- #ifdef ID_WIN_X86_SSE2_INTRIN
- for ( int i = 0; i < numVerts; i++ ) {
- __m128i v0 = _mm_load_si128( (const __m128i *)( (byte *)( localVerts + i ) + 0 ) );
- __m128i v1 = _mm_load_si128( (const __m128i *)( (byte *)( localVerts + i ) + 16 ) );
- _mm_stream_si128( (__m128i *)( (byte *)( destVerts + i ) + 0 ), v0 );
- _mm_stream_si128( (__m128i *)( (byte *)( destVerts + i ) + 16 ), v1 );
- }
- #else
- memcpy( destVerts, localVerts, numVerts * sizeof( idDrawVert ) );
- #endif
- }
- /*
- =====================
- idDrawVert::GetSkinnedDrawVert
- =====================
- */
- ID_INLINE idDrawVert idDrawVert::GetSkinnedDrawVert( const idDrawVert & vert, const idJointMat * joints ) {
- if ( joints == NULL ) {
- return vert;
- }
- const idJointMat & j0 = joints[vert.color[0]];
- const idJointMat & j1 = joints[vert.color[1]];
- const idJointMat & j2 = joints[vert.color[2]];
- const idJointMat & j3 = joints[vert.color[3]];
- const float w0 = vert.color2[0] * ( 1.0f / 255.0f );
- const float w1 = vert.color2[1] * ( 1.0f / 255.0f );
- const float w2 = vert.color2[2] * ( 1.0f / 255.0f );
- const float w3 = vert.color2[3] * ( 1.0f / 255.0f );
- idJointMat accum;
- idJointMat::Mul( accum, j0, w0 );
- idJointMat::Mad( accum, j1, w1 );
- idJointMat::Mad( accum, j2, w2 );
- idJointMat::Mad( accum, j3, w3 );
- idDrawVert outVert;
- outVert.xyz = accum * idVec4( vert.xyz.x, vert.xyz.y, vert.xyz.z, 1.0f );
- outVert.SetTexCoordNative( vert.GetTexCoordNativeS(), vert.GetTexCoordNativeT() );
- outVert.SetNormal( accum * vert.GetNormal() );
- outVert.SetTangent( accum * vert.GetTangent() );
- outVert.tangent[3] = vert.tangent[3];
- for ( int i = 0; i < 4; i++ ) {
- outVert.color[i] = vert.color[i];
- outVert.color2[i] = vert.color2[i];
- }
- return outVert;
- }
- /*
- =====================
- idDrawVert::GetSkinnedDrawVertPosition
- =====================
- */
- ID_INLINE idVec3 idDrawVert::GetSkinnedDrawVertPosition( const idDrawVert & vert, const idJointMat * joints ) {
- if ( joints == NULL ) {
- return vert.xyz;
- }
- const idJointMat & j0 = joints[vert.color[0]];
- const idJointMat & j1 = joints[vert.color[1]];
- const idJointMat & j2 = joints[vert.color[2]];
- const idJointMat & j3 = joints[vert.color[3]];
- const float w0 = vert.color2[0] * ( 1.0f / 255.0f );
- const float w1 = vert.color2[1] * ( 1.0f / 255.0f );
- const float w2 = vert.color2[2] * ( 1.0f / 255.0f );
- const float w3 = vert.color2[3] * ( 1.0f / 255.0f );
- idJointMat accum;
- idJointMat::Mul( accum, j0, w0 );
- idJointMat::Mad( accum, j1, w1 );
- idJointMat::Mad( accum, j2, w2 );
- idJointMat::Mad( accum, j3, w3 );
- return accum * idVec4( vert.xyz.x, vert.xyz.y, vert.xyz.z, 1.0f );
- }
- /*
- ===============================================================================
- Shadow Vertex
- ===============================================================================
- */
- class idShadowVert {
- public:
- idVec4 xyzw;
- void Clear();
- static int CreateShadowCache( idShadowVert * vertexCache, const idDrawVert *verts, const int numVerts );
- };
- #define SHADOWVERT_XYZW_OFFSET (0)
- assert_offsetof( idShadowVert, xyzw, SHADOWVERT_XYZW_OFFSET );
- ID_INLINE void idShadowVert::Clear() {
- xyzw.Zero();
- }
- /*
- ===============================================================================
- Skinned Shadow Vertex
- ===============================================================================
- */
- class idShadowVertSkinned {
- public:
- idVec4 xyzw;
- byte color[4];
- byte color2[4];
- byte pad[8]; // pad to multiple of 32-byte for glDrawElementsBaseVertex
- void Clear();
- static int CreateShadowCache( idShadowVertSkinned * vertexCache, const idDrawVert *verts, const int numVerts );
- };
- #define SHADOWVERTSKINNED_XYZW_OFFSET (0)
- #define SHADOWVERTSKINNED_COLOR_OFFSET (16)
- #define SHADOWVERTSKINNED_COLOR2_OFFSET (20)
- assert_offsetof( idShadowVertSkinned, xyzw, SHADOWVERTSKINNED_XYZW_OFFSET );
- assert_offsetof( idShadowVertSkinned, color, SHADOWVERTSKINNED_COLOR_OFFSET );
- assert_offsetof( idShadowVertSkinned, color2, SHADOWVERTSKINNED_COLOR2_OFFSET );
- ID_INLINE void idShadowVertSkinned::Clear() {
- xyzw.Zero();
- }
- #endif /* !__DRAWVERT_H__ */
|