quakeforge/libs/video/renderer/r_iqm.c
Bill Currie fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
This is the first step towards component-based entities.

There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.

As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
2021-03-10 00:01:41 +09:00

140 lines
3.7 KiB
C

/*
r_iqm.c
Shared IQM rendering support
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/5/11
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "r_internal.h"
float
R_IQMGetLerpedFrames (entity_t *ent, iqm_t *iqm)
{
int frame = ent->animation.frame;
float time, fullinterval;
iqmanim *anim;
if (!iqm->num_anims)
return R_EntityBlend (ent, 0, 1.0 / 25.0);
if (frame >= iqm->num_anims || frame < 0) {
Sys_MaskPrintf (SYS_DEV, "R_IQMGetLerpedFrames: no such frame %d\n",
frame);
frame = 0;
}
anim = &iqm->anims[frame];
fullinterval = anim->num_frames / anim->framerate;
time = vr_data.realtime + currententity->animation.syncbase;
time -= ((int) (time / fullinterval)) * fullinterval;
frame = (int) (time * anim->framerate) + anim->first_frame;
return R_EntityBlend (ent, frame, 1.0 / anim->framerate);
}
iqmframe_t *
R_IQMBlendFrames (const iqm_t *iqm, int frame1, int frame2, float blend,
int extra)
{
iqmframe_t *frame;
int i;
frame = Hunk_TempAlloc (iqm->num_joints * sizeof (iqmframe_t) + extra);
if (iqm->num_frames) {
#if 0
for (i = 0; i < iqm->num_joints; i++) {
iqmframe_t *f1 = &iqm->frames[frame1][i];
iqmframe_t *f2 = &iqm->frames[frame2][i];
DualQuatBlend (f1->rt, f2->rt, blend, frame[i].rt);
QuatBlend (f1->shear, f2->shear, blend, frame[i].shear);
QuatBlend (f1->scale, f2->scale, blend, frame[i].scale);
}
#else
for (i = 0; i < iqm->num_joints; i++) {
iqmframe_t *f1 = &iqm->frames[frame1][i];
iqmframe_t *f2 = &iqm->frames[frame2][i];
iqmjoint *j = &iqm->joints[i];
Mat4Blend ((float *) f1, (float *) f2, blend, (float*)&frame[i]);
if (j->parent >= 0)
Mat4Mult ((float*)&frame[j->parent],
(float*)&frame[i], (float*)&frame[i]);
}
#endif
} else {
#if 0
for (i = 0; i < iqm->num_joints; i++) {
QuatSet (0, 0, 0, 1, frame[i].rt.q0.q);
QuatSet (0, 0, 0, 0, frame[i].rt.qe.q);
QuatSet (0, 0, 0, 0, frame[i].shear);
QuatSet (1, 1, 1, 0, frame[i].scale);
}
#else
for (i = 0; i < iqm->num_joints; i++) {
Mat4Identity ((float*)&frame[i]);
}
#endif
}
return frame;
}
iqmframe_t *
R_IQMBlendPalette (const iqm_t *iqm, int frame1, int frame2, float blend,
int extra, iqmblend_t *blend_palette, int palette_size)
{
iqmframe_t *frame;
int i, j;
extra += (palette_size - iqm->num_joints) * sizeof (iqmframe_t);
frame = R_IQMBlendFrames (iqm, frame1, frame2, blend, extra);
for (i = iqm->num_joints; i < palette_size; i++) {
vec_t *mat = (vec_t *) &frame[i];
iqmblend_t *blend = &blend_palette[i];
vec_t *f;
f = (vec_t *) &frame[blend->indices[0]];
Mat4Scale (f, blend->weights[0] / 255.0, mat);
for (j = 1; j < 4; j++) {
if (!blend->weights[j])
break;
f = (vec_t *) &frame[blend->indices[j]];
Mat4MultAdd (mat, blend->weights[j] / 255.0, f, mat);
}
}
return frame;
}