mirror of
https://github.com/UberGames/rpgxEF.git
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658 lines
18 KiB
C
658 lines
18 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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/*
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All bones should be an identity orientation to display the mesh exactly
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as it is specified.
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For all other frames, the bones represent the transformation from the
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orientation of the bone in the base frame to the orientation in this
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frame.
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*/
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/*
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==============
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R_AddAnimSurfaces
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==============
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*/
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void R_AddAnimSurfaces( trRefEntity_t *ent ) {
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md4Header_t *header;
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md4Surface_t *surface;
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md4LOD_t *lod;
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shader_t *shader;
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int i;
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header = (md4Header_t *) tr.currentModel->modelData;
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lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
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surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
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for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
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shader = R_GetShaderByHandle( surface->shaderIndex );
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R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse );
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surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
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}
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}
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/*
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==============
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RB_SurfaceAnim
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==============
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*/
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void RB_SurfaceAnim( md4Surface_t *surface ) {
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int i, j, k;
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float frontlerp, backlerp;
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int *triangles;
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int indexes;
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int baseIndex, baseVertex;
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int numVerts;
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md4Vertex_t *v;
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md4Bone_t bones[MD4_MAX_BONES];
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md4Bone_t *bonePtr, *bone;
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md4Header_t *header;
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md4Frame_t *frame;
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md4Frame_t *oldFrame;
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int frameSize;
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if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
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backlerp = 0;
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frontlerp = 1;
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} else {
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backlerp = backEnd.currentEntity->e.backlerp;
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frontlerp = 1.0f - backlerp;
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}
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header = (md4Header_t *)((byte *)surface + surface->ofsHeader);
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frameSize = (size_t)( &((md4Frame_t *)0)->bones[ header->numBones ] );
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frame = (md4Frame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.frame * frameSize );
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oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.oldframe * frameSize );
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RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 );
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triangles = (int *) ((byte *)surface + surface->ofsTriangles);
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indexes = surface->numTriangles * 3;
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baseIndex = tess.numIndexes;
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baseVertex = tess.numVertexes;
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for (j = 0 ; j < indexes ; j++) {
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tess.indexes[baseIndex + j] = baseIndex + triangles[j];
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}
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tess.numIndexes += indexes;
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//
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// lerp all the needed bones
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//
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if ( !backlerp ) {
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// no lerping needed
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bonePtr = frame->bones;
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} else {
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bonePtr = bones;
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for ( i = 0 ; i < header->numBones*12 ; i++ ) {
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((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
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+ backlerp * ((float *)oldFrame->bones)[i];
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}
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}
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//
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// deform the vertexes by the lerped bones
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//
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numVerts = surface->numVerts;
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// FIXME
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// This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
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// in for reference.
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//v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12);
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v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts);
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for ( j = 0; j < numVerts; j++ ) {
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vec3_t tempVert, tempNormal;
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md4Weight_t *w;
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VectorClear( tempVert );
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VectorClear( tempNormal );
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w = v->weights;
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for ( k = 0 ; k < v->numWeights ; k++, w++ ) {
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bone = bonePtr + w->boneIndex;
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tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
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tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
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tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
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tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
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tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
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tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
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}
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tess.xyz[baseVertex + j][0] = tempVert[0];
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tess.xyz[baseVertex + j][1] = tempVert[1];
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tess.xyz[baseVertex + j][2] = tempVert[2];
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tess.normal[baseVertex + j][0] = tempNormal[0];
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tess.normal[baseVertex + j][1] = tempNormal[1];
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tess.normal[baseVertex + j][2] = tempNormal[2];
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tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
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tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
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// FIXME
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// This makes TFC's skeletons work. Shouldn't be necessary anymore, but left
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// in for reference.
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//v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
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v = (md4Vertex_t *)&v->weights[v->numWeights];
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}
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tess.numVertexes += surface->numVerts;
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}
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#ifdef RAVENMD4
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// copied and adapted from tr_mesh.c
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/*
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=============
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R_MDRCullModel
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=============
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*/
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static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) {
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vec3_t bounds[2];
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mdrFrame_t *oldFrame, *newFrame;
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int i, frameSize;
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frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
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// compute frame pointers
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newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
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oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.oldframe);
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// cull bounding sphere ONLY if this is not an upscaled entity
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if ( !ent->e.nonNormalizedAxes )
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{
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if ( ent->e.frame == ent->e.oldframe )
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{
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switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
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{
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// Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend
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// we do. After all, the purpose of md4s are not that different, are they?
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case CULL_OUT:
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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case CULL_IN:
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_sphere_cull_md3_clip++;
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break;
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}
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}
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else
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{
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int sphereCull, sphereCullB;
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sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
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if ( newFrame == oldFrame ) {
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sphereCullB = sphereCull;
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} else {
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sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
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}
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if ( sphereCull == sphereCullB )
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{
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if ( sphereCull == CULL_OUT )
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{
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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}
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else if ( sphereCull == CULL_IN )
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{
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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}
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else
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{
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tr.pc.c_sphere_cull_md3_clip++;
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}
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}
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}
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}
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// calculate a bounding box in the current coordinate system
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for (i = 0 ; i < 3 ; i++) {
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bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
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bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
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}
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switch ( R_CullLocalBox( bounds ) )
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{
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case CULL_IN:
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tr.pc.c_box_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_box_cull_md3_clip++;
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return CULL_CLIP;
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case CULL_OUT:
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default:
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tr.pc.c_box_cull_md3_out++;
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return CULL_OUT;
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}
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}
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/*
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=================
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R_MDRComputeFogNum
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=================
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*/
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int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) {
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int i, j;
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fog_t *fog;
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mdrFrame_t *mdrFrame;
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vec3_t localOrigin;
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int frameSize;
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if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
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return 0;
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}
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frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
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// FIXME: non-normalized axis issues
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mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
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VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin );
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for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
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fog = &tr.world->fogs[i];
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) {
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break;
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}
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if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) {
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break;
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}
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}
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if ( j == 3 ) {
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return i;
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}
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}
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return 0;
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}
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/*
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==============
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R_MDRAddAnimSurfaces
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==============
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*/
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// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c
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void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
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mdrHeader_t *header;
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mdrSurface_t *surface;
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mdrLOD_t *lod;
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shader_t *shader;
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skin_t *skin;
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int i, j;
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int lodnum = 0;
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int fogNum = 0;
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int cull;
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qboolean personalModel;
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header = (mdrHeader_t *) tr.currentModel->modelData;
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personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
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if ( ent->e.renderfx & RF_WRAP_FRAMES )
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{
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ent->e.frame %= header->numFrames;
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ent->e.oldframe %= header->numFrames;
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}
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//
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// Validate the frames so there is no chance of a crash.
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// This will write directly into the entity structure, so
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// when the surfaces are rendered, they don't need to be
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// range checked again.
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//
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if ((ent->e.frame >= header->numFrames)
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|| (ent->e.frame < 0)
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|| (ent->e.oldframe >= header->numFrames)
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|| (ent->e.oldframe < 0) )
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{
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ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: no such frame %d to %d for '%s'\n",
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ent->e.oldframe, ent->e.frame, tr.currentModel->name );
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ent->e.frame = 0;
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ent->e.oldframe = 0;
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}
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//
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// cull the entire model if merged bounding box of both frames
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// is outside the view frustum.
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//
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cull = R_MDRCullModel (header, ent);
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if ( cull == CULL_OUT ) {
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return;
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}
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// figure out the current LOD of the model we're rendering, and set the lod pointer respectively.
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lodnum = R_ComputeLOD(ent);
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// check whether this model has as that many LODs at all. If not, try the closest thing we got.
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if(header->numLODs <= 0)
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return;
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if(header->numLODs <= lodnum)
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lodnum = header->numLODs - 1;
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lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs);
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for(i = 0; i < lodnum; i++)
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{
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lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd);
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}
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// set up lighting
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if ( !personalModel || r_shadows->integer > 1 )
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{
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R_SetupEntityLighting( &tr.refdef, ent );
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}
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// fogNum?
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fogNum = R_MDRComputeFogNum( header, ent );
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surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );
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for ( i = 0 ; i < lod->numSurfaces ; i++ )
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{
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if(ent->e.customShader)
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shader = R_GetShaderByHandle(ent->e.customShader);
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else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins)
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{
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skin = R_GetSkinByHandle(ent->e.customSkin);
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shader = tr.defaultShader;
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for(j = 0; j < skin->numSurfaces; j++)
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{
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if (!strcmp(skin->surfaces[j]->name, surface->name))
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{
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shader = skin->surfaces[j]->shader;
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break;
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}
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}
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}
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else if(surface->shaderIndex > 0)
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shader = R_GetShaderByHandle( surface->shaderIndex );
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else
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shader = tr.defaultShader;
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// we will add shadows even if the main object isn't visible in the view
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// stencil shadows can't do personal models unless I polyhedron clip
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if ( !personalModel
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&& r_shadows->integer == 2
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&& fogNum == 0
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&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
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&& shader->sort == SS_OPAQUE )
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{
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R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse );
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}
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// projection shadows work fine with personal models
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if ( r_shadows->integer == 3
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&& fogNum == 0
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&& (ent->e.renderfx & RF_SHADOW_PLANE )
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&& shader->sort == SS_OPAQUE )
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{
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R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse );
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}
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if (!personalModel)
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R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse );
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surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
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}
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}
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/*
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==============
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RB_MDRSurfaceAnim
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==============
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*/
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void RB_MDRSurfaceAnim( md4Surface_t *surface )
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{
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int i, j, k;
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float frontlerp, backlerp;
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int *triangles;
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int indexes;
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int baseIndex, baseVertex;
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int numVerts;
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mdrVertex_t *v;
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mdrHeader_t *header;
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mdrFrame_t *frame;
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mdrFrame_t *oldFrame;
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mdrBone_t bones[MD4_MAX_BONES], *bonePtr, *bone;
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int frameSize;
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// don't lerp if lerping off, or this is the only frame, or the last frame...
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//
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if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame)
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{
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backlerp = 0; // if backlerp is 0, lerping is off and frontlerp is never used
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frontlerp = 1;
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}
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else
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{
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backlerp = backEnd.currentEntity->e.backlerp;
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frontlerp = 1.0f - backlerp;
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}
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header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader);
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frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
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frame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.frame * frameSize );
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oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.oldframe * frameSize );
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RB_CheckOverflow( surface->numVerts, surface->numTriangles );
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triangles = (int *) ((byte *)surface + surface->ofsTriangles);
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indexes = surface->numTriangles * 3;
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baseIndex = tess.numIndexes;
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baseVertex = tess.numVertexes;
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// Set up all triangles.
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for (j = 0 ; j < indexes ; j++)
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{
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tess.indexes[baseIndex + j] = baseVertex + triangles[j];
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}
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tess.numIndexes += indexes;
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//
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// lerp all the needed bones
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//
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if ( !backlerp )
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{
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// no lerping needed
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bonePtr = frame->bones;
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}
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else
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{
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|
bonePtr = bones;
|
|
|
|
for ( i = 0 ; i < header->numBones*12 ; i++ )
|
|
{
|
|
((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i];
|
|
}
|
|
}
|
|
|
|
//
|
|
// deform the vertexes by the lerped bones
|
|
//
|
|
numVerts = surface->numVerts;
|
|
v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts);
|
|
for ( j = 0; j < numVerts; j++ )
|
|
{
|
|
vec3_t tempVert, tempNormal;
|
|
mdrWeight_t *w;
|
|
|
|
VectorClear( tempVert );
|
|
VectorClear( tempNormal );
|
|
w = v->weights;
|
|
for ( k = 0 ; k < v->numWeights ; k++, w++ )
|
|
{
|
|
bone = bonePtr + w->boneIndex;
|
|
|
|
tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
|
|
tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
|
|
tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
|
|
|
|
tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
|
|
tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
|
|
tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
|
|
}
|
|
|
|
tess.xyz[baseVertex + j][0] = tempVert[0];
|
|
tess.xyz[baseVertex + j][1] = tempVert[1];
|
|
tess.xyz[baseVertex + j][2] = tempVert[2];
|
|
|
|
tess.normal[baseVertex + j][0] = tempNormal[0];
|
|
tess.normal[baseVertex + j][1] = tempNormal[1];
|
|
tess.normal[baseVertex + j][2] = tempNormal[2];
|
|
|
|
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
|
|
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
|
|
|
|
v = (mdrVertex_t *)&v->weights[v->numWeights];
|
|
}
|
|
|
|
tess.numVertexes += surface->numVerts;
|
|
}
|
|
|
|
|
|
#define MC_MASK_X ((1<<(MC_BITS_X))-1)
|
|
#define MC_MASK_Y ((1<<(MC_BITS_Y))-1)
|
|
#define MC_MASK_Z ((1<<(MC_BITS_Z))-1)
|
|
#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1)
|
|
|
|
#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2))
|
|
|
|
#define MC_POS_X (0)
|
|
#define MC_SHIFT_X (0)
|
|
|
|
#define MC_POS_Y ((((MC_BITS_X))/8))
|
|
#define MC_SHIFT_Y ((((MC_BITS_X)%8)))
|
|
|
|
#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8))
|
|
#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8)))
|
|
|
|
#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8))
|
|
#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8)))
|
|
|
|
#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8))
|
|
#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8)))
|
|
|
|
#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8))
|
|
#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8)))
|
|
|
|
#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8))
|
|
#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8)))
|
|
|
|
#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8))
|
|
#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8)))
|
|
|
|
#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8))
|
|
#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8)))
|
|
|
|
#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8))
|
|
#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8)))
|
|
|
|
#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8))
|
|
#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8)))
|
|
|
|
#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8))
|
|
#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8)))
|
|
|
|
void MC_UnCompress(float mat[3][4],const unsigned char * comp)
|
|
{
|
|
int val;
|
|
|
|
val=(int)((unsigned short *)(comp))[0];
|
|
val-=1<<(MC_BITS_X-1);
|
|
mat[0][3]=((float)(val))*MC_SCALE_X;
|
|
|
|
val=(int)((unsigned short *)(comp))[1];
|
|
val-=1<<(MC_BITS_Y-1);
|
|
mat[1][3]=((float)(val))*MC_SCALE_Y;
|
|
|
|
val=(int)((unsigned short *)(comp))[2];
|
|
val-=1<<(MC_BITS_Z-1);
|
|
mat[2][3]=((float)(val))*MC_SCALE_Z;
|
|
|
|
val=(int)((unsigned short *)(comp))[3];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[0][0]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[4];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[0][1]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[5];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[0][2]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
|
|
val=(int)((unsigned short *)(comp))[6];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[1][0]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[7];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[1][1]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[8];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[1][2]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
|
|
val=(int)((unsigned short *)(comp))[9];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[2][0]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[10];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[2][1]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[11];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[2][2]=((float)(val))*MC_SCALE_VECT;
|
|
}
|
|
#endif
|