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Unrealbot bb23cb71fb Branch snapshot for CL 10479822
[CL 10479822 in 4.23 branch]
2020-01-08 20:34:30 -05:00

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "Chaos/Vector.isph"
#include "Chaos/Matrix.isph"
// Calculate homogeneous transform. W component assumed to be 1.0
inline static FVector VectorTransformVector(const FVector &P, const uniform FMatrix &M)
{
FVector4 VTempX, VTempY, VTempZ, VTempW;
// Splat x,y,z and w
VTempX = SetVector4(P.V[0], P.V[0], P.V[0], P.V[0]);
VTempY = SetVector4(P.V[1], P.V[1], P.V[1], P.V[1]);
VTempZ = SetVector4(P.V[2], P.V[2], P.V[2], P.V[2]);
VTempW = SetVector4(1.0f, 1.0f, 1.0f, 1.0f);
// Mul by the matrix
VTempX = VTempX * SetVector4(M.M[0], M.M[1], M.M[2], M.M[3]);
VTempY = VTempY * SetVector4(M.M[4], M.M[5], M.M[6], M.M[7]);
VTempZ = VTempZ * SetVector4(M.M[8], M.M[9], M.M[10], M.M[11]);
VTempW = VTempW * SetVector4(M.M[12], M.M[13], M.M[14], M.M[15]);
// Add them all together
VTempX = VTempX + VTempY;
VTempZ = VTempZ + VTempW;
VTempX = VTempX + VTempZ;
return SetVector(VTempX.V[0], VTempX.V[1], VTempX.V[2]);
}
export void SetDynamicData_RenderThread(uniform FVector PositionBuffer[],
const uniform unsigned int NumVertices,
const uniform unsigned int Stride,
const uniform int32 BoneMap[],
const uniform FMatrix Transforms[],
const uniform FVector Vertices[])
{
uniform unsigned int Chunk = 0;
foreach(i = 0 ... NumVertices)
{
uniform float * uniform pVertices = (uniform float * uniform)&Vertices[Chunk];
uniform float * uniform pPosition = (uniform float * uniform)&PositionBuffer[Chunk];
FVector P;
aos_to_soa3(pVertices, &P.V[0], &P.V[1], &P.V[2]);
FVector Out;
const int32 Bone = BoneMap[i];
foreach_unique(Index in Bone)
{
Out = VectorTransformVector(P, Transforms[Index]);
}
soa_to_aos3(Out.V[0], Out.V[1], Out.V[2], pPosition);
Chunk += programCount;
}
}