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| void transpose(disjoint Matrix4& target, const disjoint Matrix4& source) | |
| { | |
| for (int i = 0; i < 4; ++i) for (int j = 0; j < 4; ++j) target.m[i][j] = source.m[j][i]; | |
| } | |
| // this is a safe overload | |
| void transpose(Matrix4& target, const Matrix4& source) | |
| { | |
| Matrix4 temp; | |
| for (int i = 0; i < 4; ++i) for (int j = 0; j < 4; ++j) temp.m[i][j] = source.m[j][i]; | |
| target = temp; | |
| } | |
| void prepare_skinning_data_for_gpu(disjoint Matrix4* cb, const disjoint Matrix4* world_transforms, const disjoint Matrix4* inv_bind_pose, size_t count) | |
| { | |
| for (size_t i = 0; i < count; ++i) | |
| { | |
| mul(cb[i], world_transforms[i], inv_bind_pose[i]); | |
| // TODO: change shader compiler to not need this | |
| transpose(cb[i], cb[i]); | |
| } | |
| } | |
| void prepare_skinning_data_for_gpu_2(disjoint Matrix4* cb, const disjoint Matrix4* world_transforms, const disjoint Matrix4* inv_bind_pose, size_t count) | |
| { | |
| for (size_t i = 0; i < count; ++i) | |
| { | |
| // disjoint Matrix4 result; would be correct and not cause the issue in transpose below | |
| disjoint Matrix4& result = cb[i]; | |
| mul(result, world_transforms[i], inv_bind_pose[i]); | |
| // TODO: change shader compiler to not need this | |
| transpose(cb[i], result); | |
| } | |
| } |
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