/**
* @file llpatchvertexarray.cpp
* @brief Implementation of the LLSurfaceVertexArray class.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llpatchvertexarray.h"
#include "llsurfacepatch.h"
// constructors
LLPatchVertexArray::LLPatchVertexArray() :
mSurfaceWidth(0),
mPatchWidth(0),
mPatchOrder(0),
mRenderLevelp(NULL),
mRenderStridep(NULL)
{
}
LLPatchVertexArray::LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid) :
mRenderLevelp(NULL),
mRenderStridep(NULL)
{
create(surface_width, patch_width, meters_per_grid);
}
LLPatchVertexArray::~LLPatchVertexArray()
{
destroy();
}
void LLPatchVertexArray::create(U32 surface_width, U32 patch_width, F32 meters_per_grid)
{
// PART 1 -- Make sure the arguments are good...
// Make sure patch_width is not greater than surface_width
if (patch_width > surface_width)
{
U32 temp = patch_width;
patch_width = surface_width;
surface_width = temp;
}
// Make sure (surface_width-1) is equal to a power_of_two.
// (The -1 is there because an LLSurface has a buffer of 1 on
// its East and North edges).
U32 power_of_two = 1;
U32 surface_order = 0;
while (power_of_two < (surface_width-1))
{
power_of_two *= 2;
surface_order += 1;
}
// FIRE-8063 - Aurora non power of two regions
//if (power_of_two == (surface_width-1))
if (power_of_two != (surface_width-1))
{
surface_width = power_of_two + 1;
}
//
mSurfaceWidth = surface_width;
// Make sure patch_width is a factor of (surface_width - 1)
U32 ratio = (surface_width - 1) / patch_width;
F32 fratio = ((float)(surface_width - 1)) / ((float)(patch_width));
if ( fratio == (float)(ratio))
{
// Make sure patch_width is a power of two
power_of_two = 1;
U32 patch_order = 0;
while (power_of_two < patch_width)
{
power_of_two *= 2;
patch_order += 1;
}
// FIRE-8063 - Aurora non power of two regions
//if (power_of_two == patch_width)
if (power_of_two != patch_width)
{
patch_width = power_of_two;
}
//
mPatchWidth = patch_width;
mPatchOrder = patch_order;
// FIRE-8063 - Aurora non power of two regions
//else // patch_width is not a power of two...
//{
// mPatchWidth = 0;
// mPatchOrder = 0;
//}
//
}
else // patch_width is not a factor of (surface_width - 1)...
{
mPatchWidth = 0;
mPatchOrder = 0;
}
// FIRE-8063 - Aurora non power of two regions
//else // surface_width is not a power of two...
//{
// mSurfaceWidth = 0;
// mPatchWidth = 0;
// mPatchOrder = 0;
//}
//
// PART 2 -- Allocate memory for the render level table
if (mPatchWidth > 0)
{
mRenderLevelp = new U32 [2*mPatchWidth + 1];
mRenderStridep = new U32 [mPatchOrder + 1];
}
if (NULL == mRenderLevelp || NULL == mRenderStridep)
{
// init() and some other things all want to deref these
// pointers, so this is serious.
llerrs << "mRenderLevelp or mRenderStridep was NULL; we'd crash soon." << llendl;
return;
}
// Now that we've allocated memory, we can initialize
// the arrays...
init();
}
void LLPatchVertexArray::destroy()
{
if (mPatchWidth == 0)
{
return;
}
delete [] mRenderLevelp;
delete [] mRenderStridep;
mSurfaceWidth = 0;
mPatchWidth = 0;
mPatchOrder = 0;
}
void LLPatchVertexArray::init()
// Initializes the triangle strip arrays.
{
U32 j;
U32 level, stride;
U32 k;
// We need to build two look-up tables...
// render_level -> render_stride
// A 16x16 patch has 5 render levels : 2^0 to 2^4
// render_level render_stride
// 4 1
// 3 2
// 2 4
// 1 8
// 0 16
stride = mPatchWidth;
for (level=0; level 2.1f * mRenderStridep[level])
{
level--;
};
mRenderLevelp[stride] = level;
}
*/
// This method is more agressive about putting triangles onscreen
level = mPatchOrder;
k = 2;
mRenderLevelp[0] = mPatchOrder;
mRenderLevelp[1] = mPatchOrder;
stride = 2;
while(stride < 2*mPatchWidth)
{
for (j=0; j