70 lines
2.5 KiB
C++
Executable File
70 lines
2.5 KiB
C++
Executable File
/**
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* @file llpatchvertexarray.h
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* @brief description of Surface class
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLPATCHVERTEXARRAY_H
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#define LL_LLPATCHVERTEXARRAY_H
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// A LLPatchVertexArray is really just a structure of vertex arrays for
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// rendering a "patch" of a certain size.
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//
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// A "patch" is currently a sub-square of a larger square array of data
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// we call a "surface".
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class LLPatchVertexArray
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{
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public:
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LLPatchVertexArray();
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LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid);
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virtual ~LLPatchVertexArray();
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void create(U32 surface_width, U32 patch_width, F32 meters_per_grid);
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void destroy();
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void init();
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public:
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U32 mSurfaceWidth; // grid points on one side of a LLSurface
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U32 mPatchWidth; // grid points on one side of a LLPatch
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U32 mPatchOrder; // 2^mPatchOrder >= mPatchWidth
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U32 *mRenderLevelp; // Look-up table : render_stride -> render_level
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U32 *mRenderStridep; // Look-up table : render_level -> render_stride
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// We want to be able to render a patch from multiple resolutions.
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// The lowest resolution has two triangles, and the highest has
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// 2*mPatchWidth*mPatchWidth triangles.
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//
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// mPatchWidth is not hard-coded, so we don't know how much memory
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// to allocate to the vertex arrays until it is set. Once it is
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// set, we will calculate how much total memory to allocate for the
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// vertex arrays, and then keep track of their lengths and locations
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// in the memory bank.
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//
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// A Patch has three regions that need vertex arrays: middle, north,
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// and east. For each region there are three items that must be
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// kept track of: data, offset, and length.
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};
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#endif
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