76 lines
2.8 KiB
C++
76 lines
2.8 KiB
C++
/**
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* @file llpatchvertexarray.h
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* @brief description of Surface class
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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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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