254 lines
5.9 KiB
C++
254 lines
5.9 KiB
C++
/**
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* @file llpatchvertexarray.cpp
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* @brief Implementation of the LLSurfaceVertexArray 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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#include "llviewerprecompiledheaders.h"
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#include "llpatchvertexarray.h"
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#include "llsurfacepatch.h"
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// constructors
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LLPatchVertexArray::LLPatchVertexArray() :
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mSurfaceWidth(0),
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mPatchWidth(0),
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mPatchOrder(0),
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mRenderLevelp(NULL),
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mRenderStridep(NULL)
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{
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}
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LLPatchVertexArray::LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid) :
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mRenderLevelp(NULL),
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mRenderStridep(NULL)
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{
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create(surface_width, patch_width, meters_per_grid);
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}
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LLPatchVertexArray::~LLPatchVertexArray()
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{
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destroy();
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}
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void LLPatchVertexArray::create(U32 surface_width, U32 patch_width, F32 meters_per_grid)
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{
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// PART 1 -- Make sure the arguments are good...
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// Make sure patch_width is not greater than surface_width
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if (patch_width > surface_width)
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{
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U32 temp = patch_width;
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patch_width = surface_width;
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surface_width = temp;
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}
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// Make sure (surface_width-1) is equal to a power_of_two.
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// (The -1 is there because an LLSurface has a buffer of 1 on
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// its East and North edges).
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U32 power_of_two = 1;
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U32 surface_order = 0;
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while (power_of_two < (surface_width-1))
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{
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power_of_two *= 2;
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surface_order += 1;
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}
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if (power_of_two != (surface_width-1))
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surface_width = power_of_two + 1;
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{
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mSurfaceWidth = surface_width;
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// Make sure patch_width is a factor of (surface_width - 1)
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U32 ratio = (surface_width - 1) / patch_width;
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F32 fratio = ((float)(surface_width - 1)) / ((float)(patch_width));
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if ( fratio == (float)(ratio))
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{
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// Make sure patch_width is a power of two
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power_of_two = 1;
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U32 patch_order = 0;
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while (power_of_two < patch_width)
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{
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power_of_two *= 2;
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patch_order += 1;
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}
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if (power_of_two != patch_width)
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patch_width = power_of_two;
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mPatchWidth = patch_width;
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mPatchOrder = patch_order;
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}
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else // patch_width is not a factor of (surface_width - 1)...
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{
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mPatchWidth = 0;
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mPatchOrder = 0;
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}
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}
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// PART 2 -- Allocate memory for the render level table
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if (mPatchWidth > 0)
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{
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mRenderLevelp = new U32 [2*mPatchWidth + 1];
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mRenderStridep = new U32 [mPatchOrder + 1];
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}
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if (NULL == mRenderLevelp || NULL == mRenderStridep)
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{
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// init() and some other things all want to deref these
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// pointers, so this is serious.
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llerrs << "mRenderLevelp or mRenderStridep was NULL; we'd crash soon." << llendl;
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return;
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}
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// Now that we've allocated memory, we can initialize
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// the arrays...
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init();
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}
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void LLPatchVertexArray::destroy()
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{
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if (mPatchWidth == 0)
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{
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return;
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}
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delete [] mRenderLevelp;
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delete [] mRenderStridep;
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mSurfaceWidth = 0;
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mPatchWidth = 0;
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mPatchOrder = 0;
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}
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void LLPatchVertexArray::init()
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// Initializes the triangle strip arrays.
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{
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U32 j;
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U32 level, stride;
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U32 k;
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// We need to build two look-up tables...
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// render_level -> render_stride
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// A 16x16 patch has 5 render levels : 2^0 to 2^4
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// render_level render_stride
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// 4 1
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// 3 2
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// 2 4
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// 1 8
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// 0 16
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stride = mPatchWidth;
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for (level=0; level<mPatchOrder + 1; level++)
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{
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mRenderStridep[level] = stride;
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stride /= 2;
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}
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// render_level <- render_stride.
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/*
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// For a 16x16 patch we'll clamp the render_strides to 0 through 16
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// and enter the nearest render_level in the table. Of course, only
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// power-of-two render strides are actually used.
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//
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// render_stride render_level
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// 0 4
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// 1 4 *
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// 2 3 *
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// 3 3
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// 4 2 *
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// 5 2
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// 6 2
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// 7 1
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// 8 1 *
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// 9 1
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// 10 1
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// 11 1
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// 12 1
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// 13 0
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// 14 0
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// 15 0
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// 16 Always 0
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level = mPatchOrder;
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for (stride=0; stride<mPatchWidth; stride++)
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{
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if ((F32) stride > 2.1f * mRenderStridep[level])
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{
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level--;
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};
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mRenderLevelp[stride] = level;
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}
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*/
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// This method is more agressive about putting triangles onscreen
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level = mPatchOrder;
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k = 2;
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mRenderLevelp[0] = mPatchOrder;
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mRenderLevelp[1] = mPatchOrder;
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stride = 2;
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while(stride < 2*mPatchWidth)
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{
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for (j=0; j<k && stride<2*mPatchWidth; j++)
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{
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mRenderLevelp[stride++] = level;
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}
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k *= 2;
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level--;
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}
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mRenderLevelp[2*mPatchWidth] = 0;
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}
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std::ostream& operator<<(std::ostream &s, const LLPatchVertexArray &va)
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{
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U32 i;
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s << "{ \n";
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s << " mSurfaceWidth = " << va.mSurfaceWidth << "\n";
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s << " mPatchWidth = " << va.mPatchWidth << "\n";
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s << " mPatchOrder = " << va.mPatchOrder << "\n";
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s << " mRenderStridep = \n";
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for (i=0; i<va.mPatchOrder+1; i++)
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{
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s << " " << i << " " << va.mRenderStridep[i] << "\n";
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}
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s << " mRenderLevelp = \n";
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for (i=0; i < 2*va.mPatchWidth + 1; i++)
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{
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s << " " << i << " " << va.mRenderLevelp[i] << "\n";
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}
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s << "}";
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return s;
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}
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// EOF
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