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- /**
- * @file llpatchvertexarray.h
- * @brief description of LLPatchVertexArray class
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2009, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #ifndef LL_LLPATCHVERTEXARRAY_H
- #define LL_LLPATCHVERTEXARRAY_H
- #include "llerror.h"
- // A LLPatchVertexArray is really just a structure of vertex arrays for
- // rendering a "patch" of a certain size.
- //
- // A "patch" is currently a sub-square of a larger square array of data we call
- // a "surface".
- class LLPatchVertexArray
- {
- protected:
- LOG_CLASS(LLPatchVertexArray);
- public:
- LLPatchVertexArray();
- LLPatchVertexArray(U32 surface_width, U32 patch_width,
- F32 meters_per_grid);
- ~LLPatchVertexArray();
- void create(U32 surface_width, U32 patch_width, F32 meters_per_grid);
- void destroy();
- void init();
- public:
- U32 mSurfaceWidth; // Grid points on one side of a LLSurface
- U32 mPatchWidth; // Grid points on one side of a LLPatch
- U32 mPatchOrder; // 2^mPatchOrder >= mPatchWidth
- U32* mRenderLevelp; // Look-up table : render_stride -> render_level
- U32* mRenderStridep; // Look-up table : render_level -> render_stride
- // We want to be able to render a patch from multiple resolutions.
- // The lowest resolution has two triangles, and the highest has
- // 2*mPatchWidth*mPatchWidth triangles.
- //
- // mPatchWidth is not hard-coded, so we do not know how much memory to
- // allocate to the vertex arrays until it is set. Once it is set, we will
- // calculate how much total memory to allocate for the vertex arrays, and
- // then keep track of their lengths and locations in the memory bank.
- //
- // A Patch has three regions that need vertex arrays: middle, north, and
- // east. For each region there are three items that must be kept track of:
- // data, offset, and length.
- };
- #endif
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