/** * @file llpatchvertexarray.cpp * @brief Implementation of the LLSurfaceVertexArray class. * * Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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. */ #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; } if (power_of_two == (surface_width-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; } if (power_of_two == patch_width) { mPatchWidth = patch_width; mPatchOrder = patch_order; } 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; } } 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]; } // 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