/** * @file llpatchvertexarray.h * @brief description of Surface 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 // 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 { public: LLPatchVertexArray(); LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid); virtual ~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 don't 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