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/**
* @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<mPatchOrder + 1; level++)
{
mRenderStridep[level] = stride;
stride /= 2;
}
// render_level <- render_stride.
/*
// For a 16x16 patch we'll clamp the render_strides to 0 through 16
// and enter the nearest render_level in the table. Of course, only
// power-of-two render strides are actually used.
//
// render_stride render_level
// 0 4
// 1 4 *
// 2 3 *
// 3 3
// 4 2 *
// 5 2
// 6 2
// 7 1
// 8 1 *
// 9 1
// 10 1
// 11 1
// 12 1
// 13 0
// 14 0
// 15 0
// 16 Always 0
level = mPatchOrder;
for (stride=0; stride<mPatchWidth; stride++)
{
if ((F32) stride > 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<k && stride<2*mPatchWidth; j++)
{
mRenderLevelp[stride++] = level;
}
k *= 2;
level--;
}
mRenderLevelp[2*mPatchWidth] = 0;
}
std::ostream& operator<<(std::ostream &s, const LLPatchVertexArray &va)
{
U32 i;
s << "{ \n";
s << " mSurfaceWidth = " << va.mSurfaceWidth << "\n";
s << " mPatchWidth = " << va.mPatchWidth << "\n";
s << " mPatchOrder = " << va.mPatchOrder << "\n";
s << " mRenderStridep = \n";
for (i=0; i<va.mPatchOrder+1; i++)
{
s << " " << i << " " << va.mRenderStridep[i] << "\n";
}
s << " mRenderLevelp = \n";
for (i=0; i < 2*va.mPatchWidth + 1; i++)
{
s << " " << i << " " << va.mRenderLevelp[i] << "\n";
}
s << "}";
return s;
}
// EOF
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