diff options
author | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 |
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committer | James Cook <james@lindenlab.com> | 2007-01-02 08:33:20 +0000 |
commit | 420b91db29485df39fd6e724e782c449158811cb (patch) | |
tree | b471a94563af914d3ed3edd3e856d21cb1b69945 /indra/newview/llpatchvertexarray.cpp |
Print done when done.
Diffstat (limited to 'indra/newview/llpatchvertexarray.cpp')
-rw-r--r-- | indra/newview/llpatchvertexarray.cpp | 231 |
1 files changed, 231 insertions, 0 deletions
diff --git a/indra/newview/llpatchvertexarray.cpp b/indra/newview/llpatchvertexarray.cpp new file mode 100644 index 0000000000..62f8ac87bb --- /dev/null +++ b/indra/newview/llpatchvertexarray.cpp @@ -0,0 +1,231 @@ +/** + * @file llpatchvertexarray.cpp + * @brief Implementation of the LLSurfaceVertexArray class. + * + * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#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 |