diff options
Diffstat (limited to 'indra/newview/llpatchvertexarray.cpp')
-rw-r--r-- | indra/newview/llpatchvertexarray.cpp | 386 |
1 files changed, 193 insertions, 193 deletions
diff --git a/indra/newview/llpatchvertexarray.cpp b/indra/newview/llpatchvertexarray.cpp index a7011dfad5..846f3167fd 100644 --- a/indra/newview/llpatchvertexarray.cpp +++ b/indra/newview/llpatchvertexarray.cpp @@ -1,25 +1,25 @@ -/** +/** * @file llpatchvertexarray.cpp * @brief Implementation of the LLSurfaceVertexArray class. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -32,223 +32,223 @@ // constructors LLPatchVertexArray::LLPatchVertexArray() : - mSurfaceWidth(0), - mPatchWidth(0), - mPatchOrder(0), - mRenderLevelp(NULL), - mRenderStridep(NULL) + 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) + mRenderLevelp(NULL), + mRenderStridep(NULL) { - create(surface_width, patch_width, meters_per_grid); + create(surface_width, patch_width, meters_per_grid); } -LLPatchVertexArray::~LLPatchVertexArray() +LLPatchVertexArray::~LLPatchVertexArray() { - destroy(); + destroy(); } -void LLPatchVertexArray::create(U32 surface_width, U32 patch_width, F32 meters_per_grid) +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; - while (power_of_two < (surface_width-1)) - { - power_of_two *= 2; - } - - 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]; - } - - if (NULL == mRenderLevelp || NULL == mRenderStridep) - { - // init() and some other things all want to deref these - // pointers, so this is serious. - LL_ERRS() << "mRenderLevelp or mRenderStridep was NULL; we'd crash soon." << LL_ENDL; - return; - } - - // Now that we've allocated memory, we can initialize - // the arrays... - init(); + // 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; + while (power_of_two < (surface_width-1)) + { + power_of_two *= 2; + } + + 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]; + } + + if (NULL == mRenderLevelp || NULL == mRenderStridep) + { + // init() and some other things all want to deref these + // pointers, so this is serious. + LL_ERRS() << "mRenderLevelp or mRenderStridep was NULL; we'd crash soon." << LL_ENDL; + return; + } + + // 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; + if (mPatchWidth == 0) + { + return; + } + + delete [] mRenderLevelp; + delete [] mRenderStridep; + mSurfaceWidth = 0; + mPatchWidth = 0; + mPatchOrder = 0; } -void LLPatchVertexArray::init() +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. + 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; + // 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; + 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; } |