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Diffstat (limited to 'indra/newview/llsurface.h')
-rw-r--r-- | indra/newview/llsurface.h | 249 |
1 files changed, 249 insertions, 0 deletions
diff --git a/indra/newview/llsurface.h b/indra/newview/llsurface.h new file mode 100644 index 0000000000..7698c272ab --- /dev/null +++ b/indra/newview/llsurface.h @@ -0,0 +1,249 @@ +/** + * @file llsurface.h + * @brief Description of LLSurface class + * + * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#ifndef LL_LLSURFACE_H +#define LL_LLSURFACE_H + +//#include "vmath.h" +#include "v3math.h" +#include "v3dmath.h" +#include "v4math.h" +#include "m3math.h" +#include "m4math.h" +#include "llquaternion.h" + +#include "v4coloru.h" +#include "v4color.h" + +#include "llvowater.h" +#include "llpatchvertexarray.h" +#include "lldarray.h" +#include "llviewerimage.h" + +class LLTimer; +class LLUUID; +class LLAgent; +class LLStat; + +static const U8 NO_EDGE = 0x00; +static const U8 EAST_EDGE = 0x01; +static const U8 NORTH_EDGE = 0x02; +static const U8 WEST_EDGE = 0x04; +static const U8 SOUTH_EDGE = 0x08; + +static const S32 ONE_MORE_THAN_NEIGHBOR = 1; +static const S32 EQUAL_TO_NEIGHBOR = 0; +static const S32 ONE_LESS_THAN_NEIGHBOR = -1; + +const S32 ABOVE_WATERLINE_ALPHA = 32; // The alpha of water when the land elevation is above the waterline. + +class LLViewerRegion; +class LLSurfacePatch; +class LLBitPack; +class LLGroupHeader; + +class LLSurface +{ +public: + LLSurface(U32 type, LLViewerRegion *regionp = NULL); + virtual ~LLSurface(); + + static void initClasses(); // Do class initialization for LLSurface and its child classes. + + void create(const S32 surface_grid_width, + const S32 surface_patch_width, + const LLVector3d &origin_global, + const F32 width); // Allocates and initializes surface + + void setRegion(LLViewerRegion *regionp); + + void setOriginGlobal(const LLVector3d &origin_global); + + void connectNeighbor(LLSurface *neighborp, U32 direction); + void disconnectNeighbor(LLSurface *neighborp); + void disconnectAllNeighbors(); + + virtual void decompressDCTPatch(LLBitPack &bitpack, LLGroupHeader *gopp, BOOL b_large_patch); + virtual void updatePatchVisibilities(LLAgent &agent); + + inline F32 getZ(const U32 k) const { return mSurfaceZ[k]; } + inline F32 getZ(const S32 i, const S32 j) const { return mSurfaceZ[i + j*mGridsPerEdge]; } + + LLVector3 getOriginAgent() const; + const LLVector3d &getOriginGlobal() const; + F32 getMetersPerGrid() const; + S32 getGridsPerEdge() const; + S32 getPatchesPerEdge() const; + S32 getGridsPerPatchEdge() const; + U32 getRenderStride(const U32 render_level) const; + U32 getRenderLevel(const U32 render_stride) const; + + // Returns the height of the surface immediately above (or below) location, + // or if location is not above surface returns zero. + F32 resolveHeightRegion(const F32 x, const F32 y) const; + F32 resolveHeightRegion(const LLVector3 &location) const + { return resolveHeightRegion( location.mV[VX], location.mV[VY] ); } + F32 resolveHeightGlobal(const LLVector3d &position_global) const; + LLVector3 resolveNormalGlobal(const LLVector3d& v) const; // Returns normal to surface + + LLSurfacePatch *resolvePatchRegion(const F32 x, const F32 y) const; + LLSurfacePatch *resolvePatchRegion(const LLVector3 &position_region) const; + LLSurfacePatch *resolvePatchGlobal(const LLVector3d &position_global) const; + + // Update methods (called during idle, normally) + BOOL idleUpdate(); + + void renderSurfaceBounds(); + + BOOL containsPosition(const LLVector3 &position); + + void moveZ(const S32 x, const S32 y, const F32 delta); + + LLViewerRegion *getRegion() const { return mRegionp; } + + F32 getMinZ() const { return mMinZ; } + F32 getMaxZ() const { return mMaxZ; } + + void setWaterHeight(F32 height); + F32 getWaterHeight() const; + + LLViewerImage *getSTexture(); + LLViewerImage *getWaterTexture(); + BOOL hasZData() const { return mHasZData; } + + void dirtyAllPatches(); // Use this to dirty all patches when changing terrain parameters + + void dirtySurfacePatch(LLSurfacePatch *patchp); + LLVOWater *getWaterObj() { return mWaterObjp; } + + static void setTextureSize(const S32 texture_size); + + friend class LLSurfacePatch; + friend std::ostream& operator<<(std::ostream &s, const LLSurface &S); +public: + // Number of grid points on one side of a region, including +1 buffer for + // north and east edge. + S32 mGridsPerEdge; + + F32 mOOGridsPerEdge; // Inverse of grids per edge + + S32 mPatchesPerEdge; // Number of patches on one side of a region + S32 mNumberOfPatches; // Total number of patches + + + // Each surface points at 8 neighbors (or NULL) + // +---+---+---+ + // |NW | N | NE| + // +---+---+---+ + // | W | 0 | E | + // +---+---+---+ + // |SW | S | SE| + // +---+---+---+ + LLSurface *mNeighbors[8]; // Adjacent patches + + U32 mType; // Useful for identifying derived classes + + F32 mDetailTextureScale; // Number of times to repeat detail texture across this surface + + static F32 sTextureUpdateTime; + static S32 sTexelsUpdated; + static LLStat sTexelsUpdatedPerSecStat; + +protected: + void createSTexture(); + void createWaterTexture(); + void initTextures(); + void initWater(); + + + void createPatchData(); // Allocates memory for patches. + void destroyPatchData(); // Deallocates memory for patches. + + BOOL generateWaterTexture(const F32 x, const F32 y, + const F32 width, const F32 height); // Generate texture from composition values. + + //F32 updateTexture(LLSurfacePatch *ppatch); + + LLSurfacePatch *getPatch(const S32 x, const S32 y) const; + +protected: + LLVector3d mOriginGlobal; // In absolute frame + LLSurfacePatch *mPatchList; // Array of all patches + + // Array of grid data, mGridsPerEdge * mGridsPerEdge + F32 *mSurfaceZ; + + // Array of grid normals, mGridsPerEdge * mGridsPerEdge + LLVector3 *mNorm; + + LLDynamicArray<LLSurfacePatch *> mDirtyPatchList; + + + // The textures should never be directly initialized - use the setter methods! + LLPointer<LLViewerImage> mSTexturep; // Texture for surface + LLPointer<LLViewerImage> mWaterTexturep; // Water texture + + LLPointer<LLVOWater> mWaterObjp; + + // When we want multiple cameras we'll need one of each these for each camera + S32 mVisiblePatchCount; + + U32 mGridsPerPatchEdge; // Number of grid points on a side of a patch + F32 mMetersPerGrid; // Converts (i,j) indecies to distance + F32 mMetersPerEdge; // = mMetersPerGrid * (mGridsPerEdge-1) + + F32 mSurfaceTexScale; // Scale factors for automatic tex coord generation + F32 mDetailTexScale; + + LLPatchVertexArray mPVArray; + + BOOL mHasZData; // We've received any patch data for this surface. + F32 mMinZ; // min z for this region (during the session) + F32 mMaxZ; // max z for this region (during the session) + + S32 mSurfacePatchUpdateCount; // Number of frames since last update. + +private: + LLViewerRegion *mRegionp; // Patch whose coordinate system this surface is using. + static S32 sTextureSize; // Size of the surface texture +}; + + + +// . __. +// Z /|\ /| Y North +// | / +// | / |<----------------- mGridsPerSurfaceEdge --------------->| +// | / __________________________________________________________ +// |/______\ X /_______________________________________________________ / +// / / / / / / / /M*M-2 /M*M-1 / / +// /______/______/______/______/______/______/______/______/ / +// / / / / / / / / / / +// /______/______/______/______/______/______/______/______/ / +// / / / / / / / / / / +// /______/______/______/______/______/______/______/______/ / +// West / / / / / / / / / / +// /______/______/______/______/______/______/______/______/ / East +// /... / / / / / / / / / +// /______/______/______/______/______/______/______/______/ / +// _. / 2M / / / / / / / / / +// /| /______/______/______/______/______/______/______/______/ / +// / / M / M+1 / M+2 / ... / / / / 2M-1 / / +// j /______/______/______/______/______/______/______/______/ / +// / 0 / 1 / 2 / ... / / / / M-1 / / +// /______/______/______/______/______/______/______/______/_/ +// South |<-L->| +// i --> +// +// where M = mSurfPatchWidth +// and L = mPatchGridWidth +// +// Notice that mGridsPerSurfaceEdge = a power of two + 1 +// This provides a buffer on the east and north edges that will allow us to +// fill the cracks between adjacent surfaces when rendering. +#endif |