summaryrefslogtreecommitdiff
path: root/indra/newview/llsurface.h
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/llsurface.h')
-rw-r--r--indra/newview/llsurface.h249
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