/** * @file llpatchvertexarray.h * @brief description of Surface 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 * $/LicenseInfo$ */ #ifndef LL_LLPATCHVERTEXARRAY_H #define LL_LLPATCHVERTEXARRAY_H // A LLPatchVertexArray is really just a structure of vertex arrays for // rendering a "patch" of a certain size. // // A "patch" is currently a sub-square of a larger square array of data // we call a "surface". class LLPatchVertexArray { public: LLPatchVertexArray(); LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid); virtual ~LLPatchVertexArray(); void create(U32 surface_width, U32 patch_width, F32 meters_per_grid); void destroy(); void init(); public: U32 mSurfaceWidth; // grid points on one side of a LLSurface U32 mPatchWidth; // grid points on one side of a LLPatch U32 mPatchOrder; // 2^mPatchOrder >= mPatchWidth U32 *mRenderLevelp; // Look-up table : render_stride -> render_level U32 *mRenderStridep; // Look-up table : render_level -> render_stride // We want to be able to render a patch from multiple resolutions. // The lowest resolution has two triangles, and the highest has // 2*mPatchWidth*mPatchWidth triangles. // // mPatchWidth is not hard-coded, so we don't know how much memory // to allocate to the vertex arrays until it is set. Once it is // set, we will calculate how much total memory to allocate for the // vertex arrays, and then keep track of their lengths and locations // in the memory bank. // // A Patch has three regions that need vertex arrays: middle, north, // and east. For each region there are three items that must be // kept track of: data, offset, and length. }; #endif