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/**
* @file llsurfacepatch.h
* @brief LLSurfacePatch class definition
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#ifndef LL_LLSURFACEPATCH_H
#define LL_LLSURFACEPATCH_H
#include "v3math.h"
#include "v3dmath.h"
#include "llmemory.h"
class LLSurface;
class LLVOSurfacePatch;
class LLVector2;
class LLColor4U;
class LLAgent;
// A patch shouldn't know about its visibility since that really depends on the
// camera that is looking (or not looking) at it. So, anything about a patch
// that is specific to a camera should be in the struct below.
struct LLPatchVisibilityInfo
{
BOOL mbIsVisible;
F32 mDistance; // Distance from camera
S32 mRenderLevel;
U32 mRenderStride;
};
class LLSurfacePatch
{
public:
LLSurfacePatch();
~LLSurfacePatch();
void reset(const U32 id);
void connectNeighbor(LLSurfacePatch *neighborp, const U32 direction);
void disconnectNeighbor(LLSurface *surfacep);
void setNeighborPatch(const U32 direction, LLSurfacePatch *neighborp);
LLSurfacePatch *getNeighborPatch(const U32 direction) const;
void colorPatch(const U8 r, const U8 g, const U8 b);
BOOL updateTexture();
void updateVerticalStats();
void updateCompositionStats();
void updateNormals();
void updateEastEdge();
void updateNorthEdge();
void updateCameraDistanceRegion( const LLVector3 &pos_region);
void updateVisibility();
void dirtyZ(); // Dirty the z values of this patch
void setHasReceivedData();
BOOL getHasReceivedData() const;
F32 getDistance() const;
F32 getMaxZ() const;
F32 getMinZ() const;
F32 getMeanComposition() const;
F32 getMinComposition() const;
F32 getMaxComposition() const;
const LLVector3 &getCenterRegion() const;
const U64 &getLastUpdateTime() const;
LLSurface *getSurface() const { return mSurfacep; }
LLVector3 getPointAgent(const U32 x, const U32 y) const; // get the point at the offset.
LLVector2 getTexCoords(const U32 x, const U32 y) const;
void calcNormal(const U32 x, const U32 y, const U32 stride);
const LLVector3 &getNormal(const U32 x, const U32 y) const;
void eval(const U32 x, const U32 y, const U32 stride,
LLVector3 *vertex, LLVector3 *normal, LLVector2 *tex0, LLVector2 *tex1);
LLVector3 getOriginAgent() const;
const LLVector3d &getOriginGlobal() const;
void setOriginGlobal(const LLVector3d &origin_global);
// connectivity -- each LLPatch points at 5 neighbors (or NULL)
// +---+---+---+
// | | 2 | 5 |
// +---+---+---+
// | 3 | 0 | 1 |
// +---+---+---+
// | 6 | 4 | |
// +---+---+---+
BOOL getVisible() const;
U32 getRenderStride() const;
S32 getRenderLevel() const;
void setSurface(LLSurface *surfacep);
void setDataZ(F32 *data_z) { mDataZ = data_z; }
void setDataNorm(LLVector3 *data_norm) { mDataNorm = data_norm; }
F32 *getDataZ() const { return mDataZ; }
void dirty(); // Mark this surface patch as dirty...
void clearDirty() { mDirty = FALSE; }
void clearVObj();
public:
BOOL mHasReceivedData; // has the patch EVER received height data?
BOOL mSTexUpdate; // Does the surface texture need to be updated?
protected:
LLSurfacePatch *mNeighborPatches[8]; // Adjacent patches
BOOL mNormalsInvalid[9]; // Which normals are invalid
BOOL mDirty;
BOOL mDirtyZStats;
BOOL mHeightsGenerated;
U32 mDataOffset;
F32 *mDataZ;
LLVector3 *mDataNorm;
// Pointer to the LLVOSurfacePatch object which is used in the new renderer.
LLPointer<LLVOSurfacePatch> mVObjp;
// All of the camera-dependent stuff should be in its own structure...
LLPatchVisibilityInfo mVisInfo;
// pointers to beginnings of patch data fields
LLVector3d mOriginGlobal;
LLVector3 mOriginRegion;
// height field stats
LLVector3 mCenterRegion; // Center in region-local coords
F32 mMinZ, mMaxZ, mMeanZ;
F32 mRadius;
F32 mMinComposition;
F32 mMaxComposition;
F32 mMeanComposition;
U8 mConnectedEdge; // This flag is non-zero iff patch is on at least one edge
// of LLSurface that is "connected" to another LLSurface
U64 mLastUpdateTime; // Time patch was last updated
LLSurface *mSurfacep; // Pointer to "parent" surface
};
#endif // LL_LLSURFACEPATCH_H
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