/indra/newview/llpatchvertexarray.h
C++ Header | 69 lines | 19 code | 7 blank | 43 comment | 0 complexity | 58cd8a76ac36853965268b395c958e04 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @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