llpatchvertexarray.cpp
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- /**
- * @file llpatchvertexarray.cpp
- * @brief Implementation of the LLSurfaceVertexArray class.
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #include "llviewerprecompiledheaders.h"
- #include "llpatchvertexarray.h"
- #include "llsurfacepatch.h"
- // constructors
- LLPatchVertexArray::LLPatchVertexArray() :
- mSurfaceWidth(0),
- mPatchWidth(0),
- mPatchOrder(0),
- mRenderLevelp(NULL),
- mRenderStridep(NULL)
- {
- }
- LLPatchVertexArray::LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid) :
- mRenderLevelp(NULL),
- mRenderStridep(NULL)
- {
- create(surface_width, patch_width, meters_per_grid);
- }
- LLPatchVertexArray::~LLPatchVertexArray()
- {
- destroy();
- }
- void LLPatchVertexArray::create(U32 surface_width, U32 patch_width, F32 meters_per_grid)
- {
- // PART 1 -- Make sure the arguments are good...
- // Make sure patch_width is not greater than surface_width
- if (patch_width > surface_width)
- {
- U32 temp = patch_width;
- patch_width = surface_width;
- surface_width = temp;
- }
- // Make sure (surface_width-1) is equal to a power_of_two.
- // (The -1 is there because an LLSurface has a buffer of 1 on
- // its East and North edges).
- U32 power_of_two = 1;
- U32 surface_order = 0;
- while (power_of_two < (surface_width-1))
- {
- power_of_two *= 2;
- surface_order += 1;
- }
- if (power_of_two == (surface_width-1))
- {
- mSurfaceWidth = surface_width;
- // Make sure patch_width is a factor of (surface_width - 1)
- U32 ratio = (surface_width - 1) / patch_width;
- F32 fratio = ((float)(surface_width - 1)) / ((float)(patch_width));
- if ( fratio == (float)(ratio))
- {
- // Make sure patch_width is a power of two
- power_of_two = 1;
- U32 patch_order = 0;
- while (power_of_two < patch_width)
- {
- power_of_two *= 2;
- patch_order += 1;
- }
- if (power_of_two == patch_width)
- {
- mPatchWidth = patch_width;
- mPatchOrder = patch_order;
- }
- else // patch_width is not a power of two...
- {
- mPatchWidth = 0;
- mPatchOrder = 0;
- }
- }
- else // patch_width is not a factor of (surface_width - 1)...
- {
- mPatchWidth = 0;
- mPatchOrder = 0;
- }
- }
- else // surface_width is not a power of two...
- {
- mSurfaceWidth = 0;
- mPatchWidth = 0;
- mPatchOrder = 0;
- }
- // PART 2 -- Allocate memory for the render level table
- if (mPatchWidth > 0)
- {
- mRenderLevelp = new U32 [2*mPatchWidth + 1];
- mRenderStridep = new U32 [mPatchOrder + 1];
- }
- if (NULL == mRenderLevelp || NULL == mRenderStridep)
- {
- // init() and some other things all want to deref these
- // pointers, so this is serious.
- llerrs << "mRenderLevelp or mRenderStridep was NULL; we'd crash soon." << llendl;
- return;
- }
- // Now that we've allocated memory, we can initialize
- // the arrays...
- init();
- }
- void LLPatchVertexArray::destroy()
- {
- if (mPatchWidth == 0)
- {
- return;
- }
- delete [] mRenderLevelp;
- delete [] mRenderStridep;
- mSurfaceWidth = 0;
- mPatchWidth = 0;
- mPatchOrder = 0;
- }
- void LLPatchVertexArray::init()
- // Initializes the triangle strip arrays.
- {
- U32 j;
- U32 level, stride;
- U32 k;
- // We need to build two look-up tables...
- // render_level -> render_stride
- // A 16x16 patch has 5 render levels : 2^0 to 2^4
- // render_level render_stride
- // 4 1
- // 3 2
- // 2 4
- // 1 8
- // 0 16
- stride = mPatchWidth;
- for (level=0; level<mPatchOrder + 1; level++)
- {
- mRenderStridep[level] = stride;
- stride /= 2;
- }
- // render_level <- render_stride.
- /*
- // For a 16x16 patch we'll clamp the render_strides to 0 through 16
- // and enter the nearest render_level in the table. Of course, only
- // power-of-two render strides are actually used.
- //
- // render_stride render_level
- // 0 4
- // 1 4 *
- // 2 3 *
- // 3 3
- // 4 2 *
- // 5 2
- // 6 2
- // 7 1
- // 8 1 *
- // 9 1
- // 10 1
- // 11 1
- // 12 1
- // 13 0
- // 14 0
- // 15 0
- // 16 Always 0
- level = mPatchOrder;
- for (stride=0; stride<mPatchWidth; stride++)
- {
- if ((F32) stride > 2.1f * mRenderStridep[level])
- {
- level--;
- };
- mRenderLevelp[stride] = level;
- }
- */
- // This method is more agressive about putting triangles onscreen
- level = mPatchOrder;
- k = 2;
- mRenderLevelp[0] = mPatchOrder;
- mRenderLevelp[1] = mPatchOrder;
- stride = 2;
- while(stride < 2*mPatchWidth)
- {
- for (j=0; j<k && stride<2*mPatchWidth; j++)
- {
- mRenderLevelp[stride++] = level;
- }
- k *= 2;
- level--;
- }
- mRenderLevelp[2*mPatchWidth] = 0;
- }
- std::ostream& operator<<(std::ostream &s, const LLPatchVertexArray &va)
- {
- U32 i;
- s << "{ n";
- s << " mSurfaceWidth = " << va.mSurfaceWidth << "n";
- s << " mPatchWidth = " << va.mPatchWidth << "n";
- s << " mPatchOrder = " << va.mPatchOrder << "n";
- s << " mRenderStridep = n";
- for (i=0; i<va.mPatchOrder+1; i++)
- {
- s << " " << i << " " << va.mRenderStridep[i] << "n";
- }
- s << " mRenderLevelp = n";
- for (i=0; i < 2*va.mPatchWidth + 1; i++)
- {
- s << " " << i << " " << va.mRenderLevelp[i] << "n";
- }
- s << "}";
- return s;
- }
- // EOF