00001 00032 #ifndef LL_LLPATCHVERTEXARRAY_H 00033 #define LL_LLPATCHVERTEXARRAY_H 00034 00035 // A LLPatchVertexArray is really just a structure of vertex arrays for 00036 // rendering a "patch" of a certain size. 00037 // 00038 // A "patch" is currently a sub-square of a larger square array of data 00039 // we call a "surface". 00040 class LLPatchVertexArray 00041 { 00042 public: 00043 LLPatchVertexArray(); 00044 LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid); 00045 virtual ~LLPatchVertexArray(); 00046 00047 void create(U32 surface_width, U32 patch_width, F32 meters_per_grid); 00048 void destroy(); 00049 void init(); 00050 00051 public: 00052 U32 mSurfaceWidth; // grid points on one side of a LLSurface 00053 U32 mPatchWidth; // grid points on one side of a LLPatch 00054 U32 mPatchOrder; // 2^mPatchOrder >= mPatchWidth 00055 00056 U32 *mRenderLevelp; // Look-up table : render_stride -> render_level 00057 U32 *mRenderStridep; // Look-up table : render_level -> render_stride 00058 00059 // We want to be able to render a patch from multiple resolutions. 00060 // The lowest resolution has two triangles, and the highest has 00061 // 2*mPatchWidth*mPatchWidth triangles. 00062 // 00063 // mPatchWidth is not hard-coded, so we don't know how much memory 00064 // to allocate to the vertex arrays until it is set. Once it is 00065 // set, we will calculate how much total memory to allocate for the 00066 // vertex arrays, and then keep track of their lengths and locations 00067 // in the memory bank. 00068 // 00069 // A Patch has three regions that need vertex arrays: middle, north, 00070 // and east. For each region there are three items that must be 00071 // kept track of: data, offset, and length. 00072 }; 00073 00074 #endif