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10<h1>OgreGLHardwareOcclusionQuery.h</h1><a href="OgreGLHardwareOcclusionQuery_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 <span class="comment">/*</span>
1100002 <span class="comment">-----------------------------------------------------------------------------</span>
1200003 <span class="comment">This source file is part of OGRE</span>
1300004 <span class="comment">    (Object-oriented Graphics Rendering Engine)</span>
1400005 <span class="comment">For the latest info, see http://ogre.sourceforge.net/</span>
1500006 <span class="comment"></span>
1600007 <span class="comment">Copyright (c) 2000-2005 The OGRE Team</span>
1700008 <span class="comment">Also see acknowledgements in Readme.html</span>
1800009 <span class="comment"></span>
1900010 <span class="comment">This program is free software; you can redistribute it and/or modify it under</span>
2000011 <span class="comment">the terms of the GNU Lesser General Public License as published by the Free Software</span>
2100012 <span class="comment">Foundation; either version 2 of the License, or (at your option) any later</span>
2200013 <span class="comment">version.</span>
2300014 <span class="comment"></span>
2400015 <span class="comment">This program is distributed in the hope that it will be useful, but WITHOUT</span>
2500016 <span class="comment">ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS</span>
2600017 <span class="comment">FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.</span>
2700018 <span class="comment"></span>
2800019 <span class="comment">You should have received a copy of the GNU Lesser General Public License along with</span>
2900020 <span class="comment">this program; if not, write to the Free Software Foundation, Inc., 59 Temple</span>
3000021 <span class="comment">Place - Suite 330, Boston, MA 02111-1307, USA, or go to</span>
3100022 <span class="comment">http://www.gnu.org/copyleft/lesser.txt.</span>
3200023 <span class="comment">-----------------------------------------------------------------------------</span>
3300024 <span class="comment">*/</span>
3400025
3500026 <span class="comment">/*</span>
3600027 <span class="comment">The nVidia occlusion query extension is defined in glext.h so you don't </span>
3700028 <span class="comment">need anything else. You do need to look up the function, we provide a </span>
3800029 <span class="comment">GLSupport class to do this, which has platform implementations for </span>
3900030 <span class="comment">getProcAddress. Check the way that extensions like glActiveTextureARB are </span>
4000031 <span class="comment">initialised and used in glRenderSystem and copy what is done there.</span>
4100032 <span class="comment"></span>
4200033 <span class="comment"></span>
4300034 <span class="comment"></span>
4400035 <span class="comment">  To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported</span>
4500036 <span class="comment">  See the openGl dito for ideas what to do.</span>
4600037 <span class="comment"></span>
4700038 <span class="comment">*/</span>
4800039
4900040
5000041
5100042 <span class="comment">//GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport-&gt;getProcAddress("glActiveTextureARB");</span>
5200043
5300044 <span class="preprocessor">#ifndef __GLHARDWAREOCCLUSIONQUERY_H__</span>
5400045 <span class="preprocessor"></span><span class="preprocessor">#define __GLHARDWAREOCCLUSIONQUERY_H__</span>
5500046 <span class="preprocessor"></span>
5600047 <span class="preprocessor">#include "<a class="code" href="OgreGLPrerequisites_8h.html">OgreGLPrerequisites.h</a>"</span>
5700048 <span class="preprocessor">#include "<a class="code" href="OgreHardwareOcclusionQuery_8h.html">OgreHardwareOcclusionQuery.h</a>"</span>
5800049
5900050
6000051 <span class="keyword">namespace </span>Ogre {
6100052
6200053
6300054 <span class="comment">// If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered </span>
6400055 <span class="comment">// if the first pass result has too few pixels visible.</span>
6500056
6600057 <span class="comment">// Be sure to render all occluder first and whats out so the RenderQue don't switch places on </span>
6700058 <span class="comment">// the occluding objects and the tested objects because it thinks it's more effective..</span>
6800059
6900060
70<a name="l00069"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html">00069</a> <span class="keyword">class </span><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html">GLHardwareOcclusionQuery</a> : <span class="keyword">public</span> <a class="code" href="classOgre_1_1HardwareOcclusionQuery.html">HardwareOcclusionQuery</a>
7100070 {
7200071 <span class="comment">//----------------------------------------------------------------------</span>
7300072 <span class="comment">// Public methods</span>
7400073 <span class="comment">//--</span>
7500074 <span class="keyword">public</span>:
7600079     <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya0">GLHardwareOcclusionQuery</a>();
7700083     <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya1">~GLHardwareOcclusionQuery</a>();
7800084
7900085     <span class="comment">//------------------------------------------------------------------</span>
8000086     <span class="comment">// Occlusion query functions (see base class documentation for this)</span>
8100087     <span class="comment">//--</span>
8200088
8300089     <span class="keywordtype">void</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya2">beginOcclusionQuery</a>();
8400090     <span class="keywordtype">void</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya3">endOcclusionQuery</a>();
8500091     <span class="keywordtype">bool</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya4">pullOcclusionQuery</a>( <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>* NumOfFragments, <span class="keyword">const</span> <a class="code" href="namespaceOgre.html#a138">HW_OCCLUSIONQUERY</a> flag  );
86<a name="l00092"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya5">00092</a>     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya5">getLastQuerysPixelcount</a>() { <span class="keywordflow">return</span> mPixelCount; }
8700093     <span class="keywordtype">bool</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya6">isStillOutstanding</a>(<span class="keywordtype">void</span>);
8800094
8900095     <span class="comment">// This functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only</span>
9000096     <span class="comment">// It's easy to use if you don't have to keep track on which objects are visible (can be skipped) and what objects arn't visible..</span>
9100097     <span class="comment">// (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible </span>
9200098     <span class="comment">// LOD (Level Of Detail) mesh and material wise). </span>
9300099
94<a name="l00110"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya7">00110</a>     <span class="keywordtype">void</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya7">setSkipRate</a>( <span class="keywordtype">int</span> skip ) { mSkipInterval = skip; }      <span class="comment">// Using 2 only 50 % of the tests are actually made and 3 results in only 33% of the tests. So on.</span>
95<a name="l00111"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya8">00111</a>     <span class="keywordtype">int</span>  <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya8">getSkipRate</a>() { <span class="keywordflow">return</span> mSkipInterval; }
9600112
9700113
9800114 <span class="comment">//----------------------------------------------------------------------</span>
9900115 <span class="comment">// Protected members</span>
10000116 <span class="comment">//--</span>
10100117 <span class="keyword">protected</span>:
10200118
103<a name="l00119"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp0">00119</a>     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>    mPixelCount;
104<a name="l00120"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp1">00120</a>     GLuint          <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp1">mQueryID</a>;
105<a name="l00121"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp2">00121</a>     <span class="keywordtype">bool</span>            <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp2">m_bOcclusionQuery</a>;
106<a name="l00122"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp3">00122</a>     <span class="keywordtype">int</span>             mSkipCounter;
107<a name="l00123"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp4">00123</a>     <span class="keywordtype">int</span>             mSkipInterval;
108<a name="l00124"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp5">00124</a>     <span class="keywordtype">bool</span>            mHasOcclusionSupport;
10900125 };
11000126
11100127 }
11200128
11300129 <span class="preprocessor">#endif </span>
11400130 <span class="preprocessor"></span>
115</pre></div><hr>
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127Last modified Sun Feb 12 12:59:45 2006
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