source: OGRE/trunk/ogrenew/OgreMain/include/OgreHardwareOcclusionQuery.h @ 692

Revision 692, 3.7 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://ogre.sourceforge.net/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef _HardwareOcclusionQuery__
26#define _HardwareOcclusionQuery__
27
28// Precompiler options
29#include "OgrePrerequisites.h"
30
31namespace Ogre {
32
33
34
35/**
36  * This is a abstract class that that provides the interface for the query class for
37  * hardware occlusion.
38  *
39  * @author Lee Sandberg
40  * Updated on 13/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
41  */
42class _OgreExport HardwareOcclusionQuery
43{
44//----------------------------------------------------------------------
45// Public methods
46//--
47public:
48        /**
49          * Object public member functions
50          */
51
52        /**
53          * Default object constructor
54          *
55          */
56        HardwareOcclusionQuery();
57
58        /**
59          * Object destructor
60          */
61        virtual ~HardwareOcclusionQuery();
62
63        /**
64          * Starts the hardware occlusion query
65          * @Remarks    Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object
66          *                             OcclusionQuery* m_pOcclusionQuery;
67          *                             createOcclusionQuery( &m_pOcclusionQuery );
68          *                             In the rendering loop:
69          *                             Draw all occluders
70          *                             m_pOcclusionQuery->startOcclusionQuery();
71          *                             Draw the polygons to be tested
72          *                             m_pOcclusionQuery->endOcclusionQuery();
73          *
74          *                             Results must be pulled using:
75          *                             UINT    m_uintNumberOfPixelsVisable;
76          *                             pullOcclusionQuery( &m_dwNumberOfPixelsVisable );
77          *                     
78          */
79        virtual void beginOcclusionQuery() = 0;
80
81        /**
82          * Ends the hardware occlusion test
83          */
84        virtual void endOcclusionQuery() = 0;
85
86        /**
87      * Pulls the hardware occlusion query too see if there is a result.
88      * @retval NumOfFragments will get the resulting number of fragments.
89      * @return True if success or false if not.
90      */
91        virtual bool pullOcclusionQuery(unsigned int* NumOfFragments) = 0;
92
93        /**
94          * Let's you get the last pixel count with out doing the hardware occlusion test
95          * @return The last fragment count from the last test.
96          * Remarks This function won't give you new values, just the old value.
97          */
98        unsigned int getLastQuerysPixelcount() const { return mPixelCount; }
99
100        /**
101          * Lets you know when query is done, or still be processed by the Hardware
102          * @return true if query isn't finished.
103          */
104         virtual bool HardwareOcclusionQuery::isStillOutstanding(void) = 0;
105
106
107    //----------------------------------------------------------------------
108    // protected members
109    //--
110    protected :
111        // numbers of visible pixels determined by last query
112        unsigned int mPixelCount;
113        // is query hasn't yet returned a result.
114                bool             mIsQueryResultStillOutstanding;
115};
116
117}
118#endif
119
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