[657] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://ogre.sourceforge.net/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 |
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| 26 | #ifndef _D3D9HARWAREOCCLUSIONQUERY_H__
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| 27 | #define _D3D9HARWAREOCCLUSIONQUERY_H__
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| 28 |
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| 29 | #include "OgreD3D9Prerequisites.h"
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| 30 | #include "OgreHardwareOcclusionQuery.h"
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| 31 |
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| 32 |
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| 33 | namespace Ogre {
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| 34 |
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| 35 | // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
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| 36 | // if the first pass results has too few pixels visible.
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| 37 |
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| 38 | // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
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| 39 | // the occluding objects and the tested objects because it thinks it's more effective..
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| 40 |
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| 41 | /**
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| 42 | * This is a class that is the DirectX9 implementation of
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| 43 | * hardware occlusion testing.
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| 44 | *
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| 45 | * @author Lee Sandberg, email lee@abcmedia.se
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| 46 | *
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| 47 | * Updated on 12/7/2004 by Chris McGuirk
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| 48 | * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
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| 49 | */
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| 50 | class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery
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| 51 | {
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| 52 | //----------------------------------------------------------------------
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| 53 | // Public methods
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| 54 | //--
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| 55 | public:
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| 56 |
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| 57 | /**
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| 58 | * Default object constructor
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| 59 | *
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| 60 | */
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| 61 | D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice );
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| 62 |
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| 63 | /**
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| 64 | * Object destructor
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| 65 | */
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| 66 | ~D3D9HardwareOcclusionQuery();
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| 67 |
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| 68 | //------------------------------------------------------------------
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| 69 | // Occlusion query functions (see base class documentation for this)
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| 70 | //--
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| 71 |
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| 72 | void beginOcclusionQuery();
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| 73 | void endOcclusionQuery();
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| 74 | bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH);
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| 75 | unsigned int getLastQuerysPixelcount() { return mPixelCount; }
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| 76 | bool isStillOutstanding(void);
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| 77 |
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| 78 | // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only
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| 79 | // It's easy to use if you don't have to keep track of which objects are visible (can be skipped) and what objects arn't visible..
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| 80 | // (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible
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| 81 | // LOD (Level Of Detail) mesh and material-wise).
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| 82 |
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| 83 | /**
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| 84 | *
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| 85 | * Remarks This function allows you to set how often the hardware occlusion query is sent to the driver
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| 86 | * if you set it to 0 every hardware occlusion test is actually made. If you set it to 1 only the half of your queries are sent
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| 87 | * 2 will result in 25% of all queries to factually be sent.
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| 88 | * This functionality is here because this class can keep track on visible and none visible objects for you.
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| 89 | * Once you you set the SkipRate for any hardware occlusion instance it effects all others.
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| 90 | */
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| 91 |
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| 92 | void setSkipRate( int skip ) { mSkipInterval = skip; } // Using 2 only 50 % of the tests are actually made and 3 results in only 33% of the tests. So on.
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| 93 | int getSkipRate() { return mSkipInterval; }
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| 94 |
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| 95 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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| 96 | bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH );
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| 97 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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| 98 | //----------------------------------------------------------------------
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| 99 | // Protected members
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| 100 | //--
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| 101 | protected:
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| 102 |
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| 103 | unsigned int mPixelCount;
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| 104 | IDirect3DQuery9* mpQuery;
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| 105 | IDirect3DDevice9* mpDevice;
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| 106 | int mSkipCounter;
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| 107 | int mSkipInterval;
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| 108 | bool mHasOcclusionSupport;
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| 109 | bool mIsQueryResultStillOutstanding;
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| 110 | };
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| 111 |
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| 112 |
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| 113 | }
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| 114 |
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| 115 |
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| 116 | #endif
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