source: OGRE/trunk/ogrenew/RenderSystems/Direct3D9/include/OgreD3D9HardwareOcclusionQuery.h @ 657

Revision 657, 4.5 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

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
26#ifndef _D3D9HARWAREOCCLUSIONQUERY_H__
27#define _D3D9HARWAREOCCLUSIONQUERY_H__
28
29#include "OgreD3D9Prerequisites.h"
30#include "OgreHardwareOcclusionQuery.h"
31
32
33namespace Ogre {
34
35        // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
36        // if the first pass results has too few pixels visible.
37
38        // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
39        // the occluding objects and the tested objects because it thinks it's more effective..
40
41        /**
42        * This is a class that is the DirectX9 implementation of
43        * hardware occlusion testing.
44        *
45        * @author Lee Sandberg, email lee@abcmedia.se
46        *
47        * Updated on 12/7/2004 by Chris McGuirk
48        * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
49        */
50        class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery
51        {
52                //----------------------------------------------------------------------
53                // Public methods
54                //--
55        public:
56
57                /**
58                * Default object constructor
59                *
60                */
61                D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice );
62
63                /**
64                * Object destructor
65                */
66                ~D3D9HardwareOcclusionQuery();
67
68                //------------------------------------------------------------------
69                // Occlusion query functions (see base class documentation for this)
70                //--
71
72                void beginOcclusionQuery();     
73                void endOcclusionQuery();
74                bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH);
75                unsigned int getLastQuerysPixelcount() { return mPixelCount; }
76        bool isStillOutstanding(void);
77
78                // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only
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..
80                // (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible
81                // LOD (Level Of Detail) mesh and material-wise).
82
83                /**
84                *   
85                * Remarks This function allows you to set how often the hardware occlusion query is sent to the driver
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
87                * 2 will result in 25% of all queries to factually be sent.
88                * This functionality is here because this class can keep track on visible and none visible objects for you.
89                * Once you you set the SkipRate for any hardware occlusion instance it effects all others.
90                */
91
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.
93                int      getSkipRate() { return mSkipInterval; }
94
95#ifdef GTP_VISIBILITY_MODIFIED_OGRE
96        bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH );
97#endif // GTP_VISIBILITY_MODIFIED_OGRE
98                //----------------------------------------------------------------------
99                // Protected members
100                //--
101        protected:
102
103                unsigned int            mPixelCount;           
104                IDirect3DQuery9*        mpQuery;
105                IDirect3DDevice9*   mpDevice;
106                int                                     mSkipCounter;
107                int                                     mSkipInterval;
108                bool                            mHasOcclusionSupport;
109                bool                            mIsQueryResultStillOutstanding;
110        };
111
112
113}
114
115
116#endif
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