/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://ogre.sourceforge.net/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef _D3D9HARWAREOCCLUSIONQUERY_H__ #define _D3D9HARWAREOCCLUSIONQUERY_H__ #include "OgreD3D9Prerequisites.h" #include "OgreHardwareOcclusionQuery.h" namespace Ogre { // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered // if the first pass results has too few pixels visible. // Be sure to render all occluder first and whats out so the RenderQue don't switch places on // the occluding objects and the tested objects because it thinks it's more effective.. /** * This is a class that is the DirectX9 implementation of * hardware occlusion testing. * * @author Lee Sandberg, email lee@abcmedia.se * * Updated on 12/7/2004 by Chris McGuirk * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr */ class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery { //---------------------------------------------------------------------- // Public methods //-- public: /** * Default object constructor * */ D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice ); /** * Object destructor */ ~D3D9HardwareOcclusionQuery(); //------------------------------------------------------------------ // Occlusion query functions (see base class documentation for this) //-- void beginOcclusionQuery(); void endOcclusionQuery(); bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH); unsigned int getLastQuerysPixelcount() { return mPixelCount; } bool isStillOutstanding(void); // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only // 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.. // (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible // LOD (Level Of Detail) mesh and material-wise). /** * * Remarks This function allows you to set how often the hardware occlusion query is sent to the driver * 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 * 2 will result in 25% of all queries to factually be sent. * This functionality is here because this class can keep track on visible and none visible objects for you. * Once you you set the SkipRate for any hardware occlusion instance it effects all others. */ 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. int getSkipRate() { return mSkipInterval; } #ifdef GTP_VISIBILITY_MODIFIED_OGRE bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH ); #endif // GTP_VISIBILITY_MODIFIED_OGRE //---------------------------------------------------------------------- // Protected members //-- protected: unsigned int mPixelCount; IDirect3DQuery9* mpQuery; IDirect3DDevice9* mpDevice; int mSkipCounter; int mSkipInterval; bool mHasOcclusionSupport; bool mIsQueryResultStillOutstanding; }; } #endif