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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