[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 | #include "OgreD3D9HardwareOcclusionQuery.h"
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| 26 | #include "OgreRenderSystemCapabilities.h"
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| 27 | #include "OgreException.h"
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| 28 |
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| 29 | namespace Ogre {
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| 30 |
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| 31 | /**
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| 32 | * This is a class that is the DirectX9 implementation of
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| 33 | * hardware occlusion testing.
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| 34 | *
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| 35 | * @author Lee Sandberg
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| 36 | *
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| 37 | * Updated on 12/7/2004 by Chris McGuirk
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| 38 | */
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| 39 |
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| 40 | /**
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| 41 | * Default object constructor
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| 42 | */
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| 43 | D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice )
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| 44 | {
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| 45 | mpDevice = pD3DDevice;
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| 46 | mPixelCount = 0;
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| 47 | mSkipCounter = 0;
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| 48 | mSkipInterval = 0;
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| 49 | mHasOcclusionSupport = false;
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| 50 |
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| 51 | // create the occlusion query
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| 52 | HRESULT hr = mpDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mpQuery);
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| 53 |
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| 54 | if ( hr != D3D_OK )
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| 55 | {
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| 56 | mHasOcclusionSupport = false;
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| 57 | }
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| 58 | else
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| 59 | {
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| 60 | mHasOcclusionSupport = true;
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| 61 | }
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| 62 | }
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| 63 |
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| 64 | /**
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| 65 | * Object destructor
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| 66 | */
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| 67 | D3D9HardwareOcclusionQuery::~D3D9HardwareOcclusionQuery()
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| 68 | {
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| 69 | SAFE_RELEASE(mpQuery);
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| 70 | }
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| 71 |
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| 72 | //------------------------------------------------------------------
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| 73 | // Occlusion query functions (see base class documentation for this)
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| 74 | //--
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| 75 | void D3D9HardwareOcclusionQuery::beginOcclusionQuery()
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| 76 | {
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| 77 | // Make it fail silently if hardware occlusion isn't supported
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| 78 | if(mHasOcclusionSupport)
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| 79 | {
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| 80 | #ifndef GTP_VISIBILITY_MODIFIED_OGRE
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| 81 | // Counter starts at 0 again at mSkipInterval
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| 82 | if(mSkipCounter == mSkipInterval)
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| 83 | #else
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| 84 | if (mSkipCounter >= mSkipInterval) // otherwise no query ever issued if mSkipInterval = 0 !
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| 85 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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| 86 | {
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| 87 | mSkipCounter = 0;
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| 88 | }
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| 89 | if (mSkipCounter == 0)
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| 90 | {
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| 91 | mpQuery->Issue(D3DISSUE_BEGIN);
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| 92 | }
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| 93 | }
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| 94 |
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| 95 | }
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| 96 |
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| 97 | void D3D9HardwareOcclusionQuery::endOcclusionQuery()
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| 98 | {
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| 99 | // Make it fail silently if hardware occlusion isn't supported
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| 100 | if(mHasOcclusionSupport)
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| 101 | {
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| 102 | if(mSkipCounter == 0)
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| 103 | {
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| 104 | mpQuery->Issue(D3DISSUE_END);
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| 105 | }
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| 106 |
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| 107 | // The skip counter is increased
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| 108 | mSkipCounter++;
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| 109 | }
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| 110 | }
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| 111 |
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| 112 | //------------------------------------------------------------------
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| 113 | // This version of pullOcclusionQuery causes the DX9 API/Driver to not flush all commands to the 3D card
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| 114 | // to allow a fast result from the query, but the batching of API calls to the card will be normal.
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| 115 | // But the query wont be processed until the card receives the query in the next batch.
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| 116 | // Note: OpenGL dosn't use this flag at all so the application running OpenGL won't display any different behaviour.
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| 117 | //--
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| 118 | bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag )
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| 119 | {
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| 120 | HRESULT hr;
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| 121 |
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| 122 | // Make it fail silently if hardware occlusion isn't supported
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| 123 | if(mHasOcclusionSupport)
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| 124 | {
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| 125 | DWORD d3dFlags = (flag == HWOCCLUSIONQUERY_FLUSH) ? D3DGETDATA_FLUSH : 0;
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| 126 |
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| 127 | // run until success (http://www.gamedev.net/reference/programming/features/occlusionculling/page2.asp)
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| 128 | while(hr = mpQuery->GetData( NumOfFragments, sizeof( NumOfFragments ), d3dFlags) == S_FALSE);
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| 129 |
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| 130 | mPixelCount = *NumOfFragments;
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| 131 | }
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| 132 | else
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| 133 | {
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| 134 | // fail silently if not supported, assume visible i suppose
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| 135 | mPixelCount = 100000;
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| 136 | }
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| 137 |
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| 138 | return true;
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| 139 | }
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| 140 |
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| 141 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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| 142 | //------------------------------------------------------------------
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| 143 | bool D3D9HardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult,
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| 144 | const HW_OCCLUSIONQUERY flag )
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| 145 | {
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| 146 | HRESULT hr = S_OK;
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| 147 | DWORD queryFlag = (flag == HWOCCLUSIONQUERY_FLUSH) ? D3DGETDATA_FLUSH : 0;
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| 148 |
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| 149 | if (mHasOcclusionSupport) // In case hardware occlusion isn't supported
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| 150 | {
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| 151 | do
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| 152 | {
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| 153 | hr = mpQuery->GetData(NumOfFragments, sizeof(NumOfFragments), queryFlag);
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| 154 | }
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| 155 | while(waitForResult && (hr == S_FALSE));
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| 156 |
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| 157 | mPixelCount = *NumOfFragments;
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| 158 | }
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| 159 | else
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| 160 | {
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| 161 | mPixelCount = 100000; // every object is visible
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| 162 | }
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| 163 |
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| 164 | return hr == S_OK;
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| 165 | }
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| 166 |
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| 167 |
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| 168 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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| 169 |
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| 170 |
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| 171 | }
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