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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