[692] | 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 | /*
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| 27 | The nVidia occlusion query extension is defined in glext.h so you don't
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| 28 | need anything else. You do need to look up the function, we provide a
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| 29 | GLSupport class to do this, which has platform implementations for
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| 30 | getProcAddress. Check the way that extensions like glActiveTextureARB are
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| 31 | initialised and used in glRenderSystem and copy what is done there.
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| 32 |
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| 33 |
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| 34 |
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| 35 | To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported
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| 36 | See the openGl dito for ideas what to do.
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| 37 |
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| 38 | */
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| 39 |
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| 40 |
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| 41 |
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| 42 | //GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport->getProcAddress("glActiveTextureARB");
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| 43 |
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| 44 | #ifndef __GLHARDWAREOCCLUSIONQUERY_H__
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| 45 | #define __GLHARDWAREOCCLUSIONQUERY_H__
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| 46 |
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| 47 | #include "OgreGLPrerequisites.h"
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| 48 | #include "OgreHardwareOcclusionQuery.h"
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| 49 |
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| 50 |
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| 51 | namespace Ogre {
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| 52 |
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| 53 |
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| 54 | // 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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| 55 | // if the first pass result has too few pixels visible.
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| 56 |
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| 57 | // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
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| 58 | // the occluding objects and the tested objects because it thinks it's more effective..
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| 59 |
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| 60 |
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| 61 | /**
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| 62 | * This is a class that is the base class of the query class for
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| 63 | * hardware occlusion.
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| 64 | *
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| 65 | * @author Lee Sandberg email: lee@abcmedia.se
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| 66 | * Updated on 13/9/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
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| 67 | */
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| 68 |
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| 69 | class GLHardwareOcclusionQuery : public HardwareOcclusionQuery
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| 70 | {
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| 71 | //----------------------------------------------------------------------
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| 72 | // Public methods
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| 73 | //--
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| 74 | public:
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| 75 | /**
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| 76 | * Default object constructor
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| 77 | *
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| 78 | */
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| 79 | GLHardwareOcclusionQuery();
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| 80 | /**
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| 81 | * Object destructor
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| 82 | */
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| 83 | ~GLHardwareOcclusionQuery();
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| 84 |
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| 85 | //------------------------------------------------------------------
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| 86 | // Occlusion query functions (see base class documentation for this)
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| 87 | //--
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| 88 | void beginOcclusionQuery();
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| 89 | void endOcclusionQuery();
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| 90 | bool pullOcclusionQuery( unsigned int* NumOfFragments);
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| 91 | bool isStillOutstanding(void);
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| 92 |
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| 93 |
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| 94 | //----------------------------------------------------------------------
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| 95 | // private members
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| 96 | //--
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| 97 | private:
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| 98 |
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| 99 | GLuint mQueryID;
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| 100 | };
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| 101 |
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| 102 | }
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| 103 |
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| 104 | #endif
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| 105 |
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