source: OGRE/trunk/ogrenew/RenderSystems/GL/src/OgreGLHardwareOcclusionQuery.cpp @ 692

Revision 692, 3.3 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

RevLine 
[692]1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://ogre.sourceforge.net/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25
26#include "OgreGLHardwareOcclusionQuery.h"
27#include "OgreException.h"
28
29namespace Ogre {
30
31/**
32  * This is a class that is the base class of the query class for
33  * hardware occlusion testing.
34  *
35  * @author Lee Sandberg email: lee@abcmedia.se
36  *
37  * Updated on 12/7/2004 by Chris McGuirk
38  * - Implemented ARB_occlusion_query
39  * Updated on 13/9/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
40  */
41//------------------------------------------------------------------
42/**
43  * Default object constructor
44  *
45  */
46GLHardwareOcclusionQuery::GLHardwareOcclusionQuery()
47{
48        // Check for hardware occlusion support
49        // This is a hack to see if hw occlusion is supported. pointer is 0 if it's not supported.
50    if (glGenQueriesARB == 0)
51    {
52        OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR,
53                    "Cannot allocate a Hardware query. This video card doesn't supports it, sorry.",
54                    "GLHardwareOcclusionQuery::GLHardwareOcclusionQuery" );
55    }
56    glGenQueriesARB(1, &mQueryID );     
57       
58}
59//------------------------------------------------------------------
60/**
61  * Object destructor
62  */
63GLHardwareOcclusionQuery::~GLHardwareOcclusionQuery()
64{
65        glDeleteQueriesARB(1, &mQueryID); 
66}
67//------------------------------------------------------------------
68void GLHardwareOcclusionQuery::beginOcclusionQuery()
69{
70        glBeginQueryARB(GL_SAMPLES_PASSED_ARB, mQueryID);
71}
72//------------------------------------------------------------------
73void GLHardwareOcclusionQuery::endOcclusionQuery()
74{
75    glEndQueryARB(GL_SAMPLES_PASSED_ARB);
76}
77//------------------------------------------------------------------
78bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments )
79{
80        glGetQueryObjectuivARB(mQueryID, GL_QUERY_RESULT_ARB, (GLuint*)NumOfFragments);
81        mPixelCount = *NumOfFragments;
82        return true;
83}
84//------------------------------------------------------------------
85bool GLHardwareOcclusionQuery::isStillOutstanding(void)
86{   
87      GLuint available;
88
89      glGetQueryObjectuivARB(mQueryID, GL_QUERY_RESULT_AVAILABLE_ARB, &available);
90      return !(available == GL_TRUE); 
91}
92
93}
94
95
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