[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 | #include "OgreGLHardwareOcclusionQuery.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 base class of the query class for
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| 33 | * hardware occlusion testing.
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| 34 | *
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| 35 | * @author Lee Sandberg email: lee@abcmedia.se
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| 36 | *
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| 37 | * Updated on 12/7/2004 by Chris McGuirk
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| 38 | * - Implemented ARB_occlusion_query
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| 39 | * Updated on 13/9/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
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| 40 | */
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| 41 | //------------------------------------------------------------------
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| 42 | /**
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| 43 | * Default object constructor
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| 44 | *
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| 45 | */
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| 46 | GLHardwareOcclusionQuery::GLHardwareOcclusionQuery()
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| 47 | {
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| 48 | // Check for hardware occlusion support
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| 49 | // This is a hack to see if hw occlusion is supported. pointer is 0 if it's not supported.
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| 50 | if (glGenQueriesARB == 0)
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| 51 | {
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| 52 | OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR,
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| 53 | "Cannot allocate a Hardware query. This video card doesn't supports it, sorry.",
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| 54 | "GLHardwareOcclusionQuery::GLHardwareOcclusionQuery" );
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| 55 | }
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| 56 | glGenQueriesARB(1, &mQueryID );
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| 57 |
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| 58 | }
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| 59 | //------------------------------------------------------------------
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| 60 | /**
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| 61 | * Object destructor
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| 62 | */
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| 63 | GLHardwareOcclusionQuery::~GLHardwareOcclusionQuery()
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| 64 | {
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| 65 | glDeleteQueriesARB(1, &mQueryID);
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| 66 | }
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| 67 | //------------------------------------------------------------------
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| 68 | void GLHardwareOcclusionQuery::beginOcclusionQuery()
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| 69 | {
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| 70 | glBeginQueryARB(GL_SAMPLES_PASSED_ARB, mQueryID);
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| 71 | }
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| 72 | //------------------------------------------------------------------
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| 73 | void GLHardwareOcclusionQuery::endOcclusionQuery()
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| 74 | {
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| 75 | glEndQueryARB(GL_SAMPLES_PASSED_ARB);
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| 76 | }
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| 77 | //------------------------------------------------------------------
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| 78 | bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments )
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| 79 | {
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| 80 | glGetQueryObjectuivARB(mQueryID, GL_QUERY_RESULT_ARB, (GLuint*)NumOfFragments);
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| 81 | mPixelCount = *NumOfFragments;
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| 82 | return true;
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| 83 | }
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| 84 | //------------------------------------------------------------------
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| 85 | bool GLHardwareOcclusionQuery::isStillOutstanding(void)
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| 86 | {
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| 87 | GLuint available;
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| 88 |
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| 89 | glGetQueryObjectuivARB(mQueryID, GL_QUERY_RESULT_AVAILABLE_ARB, &available);
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| 90 | return !(available == GL_TRUE);
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| 91 | }
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| 92 |
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| 93 | }
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| 94 |
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| 95 |
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