[61] | 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 | #ifndef _HardwareOcclusionQuery__
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| 26 | #define _HardwareOcclusionQuery__
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| 27 |
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| 28 | // Precompiler options
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| 29 | #include "OgrePrerequisites.h"
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| 30 |
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| 31 | namespace Ogre {
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| 32 |
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| 33 |
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| 34 | /**
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| 35 | * Hardware occlusion query flags
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| 36 | */
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| 37 | typedef enum _OCCLUSIONQUERY
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| 38 | {
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| 39 | HWOCCLUSIONQUERY_FLUSH, /** Direct3D uses this, but not OpenGL */
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| 40 | HWOCCLUSIONQUERY_NOFLUSH, /** To decide if the driver should flush all batched API calls to serve an occlusion query faster. */
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| 41 | } HW_OCCLUSIONQUERY;
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| 42 |
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| 43 | /**
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| 44 | * This is a abstract class that that provides the interface for the query class for
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| 45 | * hardware occlusion.
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| 46 | *
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| 47 | * @author Lee Sandberg
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| 48 | */
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| 49 | class _OgreExport HardwareOcclusionQuery
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| 50 | {
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| 51 | //----------------------------------------------------------------------
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| 52 | // Public methods
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| 53 | //--
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| 54 | public:
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| 55 | /**
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| 56 | * Object public member functions
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| 57 | */
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| 58 |
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| 59 | /**
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| 60 | * Default object constructor
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| 61 | *
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| 62 | */
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| 63 | HardwareOcclusionQuery();
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| 64 |
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| 65 | /**
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| 66 | * Object destructor
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| 67 | */
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| 68 | virtual ~HardwareOcclusionQuery();
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| 69 |
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| 70 | /**
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| 71 | * Starts the hardware occlusion query
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| 72 | * @Remarks Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object
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| 73 | * OcclusionQuery* m_pOcclusionQuery;
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| 74 | * createOcclusionQuery( &m_pOcclusionQuery );
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| 75 | * In the rendering loop:
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| 76 | * Draw all occluders
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| 77 | * m_pOcclusionQuery->startOcclusionQuery();
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| 78 | * Draw the polygons to be tested
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| 79 | * m_pOcclusionQuery->endOcclusionQuery();
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| 80 | *
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| 81 | * Results must be pulled using:
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| 82 | * UINT m_uintNumberOfPixelsVisable;
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| 83 | * pullOcclusionQuery( &m_dwNumberOfPixelsVisable );
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| 84 | * You may not get the result directlly after the first pass or frame.
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| 85 | * Objects not visable must be tested every frame, visable objects may be tested less freqvent.
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| 86 | *
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| 87 | */
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| 88 | virtual void beginOcclusionQuery() = 0;
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| 89 |
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| 90 | /**
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| 91 | * Ends the hardware occlusion test
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| 92 | */
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| 93 | virtual void endOcclusionQuery() = 0;
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| 94 |
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| 95 | /**
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| 96 | * Pulls the hardware occlusion query too see if there is a result.
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| 97 | * @retval NumOfFragments will get the resulting number of fragments.
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| 98 | * @return True if success or false if not.
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| 99 | * @Remarks Hardware occlusion is an assyncronius process the result may take a frame or so.
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| 100 | * one idea is to test pass1 and if not visable skip pass2. Also note that objects
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| 101 | * not visable must be tested evrey frame. Visable objects don't need testing every frame.
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| 102 | * Testing non visable objects can be don unlit, no texture with low LOD object.
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| 103 | * 0 will generate all the levels till 1x1. [default: 0]
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| 104 | */
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[88] | 105 | virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult ) = 0;
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[61] | 106 |
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| 107 | /**
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| 108 | * Pulls the hardware occlusion query too see if there is a result.
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| 109 | * @retval NumOfFragments will get the resulting number of fragments.
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| 110 | * @return True if success or false if not.
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| 111 | * @Remarks In DX9 mode specifying OCCLUSIONQUERY_FLUSH as the flag, will case the driver to flush whatever API calls are batched.
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| 112 | * In OpenGL mode it makes no difference if you specify OCCLUSIONQUERY_FLUSH or OCCLUSIONQUERY_NOFLUSH.
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| 113 | */
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[88] | 114 | virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult,
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| 115 | const HW_OCCLUSIONQUERY flag ) = 0;
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[61] | 116 |
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| 117 | /**
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| 118 | * Let's you get the last pixel count with out doing the hardware occlusion test
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| 119 | * @return The last fragment count from the last test.
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| 120 | * Remarks This function won't give you new values, just the old value.
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| 121 | */
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| 122 | virtual unsigned int getLastQuerysPixelcount() = 0;
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| 123 |
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| 124 | /**
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| 125 | *
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| 126 | * @Remarks This function allows you to set how often the hardware occlusion really are sent to the driver
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| 127 | * if you set it to 0 every hw occlusion test is acctually made. If you set it to 1 only the half of your queries are sent
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| 128 | * for all visable objects. 2 will result in 25% of all queries to acctualy be sent.
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| 129 | * New and none visable objects will be tested all the time.
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| 130 | * This functionality is here because this class can keep track on visable and none visable objects for you.
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| 131 | * Once you you set the SkipRate for any hardware occlusion instance it effects all others.
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| 132 | */
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| 133 |
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| 134 | virtual void setSkipRate( int skip ) = 0;
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| 135 | virtual int getSkipRate() = 0;
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| 136 | //----------------------------------------------------------------------
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| 137 | // Private members
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| 138 | //--
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| 139 | private:
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| 140 |
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| 141 | };
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| 142 |
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| 143 | }
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| 144 | #endif
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| 145 |
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