/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://ogre.sourceforge.net/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef _HardwareOcclusionQuery__ #define _HardwareOcclusionQuery__ // Precompiler options #include "OgrePrerequisites.h" namespace Ogre { /** * Hardware occlusion query flags */ typedef enum _OCCLUSIONQUERY { HWOCCLUSIONQUERY_FLUSH, /** Direct3D uses this, but not OpenGL */ HWOCCLUSIONQUERY_NOFLUSH, /** To decide if the driver should flush all batched API calls to serve an occlusion query faster. */ } HW_OCCLUSIONQUERY; /** * This is a abstract class that that provides the interface for the query class for * hardware occlusion. * * @author Lee Sandberg */ class _OgreExport HardwareOcclusionQuery { //---------------------------------------------------------------------- // Public methods //-- public: /** * Object public member functions */ /** * Default object constructor * */ HardwareOcclusionQuery(); /** * Object destructor */ virtual ~HardwareOcclusionQuery(); /** * Starts the hardware occlusion query * @Remarks Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object * OcclusionQuery* m_pOcclusionQuery; * createOcclusionQuery( &m_pOcclusionQuery ); * In the rendering loop: * Draw all occluders * m_pOcclusionQuery->startOcclusionQuery(); * Draw the polygons to be tested * m_pOcclusionQuery->endOcclusionQuery(); * * Results must be pulled using: * UINT m_uintNumberOfPixelsVisable; * pullOcclusionQuery( &m_dwNumberOfPixelsVisable ); * You may not get the result directlly after the first pass or frame. * Objects not visable must be tested every frame, visable objects may be tested less freqvent. * */ virtual void beginOcclusionQuery() = 0; /** * Ends the hardware occlusion test */ virtual void endOcclusionQuery() = 0; /** * Pulls the hardware occlusion query too see if there is a result. * @retval NumOfFragments will get the resulting number of fragments. * @return True if success or false if not. * @Remarks Hardware occlusion is an assyncronius process the result may take a frame or so. * one idea is to test pass1 and if not visable skip pass2. Also note that objects * not visable must be tested evrey frame. Visable objects don't need testing every frame. * Testing non visable objects can be don unlit, no texture with low LOD object. * 0 will generate all the levels till 1x1. [default: 0] */ virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult ) = 0; /** * Pulls the hardware occlusion query too see if there is a result. * @retval NumOfFragments will get the resulting number of fragments. * @return True if success or false if not. * @Remarks In DX9 mode specifying OCCLUSIONQUERY_FLUSH as the flag, will case the driver to flush whatever API calls are batched. * In OpenGL mode it makes no difference if you specify OCCLUSIONQUERY_FLUSH or OCCLUSIONQUERY_NOFLUSH. */ virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag ) = 0; /** * Let's you get the last pixel count with out doing the hardware occlusion test * @return The last fragment count from the last test. * Remarks This function won't give you new values, just the old value. */ virtual unsigned int getLastQuerysPixelcount() = 0; /** * * @Remarks This function allows you to set how often the hardware occlusion really are sent to the driver * 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 * for all visable objects. 2 will result in 25% of all queries to acctualy be sent. * New and none visable objects will be tested all the time. * This functionality is here because this class can keep track on visable and none visable objects for you. * Once you you set the SkipRate for any hardware occlusion instance it effects all others. */ virtual void setSkipRate( int skip ) = 0; virtual int getSkipRate() = 0; //---------------------------------------------------------------------- // Private members //-- private: }; } #endif