source: trunk/VUT/work/ogre_changes/RenderSystems/Direct3D9/include/OgreD3D9HardwareOcclusionQuery.h @ 115

Revision 115, 4.3 KB checked in by mattausch, 19 years ago (diff)

added depth pass algorithm + delayed transparent object rendering (so depth ordering is right)

Line 
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#ifndef _D3D9HARWAREOCCLUSIONQUERY_H__
27#define _D3D9HARWAREOCCLUSIONQUERY_H__
28
29#include "OgreD3D9Prerequisites.h"
30#include "OgreHardwareOcclusionQuery.h"
31
32
33namespace Ogre {
34
35// If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
36        // if the first pass resultet has too few pixels visible.
37
38// Be sure to render all occlluder first and whats out so the RenderQue don't switch places on
39// the occluding objects and the tested objects because it thinks it's more effective..
40
41/**
42  * This is a class that is the DirectX9 implementation of
43  * hardware occlusion testing.
44  *
45  * @author Lee Sandberg, email lee@abcmedia.se
46        *
47        * Updated on 12/7/2004 by Chris McGuirk
48  */
49class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery
50{
51//----------------------------------------------------------------------
52// Public methods
53//--
54public:
55
56        /**
57          * Default object constructor
58          *
59          */
60        D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice );
61
62        /**
63          * Object destructor
64          */
65        ~D3D9HardwareOcclusionQuery();
66
67        //------------------------------------------------------------------
68        // Occlusion query functions (see base class documentation for this)
69        //--
70
71        void beginOcclusionQuery();     
72        void endOcclusionQuery();
73                bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH);
74                unsigned int getLastQuerysPixelcount() { return mPixelCount; }
75
76                // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only
77                // It's easy to use if you don't have to keep track of which objects are visible (can be skipped) and what objects arn't visible..
78                // (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible
79                // LOD (Level Of Detail) mesh and material-wise).
80
81        /**
82          *   
83                * Remarks This function allows you to set how often the hardware occlusion query is sent to the driver
84          * 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
85                * 2 will result in 25% of all queries to acctualy be sent.
86                * This functionality is here because this class can keep track on visible and none visible objects for you.
87          * Once you you set the SkipRate for any hardware occlusion instance it effects all others.
88          */
89
90                void setSkipRate( int skip ) { mSkipInterval = skip; }                  // Using 2 only 50 % of the tests are actully made and 3 results in only 33% of the tests. So on.
91                int      getSkipRate() { return mSkipInterval; }
92
93#ifdef GTP_VISIBILITY_MODIFIED_OGRE
94        bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH );
95#endif // GTP_VISIBILITY_MODIFIED_OGRE
96//----------------------------------------------------------------------
97// Protected members
98//--
99protected:
100
101                unsigned int            mPixelCount;           
102                IDirect3DQuery9*        mpQuery;
103                IDirect3DDevice9*   mpDevice;
104                int                                     mSkipCounter;
105                int                                     mSkipInterval;
106                bool                            mHasOcclusionSupport;
107};
108
109
110}
111
112
113#endif
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