[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 |
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| 26 | /*
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| 27 | The nVidia occlusion query extension is defined in glext.h so you don't
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| 28 | need anything else. You do need to look up the function, we provide a
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| 29 | GLSupport class to do this, which has platform implementations for
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| 30 | getProcAddress. Check the way that extensions like glActiveTextureARB are
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| 31 | initialised and used in glRenderSystem and copy what is done there.
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| 32 |
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| 33 |
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| 34 |
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| 35 | To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported
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| 36 | See the openGl dito for ideas what to do.
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| 37 |
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| 38 | */
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| 39 |
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| 40 |
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| 41 |
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| 42 | //GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport->getProcAddress("glActiveTextureARB");
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| 43 |
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| 44 | #ifndef __GLHARDWAREOCCLUSIONQUERY_H__
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| 45 | #define __GLHARDWAREOCCLUSIONQUERY_H__
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| 46 |
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| 47 | #include "OgreGLPrerequisites.h"
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| 48 | #include "OgreHardwareOcclusionQuery.h"
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| 49 |
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| 50 |
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| 51 | namespace Ogre {
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| 52 |
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| 53 |
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| 54 | // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
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| 55 | // if the first pass resultet has too few pixels visable.
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| 56 |
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| 57 | // Be sure to render all occlluder first and whats out so the RenderQue don't switch places on
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| 58 | // the occluding objects and the tested objects because it thinks it's more effective..
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| 59 |
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| 60 |
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| 61 | /**
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| 62 | * This is a class that is the base class of the query class for
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| 63 | * hardware occlusion.
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| 64 | *
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| 65 | * @author Lee Sandberg email: lee@abcmedia.se
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| 66 | */
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| 67 |
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| 68 | class GLHardwareOcclusionQuery : public HardwareOcclusionQuery
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| 69 | {
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| 70 | //----------------------------------------------------------------------
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| 71 | // Public methods
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| 72 | //--
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| 73 | public:
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| 74 | /**
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| 75 | * Default object constructor
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| 76 | *
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| 77 | */
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| 78 | GLHardwareOcclusionQuery();
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| 79 | /**
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| 80 | * Object destructor
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| 81 | */
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| 82 | ~GLHardwareOcclusionQuery();
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| 83 |
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| 84 | //------------------------------------------------------------------
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| 85 | // Occlusion query functions (see base class documentation for this)
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| 86 | //--
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| 87 |
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| 88 | void beginOcclusionQuery();
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| 89 | void endOcclusionQuery();
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[92] | 90 | bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag );
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[115] | 91 | unsigned int getLastQuerysPixelcount() { return mPixelCount; }
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[88] | 92 |
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[61] | 93 | // This functions are optional, it's a simple filter that simply skipps some hardware occlusion tests on visable objects only
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| 94 | // It's easy to use if you don't have to keep track on which objects are visable (can be skipped) and what objects arn't visable..
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| 95 | // (None visable objects and object you introduce for the first time have allways to be tested allthough the cheepest possible
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| 96 | // LOD (Level Of Detail) mesh and material wize).
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| 97 |
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| 98 | /**
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| 99 | *
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| 100 | * Remarks This function allows you to set how often the hardware occlusion really sent to the driver
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| 101 | * if you set it to 0 every hw occlusion test is acctually made. If you set it to 2 only 50% of your queries are sent.
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| 102 | * for all visable objects. 3 will result in 33% of all queries to acctualy be sent and so on.
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| 103 | * New and none visable objects will be tested all the time.
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| 104 | * This functionality is here because this class can keep track on visable and none visable objects for you.
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| 105 | * Once you you set the SkipRate for any hardware occlusion instance it effects all others.
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| 106 | */
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| 107 |
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[115] | 108 | 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.
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| 109 | int getSkipRate() { return mSkipInterval; }
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[61] | 110 |
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[115] | 111 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
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| 112 | bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH );
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| 113 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
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[61] | 114 | //----------------------------------------------------------------------
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| 115 | // Protected members
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| 116 | //--
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| 117 | protected:
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| 118 |
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[115] | 119 | unsigned int mPixelCount;
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| 120 | GLuint mQueryID;
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[61] | 121 | bool m_bOcclusionQuery;
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[115] | 122 | int mSkipCounter;
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| 123 | int mSkipInterval;
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| 124 | bool mHasOcclusionSupport;
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[61] | 125 | };
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| 126 |
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| 127 | }
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| 128 |
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| 129 | #endif
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| 130 |
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