source: trunk/VUT/work/ogre_changes/RenderSystems/GL/include/OgreGLHardwareOcclusionQuery.h @ 115

Revision 115, 4.9 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/*
27The nVidia occlusion query extension is defined in glext.h so you don't
28need anything else. You do need to look up the function, we provide a
29GLSupport class to do this, which has platform implementations for
30getProcAddress. Check the way that extensions like glActiveTextureARB are
31initialised and used in glRenderSystem and copy what is done there.
32
33
34
35  To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported
36  See the openGl dito for ideas what to do.
37
38*/
39
40
41
42//GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport->getProcAddress("glActiveTextureARB");
43
44#ifndef __GLHARDWAREOCCLUSIONQUERY_H__
45#define __GLHARDWAREOCCLUSIONQUERY_H__
46
47#include "OgreGLPrerequisites.h"
48#include "OgreHardwareOcclusionQuery.h"
49
50
51namespace Ogre {
52
53
54// If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
55// if the first pass resultet has too few pixels visable.
56
57// Be sure to render all occlluder first and whats out so the RenderQue don't switch places on
58// the occluding objects and the tested objects because it thinks it's more effective..
59
60
61/**
62  * This is a class that is the base class of the query class for
63  * hardware occlusion.
64  *
65  * @author Lee Sandberg email: lee@abcmedia.se
66  */
67
68class GLHardwareOcclusionQuery : public HardwareOcclusionQuery
69{
70//----------------------------------------------------------------------
71// Public methods
72//--
73public:
74        /**
75          * Default object constructor
76          *
77          */
78        GLHardwareOcclusionQuery();
79        /**
80          * Object destructor
81          */
82        ~GLHardwareOcclusionQuery();
83
84        //------------------------------------------------------------------
85        // Occlusion query functions (see base class documentation for this)
86        //--
87
88        void beginOcclusionQuery();
89        void endOcclusionQuery();
90        bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag  );
91        unsigned int getLastQuerysPixelcount() { return mPixelCount; }
92
93        // This functions are optional, it's a simple filter that simply skipps some hardware occlusion tests on visable objects only
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..
95        // (None visable objects and object you introduce for the first time have allways to be tested allthough the cheepest possible
96        // LOD (Level Of Detail) mesh and material wize).
97
98        /**
99          *   
100          * Remarks This function allows you to set how often the hardware occlusion really sent to the driver
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.
102          * for all visable objects. 3 will result in 33% of all queries to acctualy be sent and so on.
103          * New and none visable objects will be tested all the time.
104          * This functionality is here because this class can keep track on visable and none visable objects for you.
105          * Once you you set the SkipRate for any hardware occlusion instance it effects all others.
106          */
107
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.
109        int      getSkipRate() { return mSkipInterval; }
110
111#ifdef GTP_VISIBILITY_MODIFIED_OGRE
112        bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH );
113#endif // GTP_VISIBILITY_MODIFIED_OGRE
114//----------------------------------------------------------------------
115// Protected members
116//--
117protected:
118
119        unsigned int    mPixelCount;
120        GLuint                  mQueryID;
121        bool                    m_bOcclusionQuery;
122        int                             mSkipCounter;
123        int                             mSkipInterval;
124        bool                    mHasOcclusionSupport;
125};
126
127}
128
129#endif
130
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