1 | /*
|
---|
2 | -----------------------------------------------------------------------------
|
---|
3 | This source file is part of OGRE
|
---|
4 | (Object-oriented Graphics Rendering Engine)
|
---|
5 | For the latest info, see http://ogre.sourceforge.net/
|
---|
6 |
|
---|
7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
8 | Also see acknowledgements in Readme.html
|
---|
9 |
|
---|
10 | This program is free software; you can redistribute it and/or modify it under
|
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
13 | version.
|
---|
14 |
|
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
18 |
|
---|
19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
23 | -----------------------------------------------------------------------------
|
---|
24 | */
|
---|
25 |
|
---|
26 | #include "OgreGLHardwareOcclusionQuery.h"
|
---|
27 | #include "OgreException.h"
|
---|
28 |
|
---|
29 | namespace Ogre {
|
---|
30 |
|
---|
31 | int GLHardwareOcclusionQuery::m_Skip = 0;
|
---|
32 |
|
---|
33 | /**
|
---|
34 | * This is a class that is the base class of the query class for
|
---|
35 | * hardware occlusion testing.
|
---|
36 | *
|
---|
37 | * @author Lee Sandberg email: lee@abcmedia.se
|
---|
38 | */
|
---|
39 |
|
---|
40 | /* Functions used;
|
---|
41 |
|
---|
42 | glGenOcclusionQueriesNV_ptr( 1, m_uintQuery );
|
---|
43 | glDeleteOcclusionQueriesNV_ptr( 1, &m_uintQuery[0] );
|
---|
44 | glBeginOcclusionQueryNV_ptr( m_uintQuery[0] );
|
---|
45 | glEndOcclusionQueryNV_ptr();
|
---|
46 | glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_NV, NumOfFragments );
|
---|
47 |
|
---|
48 | TO DO: change this to the new ARB functions...
|
---|
49 |
|
---|
50 | */
|
---|
51 |
|
---|
52 |
|
---|
53 | /**
|
---|
54 | * Default object constructor
|
---|
55 | *
|
---|
56 | */
|
---|
57 | GLHardwareOcclusionQuery::GLHardwareOcclusionQuery()
|
---|
58 | {
|
---|
59 | m_uintPixelCount = 0;
|
---|
60 | m_SkipCounter = 0;
|
---|
61 |
|
---|
62 | // Check for hardware occlusion support
|
---|
63 | if( glDeleteOcclusionQueriesNV_ptr != 0 ) // This is a hack to see if hw occlusion is supported. pointer is 0 if it's not supported.
|
---|
64 | {
|
---|
65 | m_bHWOcclusionSupport = true;
|
---|
66 | }
|
---|
67 | else
|
---|
68 | {
|
---|
69 | m_bHWOcclusionSupport = false;
|
---|
70 | }
|
---|
71 |
|
---|
72 | if( m_bHWOcclusionSupport )
|
---|
73 | {
|
---|
74 | glGenOcclusionQueriesNV_ptr( 1, m_uintQuery );
|
---|
75 | }
|
---|
76 | }
|
---|
77 |
|
---|
78 |
|
---|
79 | /**
|
---|
80 | * Object destructor
|
---|
81 | */
|
---|
82 | GLHardwareOcclusionQuery::~GLHardwareOcclusionQuery()
|
---|
83 | {
|
---|
84 | if( m_bHWOcclusionSupport )
|
---|
85 | {
|
---|
86 | glDeleteOcclusionQueriesNV_ptr( 1, &m_uintQuery[0] );
|
---|
87 | }
|
---|
88 | }
|
---|
89 |
|
---|
90 | //------------------------------------------------------------------
|
---|
91 | // Occlusion query functions (see base class documentation for this)
|
---|
92 | //--
|
---|
93 | void GLHardwareOcclusionQuery::beginOcclusionQuery()
|
---|
94 | {
|
---|
95 | if( m_bHWOcclusionSupport ) // Make it fail silently if hardware occlusion isn't supported
|
---|
96 | {
|
---|
97 | glBeginOcclusionQueryNV_ptr( m_uintQuery[0] );
|
---|
98 | }
|
---|
99 | }
|
---|
100 |
|
---|
101 | void GLHardwareOcclusionQuery::endOcclusionQuery()
|
---|
102 | {
|
---|
103 | if( m_bHWOcclusionSupport ) // Make it fail silently if hardware occlusion isn't supported
|
---|
104 | {
|
---|
105 | glEndOcclusionQueryNV_ptr();
|
---|
106 | }
|
---|
107 | }
|
---|
108 |
|
---|
109 | bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int * NumOfFragments, const bool waitForResult)
|
---|
110 | {
|
---|
111 | unsigned int isAvailable = GL_TRUE;
|
---|
112 |
|
---|
113 | if( m_bHWOcclusionSupport )
|
---|
114 | {
|
---|
115 | if(!waitForResult)
|
---|
116 | {
|
---|
117 | glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_AVAILABLE_NV, &isAvailable );
|
---|
118 | }
|
---|
119 |
|
---|
120 | if(isAvailable == GL_TRUE)
|
---|
121 | {
|
---|
122 | glGetOcclusionQueryuivNV_ptr( m_uintQuery[0], GL_PIXEL_COUNT_NV, NumOfFragments );
|
---|
123 | }
|
---|
124 | }
|
---|
125 | else
|
---|
126 | {
|
---|
127 | // In case hardware occlusion isn't supported, every object is set visible.
|
---|
128 | *NumOfFragments = 100000;
|
---|
129 | }
|
---|
130 |
|
---|
131 | m_uintPixelCount = *NumOfFragments;
|
---|
132 |
|
---|
133 | return isAvailable == GL_TRUE;
|
---|
134 | }
|
---|
135 |
|
---|
136 | //------------------------------------------------------------------
|
---|
137 | // OpenGL doesn't use the flag, but to implement the abstract interface we need to include this function.
|
---|
138 | // Using this function in OpenGL mode simple works the same way as calling the other function without the flag parameter,
|
---|
139 | // but in DX9 it works differentlly, see notes in the DX9 implementation.
|
---|
140 | //--
|
---|
141 | bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, const HW_OCCLUSIONQUERY flag )
|
---|
142 | {
|
---|
143 | return pullOcclusionQuery(NumOfFragments, waitForResult);
|
---|
144 | }
|
---|
145 |
|
---|
146 | }
|
---|
147 |
|
---|
148 |
|
---|