00001 /* 00002 ----------------------------------------------------------------------------- 00003 This source file is part of OGRE 00004 (Object-oriented Graphics Rendering Engine) 00005 For the latest info, see http://ogre.sourceforge.net/ 00006 00007 Copyright (c) 2000-2005 The OGRE Team 00008 Also see acknowledgements in Readme.html 00009 00010 This program is free software; you can redistribute it and/or modify it under 00011 the terms of the GNU Lesser General Public License as published by the Free Software 00012 Foundation; either version 2 of the License, or (at your option) any later 00013 version. 00014 00015 This program is distributed in the hope that it will be useful, but WITHOUT 00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS 00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. 00018 00019 You should have received a copy of the GNU Lesser General Public License along with 00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple 00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to 00022 http://www.gnu.org/copyleft/lesser.txt. 00023 ----------------------------------------------------------------------------- 00024 */ 00025 00026 /* 00027 The nVidia occlusion query extension is defined in glext.h so you don't 00028 need anything else. You do need to look up the function, we provide a 00029 GLSupport class to do this, which has platform implementations for 00030 getProcAddress. Check the way that extensions like glActiveTextureARB are 00031 initialised and used in glRenderSystem and copy what is done there. 00032 00033 00034 00035 To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported 00036 See the openGl dito for ideas what to do. 00037 00038 */ 00039 00040 00041 00042 //GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport->getProcAddress("glActiveTextureARB"); 00043 00044 #ifndef __GLHARDWAREOCCLUSIONQUERY_H__ 00045 #define __GLHARDWAREOCCLUSIONQUERY_H__ 00046 00047 #include "OgreGLPrerequisites.h" 00048 #include "OgreHardwareOcclusionQuery.h" 00049 00050 00051 namespace Ogre { 00052 00053 00054 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 00055 // if the first pass result has too few pixels visible. 00056 00057 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on 00058 // the occluding objects and the tested objects because it thinks it's more effective.. 00059 00060 00069 class GLHardwareOcclusionQuery : public HardwareOcclusionQuery 00070 { 00071 //---------------------------------------------------------------------- 00072 // Public methods 00073 //-- 00074 public: 00079 GLHardwareOcclusionQuery(); 00083 ~GLHardwareOcclusionQuery(); 00084 00085 //------------------------------------------------------------------ 00086 // Occlusion query functions (see base class documentation for this) 00087 //-- 00088 void beginOcclusionQuery(); 00089 void endOcclusionQuery(); 00090 bool pullOcclusionQuery( unsigned int* NumOfFragments); 00091 bool isStillOutstanding(void); 00092 00093 00094 //---------------------------------------------------------------------- 00095 // private members 00096 //-- 00097 private: 00098 00099 GLuint mQueryID; 00100 }; 00101 00102 } 00103 00104 #endif 00105
Copyright © 2000-2005 by The OGRE Team
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Last modified Sun Mar 12 14:37:41 2006