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OgreGLHardwareOcclusionQuery.h

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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