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OgreD3D9HardwareOcclusionQuery.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 #ifndef _D3D9HARWAREOCCLUSIONQUERY_H__
00027 #define _D3D9HARWAREOCCLUSIONQUERY_H__
00028 
00029 #include "OgreD3D9Prerequisites.h"
00030 #include "OgreHardwareOcclusionQuery.h"
00031 
00032 
00033 namespace Ogre {
00034 
00035     // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 
00036     // if the first pass results has too few pixels visible.
00037 
00038     // Be sure to render all occluder first and whats out so the RenderQue don't switch places on 
00039     // the occluding objects and the tested objects because it thinks it's more effective..
00040 
00050     class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery
00051     {
00052         //----------------------------------------------------------------------
00053         // Public methods
00054         //--
00055     public:
00056 
00061         D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice );
00062 
00066         ~D3D9HardwareOcclusionQuery();
00067 
00068         //------------------------------------------------------------------
00069         // Occlusion query functions (see base class documentation for this)
00070         //--
00071 
00072         void beginOcclusionQuery(); 
00073         void endOcclusionQuery();
00074         bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH);
00075         unsigned int getLastQuerysPixelcount() { return mPixelCount; }
00076         bool isStillOutstanding(void);
00077 
00078         // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only
00079         // It's easy to use if you don't have to keep track of which objects are visible (can be skipped) and what objects arn't visible..
00080         // (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible 
00081         // LOD (Level Of Detail) mesh and material-wise). 
00082 
00092         void setSkipRate( int skip ) { mSkipInterval = skip; }          // Using 2 only 50 % of the tests are actually made and 3 results in only 33% of the tests. So on.
00093         int  getSkipRate() { return mSkipInterval; } 
00094 
00095         //----------------------------------------------------------------------
00096         // Protected members
00097         //--
00098     protected:
00099 
00100         unsigned int        mPixelCount;        
00101         IDirect3DQuery9*    mpQuery;
00102         IDirect3DDevice9*   mpDevice;
00103         int                 mSkipCounter;
00104         int                 mSkipInterval;
00105         bool                mHasOcclusionSupport;
00106         bool                mIsQueryResultStillOutstanding;
00107     };
00108 
00109 
00110 }
00111 
00112 
00113 #endif

Copyright © 2000-2005 by The OGRE Team
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Last modified Sun Feb 12 12:59:43 2006