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