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://www.ogre3d.org
00006 
00007 Copyright (c) 2000-2012 Torus Knot Software Ltd
00008 
00009 Permission is hereby granted, free of charge, to any person obtaining a copy
00010 of this software and associated documentation files (the "Software"), to deal
00011 in the Software without restriction, including without limitation the rights
00012 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
00013 copies of the Software, and to permit persons to whom the Software is
00014 furnished to do so, subject to the following conditions:
00015 
00016 The above copyright notice and this permission notice shall be included in
00017 all copies or substantial portions of the Software.
00018 
00019 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
00020 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
00021 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
00022 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
00023 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
00024 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
00025 THE SOFTWARE.
00026 -----------------------------------------------------------------------------
00027 */
00028 
00029 /*
00030 The nVidia occlusion query extension is defined in glext.h so you don't 
00031 need anything else. You do need to look up the function, we provide a 
00032 GLSupport class to do this, which has platform implementations for 
00033 getProcAddress. Check the way that extensions like glActiveTextureARB are 
00034 initialised and used in glRenderSystem and copy what is done there.
00035 
00036 
00037 
00038   To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported
00039   See the openGl dito for ideas what to do.
00040 
00041 */
00042 
00043 
00044 
00045 //GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport->getProcAddress("glActiveTextureARB");
00046 
00047 #ifndef __GLHARDWAREOCCLUSIONQUERY_H__
00048 #define __GLHARDWAREOCCLUSIONQUERY_H__
00049 
00050 #include "OgreGLPrerequisites.h"
00051 #include "OgreHardwareOcclusionQuery.h"
00052 
00053 
00054 namespace Ogre { 
00055 
00056 
00057 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 
00058 // if the first pass result has too few pixels visible.
00059 
00060 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on 
00061 // the occluding objects and the tested objects because it thinks it's more effective..
00062 
00063 
00072 class _OgreGLExport GLHardwareOcclusionQuery : public HardwareOcclusionQuery
00073 {
00074 //----------------------------------------------------------------------
00075 // Public methods
00076 //--
00077 public:
00082     GLHardwareOcclusionQuery();
00086     ~GLHardwareOcclusionQuery();
00087 
00088     //------------------------------------------------------------------
00089     // Occlusion query functions (see base class documentation for this)
00090     //--
00091     void beginOcclusionQuery();
00092     void endOcclusionQuery();
00093     bool pullOcclusionQuery( unsigned int* NumOfFragments); 
00094     bool isStillOutstanding(void);
00095 
00096 
00097     //----------------------------------------------------------------------
00098     // private members
00099     //--
00100     private:
00101 
00102         GLuint          mQueryID;
00103 };
00104 
00105 }
00106 
00107 #endif 
00108 

Copyright © 2012 Torus Knot Software Ltd
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Last modified Sun Sep 2 2012 07:27:21