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source: downloads/RenderSystems/Direct3D9/include/OgreD3D9HardwareOcclusionQuery.h @ 1

Last change on this file since 1 was 1, checked in by landauf, 17 years ago
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29
30#ifndef _D3D9HARWAREOCCLUSIONQUERY_H__
31#define _D3D9HARWAREOCCLUSIONQUERY_H__
32
33#include "OgreD3D9Prerequisites.h"
34#include "OgreHardwareOcclusionQuery.h"
35
36
37namespace Ogre {
38
39        // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
40        // if the first pass results has too few pixels visible.
41
42        // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
43        // the occluding objects and the tested objects because it thinks it's more effective..
44
45        /**
46        * This is a class that is the DirectX9 implementation of
47        * hardware occlusion testing.
48        *
49        * @author Lee Sandberg, email lee@abcmedia.se
50        *
51        * Updated on 12/7/2004 by Chris McGuirk
52        * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
53        */
54        class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery
55        {
56                //----------------------------------------------------------------------
57                // Public methods
58                //--
59        public:
60
61                /**
62                * Default object constructor
63                *
64                */
65                D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice );
66
67                /**
68                * Object destructor
69                */
70                ~D3D9HardwareOcclusionQuery();
71
72                //------------------------------------------------------------------
73                // Occlusion query functions (see base class documentation for this)
74                //--
75
76                void beginOcclusionQuery();     
77                void endOcclusionQuery();
78                bool pullOcclusionQuery( unsigned int* NumOfFragments);
79                unsigned int getLastQuerysPixelcount() { return mPixelCount; }
80        bool isStillOutstanding(void);
81
82       
83
84                //----------------------------------------------------------------------
85                // private members
86                //--
87        private:       
88                IDirect3DQuery9*        mpQuery;
89                IDirect3DDevice9*   mpDevice;
90        };
91
92
93}
94
95
96#endif
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