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source: downloads/RenderSystems/GL/include/OgreGLHardwareOcclusionQuery.h @ 3

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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/*
31The nVidia occlusion query extension is defined in glext.h so you don't
32need anything else. You do need to look up the function, we provide a
33GLSupport class to do this, which has platform implementations for
34getProcAddress. Check the way that extensions like glActiveTextureARB are
35initialised and used in glRenderSystem and copy what is done there.
36
37
38
39  To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported
40  See the openGl dito for ideas what to do.
41
42*/
43
44
45
46//GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport->getProcAddress("glActiveTextureARB");
47
48#ifndef __GLHARDWAREOCCLUSIONQUERY_H__
49#define __GLHARDWAREOCCLUSIONQUERY_H__
50
51#include "OgreGLPrerequisites.h"
52#include "OgreHardwareOcclusionQuery.h"
53
54
55namespace Ogre { 
56
57
58// If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
59// if the first pass result has too few pixels visible.
60
61// Be sure to render all occluder first and whats out so the RenderQue don't switch places on
62// the occluding objects and the tested objects because it thinks it's more effective..
63
64
65/**
66  * This is a class that is the base class of the query class for
67  * hardware occlusion.
68  *
69  * @author Lee Sandberg email: lee@abcmedia.se
70  * Updated on 13/9/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
71  */
72
73class _OgrePrivate GLHardwareOcclusionQuery : public HardwareOcclusionQuery
74{
75//----------------------------------------------------------------------
76// Public methods
77//--
78public:
79        /**
80          * Default object constructor
81          *
82          */
83        GLHardwareOcclusionQuery();
84        /**
85          * Object destructor
86          */
87        ~GLHardwareOcclusionQuery();
88
89        //------------------------------------------------------------------
90        // Occlusion query functions (see base class documentation for this)
91        //--
92        void beginOcclusionQuery();
93        void endOcclusionQuery();
94        bool pullOcclusionQuery( unsigned int* NumOfFragments); 
95        bool isStillOutstanding(void);
96
97
98    //----------------------------------------------------------------------
99    // private members
100    //--
101    private:
102
103            GLuint                      mQueryID;
104};
105
106}
107
108#endif
109
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