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