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) 2000-2013 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 GL3PlusSupport 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 To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported 00037 See the openGl dito for ideas what to do. 00038 */ 00039 00040 #ifndef __GL3PlusHARDWAREOCCLUSIONQUERY_H__ 00041 #define __GL3PlusHARDWAREOCCLUSIONQUERY_H__ 00042 00043 #include "OgreGL3PlusPrerequisites.h" 00044 #include "OgreHardwareOcclusionQuery.h" 00045 00046 00047 namespace Ogre { 00048 00049 00050 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 00051 // if the first pass result has too few pixels visible. 00052 00053 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on 00054 // the occluding objects and the tested objects because it thinks it's more effective.. 00055 00056 00065 class _OgreGL3PlusExport GL3PlusHardwareOcclusionQuery : public HardwareOcclusionQuery 00066 { 00067 //---------------------------------------------------------------------- 00068 // Public methods 00069 //-- 00070 public: 00075 GL3PlusHardwareOcclusionQuery(); 00079 ~GL3PlusHardwareOcclusionQuery(); 00080 00081 //------------------------------------------------------------------ 00082 // Occlusion query functions (see base class documentation for this) 00083 //-- 00084 void beginOcclusionQuery(); 00085 void endOcclusionQuery(); 00086 bool pullOcclusionQuery(unsigned int* NumOfFragments); 00087 bool isStillOutstanding(void); 00088 00089 private: 00090 GLuint mQueryID; 00091 }; 00092 00093 } 00094 00095 #endif
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Last modified Mon Jul 27 2020 13:40:42