OgreGL3PlusHardwareOcclusionQuery.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) 2000-2013 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 

Copyright © 2012 Torus Knot Software Ltd
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Last modified Mon Jul 27 2020 13:40:42