# OgreD3D9HardwareOcclusionQuery.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://ogre.sourceforge.net/
    00006
    00007 Copyright (c) 2000-2005 The OGRE Team
    00008 Also see acknowledgements in Readme.html
    00009
    00010 This program is free software; you can redistribute it and/or modify it under
    00011 the terms of the GNU Lesser General Public License as published by the Free Software
    00012 Foundation; either version 2 of the License, or (at your option) any later
    00013 version.
    00014
    00015 This program is distributed in the hope that it will be useful, but WITHOUT
    00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
    00018
    00019 You should have received a copy of the GNU Lesser General Public License along with
    00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
    00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
    00022 http://www.gnu.org/copyleft/lesser.txt.
    00023 -----------------------------------------------------------------------------
    00024 */
    00025
    00026 #ifndef _D3D9HARWAREOCCLUSIONQUERY_H__
    00027 #define _D3D9HARWAREOCCLUSIONQUERY_H__
    00028
    00029 #include "OgreD3D9Prerequisites.h"
    00030 #include "OgreHardwareOcclusionQuery.h"
    00031
    00032
    00033 namespace Ogre {
    00034
    00035     // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
    00036     // if the first pass results has too few pixels visible.
    00037
    00038     // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
    00039     // the occluding objects and the tested objects because it thinks it's more effective..
    00040
    00050     class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery
    00051     {
    00052         //----------------------------------------------------------------------
    00053         // Public methods
    00054         //--
    00055     public:
    00056
    00061         D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice );
    00062
    00066         ~D3D9HardwareOcclusionQuery();
    00067
    00068         //------------------------------------------------------------------
    00069         // Occlusion query functions (see base class documentation for this)
    00070         //--
    00071
    00072         void beginOcclusionQuery();
    00073         void endOcclusionQuery();
    00074         bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH);
    00075         unsigned int getLastQuerysPixelcount() { return mPixelCount; }
    00076         bool isStillOutstanding(void);
    00077
    00078         // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only
    00079         // It's easy to use if you don't have to keep track of which objects are visible (can be skipped) and what objects arn't visible..
    00080         // (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible
    00081         // LOD (Level Of Detail) mesh and material-wise).
    00082
    00092         void setSkipRate( int skip ) { mSkipInterval = skip; }          // Using 2 only 50 % of the tests are actually made and 3 results in only 33% of the tests. So on.
    00093         int  getSkipRate() { return mSkipInterval; }
    00094
    00095         //----------------------------------------------------------------------
    00096         // Protected members
    00097         //--
    00098     protected:
    00099
    00100         unsigned int        mPixelCount;
    00101         IDirect3DQuery9*    mpQuery;
    00102         IDirect3DDevice9*   mpDevice;
    00103         int                 mSkipCounter;
    00104         int                 mSkipInterval;
    00105         bool                mHasOcclusionSupport;
    00106         bool                mIsQueryResultStillOutstanding;
    00107     };
    00108
    00109
    00110 }
    00111
    00112
    00113 #endif

Copyright © 2000-2005 by The OGRE Team
Last modified Sun Nov 20 12:35:58 2005