/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _D3D9HARWAREOCCLUSIONQUERY_H__ #define _D3D9HARWAREOCCLUSIONQUERY_H__ #include "OgreD3D9Prerequisites.h" #include "OgreHardwareOcclusionQuery.h" namespace Ogre { // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered // if the first pass results has too few pixels visible. // Be sure to render all occluder first and whats out so the RenderQue don't switch places on // the occluding objects and the tested objects because it thinks it's more effective.. /** * This is a class that is the DirectX9 implementation of * hardware occlusion testing. * * @author Lee Sandberg, email lee@abcmedia.se * * Updated on 12/7/2004 by Chris McGuirk * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr */ class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery { //---------------------------------------------------------------------- // Public methods //-- public: /** * Default object constructor * */ D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice ); /** * Object destructor */ ~D3D9HardwareOcclusionQuery(); //------------------------------------------------------------------ // Occlusion query functions (see base class documentation for this) //-- void beginOcclusionQuery(); void endOcclusionQuery(); bool pullOcclusionQuery( unsigned int* NumOfFragments); unsigned int getLastQuerysPixelcount() { return mPixelCount; } bool isStillOutstanding(void); //---------------------------------------------------------------------- // private members //-- private: IDirect3DQuery9* mpQuery; IDirect3DDevice9* mpDevice; }; } #endif