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source: downloads/OgreMain/include/OgreHardwareOcclusionQuery.h @ 3

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef _HardwareOcclusionQuery__
30#define _HardwareOcclusionQuery__
31
32// Precompiler options
33#include "OgrePrerequisites.h"
34
35namespace Ogre {
36
37
38
39/**
40  * This is a abstract class that that provides the interface for the query class for
41  * hardware occlusion.
42  *
43  * @author Lee Sandberg
44  * Updated on 13/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
45  */
46class _OgreExport HardwareOcclusionQuery
47{
48//----------------------------------------------------------------------
49// Public methods
50//--
51public:
52        /**
53          * Object public member functions
54          */
55
56        /**
57          * Default object constructor
58          *
59          */
60        HardwareOcclusionQuery();
61
62        /**
63          * Object destructor
64          */
65        virtual ~HardwareOcclusionQuery();
66
67        /**
68          * Starts the hardware occlusion query
69          * @Remarks    Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object
70          *                             OcclusionQuery* m_pOcclusionQuery;
71          *                             createOcclusionQuery( &m_pOcclusionQuery );
72          *                             In the rendering loop:
73          *                             Draw all occluders
74          *                             m_pOcclusionQuery->startOcclusionQuery();
75          *                             Draw the polygons to be tested
76          *                             m_pOcclusionQuery->endOcclusionQuery();
77          *
78          *                             Results must be pulled using:
79          *                             UINT    m_uintNumberOfPixelsVisable;
80          *                             pullOcclusionQuery( &m_dwNumberOfPixelsVisable );
81          *                     
82          */
83        virtual void beginOcclusionQuery() = 0;
84
85        /**
86          * Ends the hardware occlusion test
87          */
88        virtual void endOcclusionQuery() = 0;
89
90        /**
91      * Pulls the hardware occlusion query.
92          * @note Waits until the query result is available; use isStillOutstanding
93          *             if just want to test if the result is available.
94      * @retval NumOfFragments will get the resulting number of fragments.
95      * @return True if success or false if not.
96      */
97        virtual bool pullOcclusionQuery(unsigned int* NumOfFragments) = 0;
98
99        /**
100          * Let's you get the last pixel count with out doing the hardware occlusion test
101          * @return The last fragment count from the last test.
102          * Remarks This function won't give you new values, just the old value.
103          */
104        unsigned int getLastQuerysPixelcount() const { return mPixelCount; }
105
106        /**
107          * Lets you know when query is done, or still be processed by the Hardware
108          * @return true if query isn't finished.
109          */
110         virtual bool isStillOutstanding(void) = 0; 
111
112
113    //----------------------------------------------------------------------
114    // protected members
115    //--
116    protected :
117        // numbers of visible pixels determined by last query
118        unsigned int mPixelCount;
119        // is query hasn't yet returned a result.
120                bool             mIsQueryResultStillOutstanding;
121};
122
123}
124#endif
125
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