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# 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 © 2000-2003 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
    00036
    00037 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
    00038 // if the first pass resultet has too few pixels visable.
    00039
    00040 // Be sure to render all occlluder first and whats out so the RenderQue don't switch places on
    00041 // the occluding objects and the tested objects because it thinks it's more effective..
    00042
    00049 class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery
    00050 {
    00051 //----------------------------------------------------------------------
    00052 // Public methods
    00053 //--
    00054 public:
    00055
    00060     D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice );
    00061
    00065     ~D3D9HardwareOcclusionQuery();
    00066
    00067     //------------------------------------------------------------------
    00068     // Occlusion query functions (see base class documentation for this)
    00069     //--
    00070
    00071     void beginOcclusionQuery();
    00072     void endOcclusionQuery();
    00073     bool pullOcclusionQuery( unsigned int* NumOfFragments);
    00074     bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag  );
    00075     unsigned int getLastQuerysPixelcount() { return m_uintPixelCount; }
    00076
    00077     // This functions are optional, it's a simple filter that simply skipps some hardware occlusion tests on visable objects only
    00078     // It's easy to use if you don't have to keep track on which objects are visable (can be skipped) and what objects arn't visable..
    00079     // (None visable objects and object you introduce for the first time have allways to be tested allthough the cheepest possible
    00080     // LOD (Level Of Detail) mesh and material wize).
    00081
    00093     void setSkipRate( int skip ) { m_Skip = skip; }         // Using 2 only 50 % of the tests are actully made and 3 results in only 33% of the tests. So on.
    00094     int  getSkipRate() { return m_Skip; }
    00095
    00096 //----------------------------------------------------------------------
    00097 // Protected members
    00098 //--
    00099 protected:
    00100
    00101     unsigned int        m_uintPixelCount;
    00102     IDirect3DQuery9*    m_pD3DQuery;
    00103     IDirect3DDevice9*   m_pD3DDevice;       // d3d device
    00104     bool                m_bOcclusionQuery;
    00105     int                 m_SkipCounter;      // m_SkipConter =  m_SkipConter % m_Skip; if ( m_SkipConter == 0 && m_uintPixelCount !=0 ) TestHWOcclusion else just return
    00106     static int          m_Skip;             // This is shared by all instancies
    00107     bool                m_bHWOcclusionSupport;
    00108 };
    00109
    00110
    00111 }
    00112
    00113
    00114 #endif

Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:48:20 2004