//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsGLPrerequisites.h" #include "Renderapi/BsOcclusionQuery.h" namespace bs { namespace ct { /** @addtogroup GL * @{ */ /** OpenGL implementation of an occlusion query. */ class GLOcclusionQuery : public OcclusionQuery { public: GLOcclusionQuery(bool binary, UINT32 deviceIdx); ~GLOcclusionQuery(); /** @copydoc OcclusionQuery::begin */ void begin(const SPtr& cb = nullptr) override; /** @copydoc OcclusionQuery::end */ void end(const SPtr& cb = nullptr) override; /** @copydoc OcclusionQuery::isReady */ bool isReady() const override; /** @copydoc OcclusionQuery::getNumSamples */ UINT32 getNumSamples() override; private: friend class QueryManager; /** Processes query results and saves them for later use. To be called when query has completed. */ void finalize(); private: GLuint mQueryObj; bool mFinalized; bool mEndIssued; UINT32 mNumSamples; }; /** @} */ }}