/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #include "CmGLHardwareOcclusionQuery.h" #include "OgreException.h" namespace CamelotEngine { /** * This is a class that is the base class of the query class for * hardware occlusion testing. * * @author Lee Sandberg email: lee@abcmedia.se * * Updated on 12/7/2004 by Chris McGuirk * - Implemented ARB_occlusion_query * Updated on 13/9/2005 by Tuan Kuranes email: tuan.kuranes@free.fr */ //------------------------------------------------------------------ /** * Default object constructor * */ GLHardwareOcclusionQuery::GLHardwareOcclusionQuery() { // Check for hardware occlusion support if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query) { glGenQueriesARB(1, &mQueryID ); } else if (GLEW_NV_occlusion_query) { glGenOcclusionQueriesNV(1, &mQueryID); } else { OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR, "Cannot allocate a Hardware query. This video card doesn't supports it, sorry.", "GLHardwareOcclusionQuery::GLHardwareOcclusionQuery" ); } } //------------------------------------------------------------------ /** * Object destructor */ GLHardwareOcclusionQuery::~GLHardwareOcclusionQuery() { if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query) { glDeleteQueriesARB(1, &mQueryID); } else if (GLEW_NV_occlusion_query) { glDeleteOcclusionQueriesNV(1, &mQueryID); } } //------------------------------------------------------------------ void GLHardwareOcclusionQuery::beginOcclusionQuery() { if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query) { glBeginQueryARB(GL_SAMPLES_PASSED_ARB, mQueryID); } else if (GLEW_NV_occlusion_query) { glBeginOcclusionQueryNV(mQueryID); } } //------------------------------------------------------------------ void GLHardwareOcclusionQuery::endOcclusionQuery() { if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query) { glEndQueryARB(GL_SAMPLES_PASSED_ARB); } else if (GLEW_NV_occlusion_query) { glEndOcclusionQueryNV(); } } //------------------------------------------------------------------ bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments ) { if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query) { glGetQueryObjectuivARB(mQueryID, GL_QUERY_RESULT_ARB, (GLuint*)NumOfFragments); mPixelCount = *NumOfFragments; return true; } else if (GLEW_NV_occlusion_query) { glGetOcclusionQueryuivNV(mQueryID, GL_PIXEL_COUNT_NV, (GLuint*)NumOfFragments); mPixelCount = *NumOfFragments; return true; } return false; } //------------------------------------------------------------------ bool GLHardwareOcclusionQuery::isStillOutstanding(void) { GLuint available; if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query) { glGetQueryObjectuivARB(mQueryID, GL_QUERY_RESULT_AVAILABLE_ARB, &available); } else if (GLEW_NV_occlusion_query) { glGetOcclusionQueryuivNV(mQueryID, GL_PIXEL_COUNT_AVAILABLE_NV, &available); } // GL_TRUE means a wait would occur return !(available == GL_TRUE); } }