| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 |
- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsGLPrerequisites.h"
- #include "BsOcclusionQuery.h"
- namespace BansheeEngine
- {
- /**
- * @brief OpenGL implementation of an occlusion query.
- */
- class BS_RSGL_EXPORT GLOcclusionQuery : public OcclusionQuery
- {
- public:
- GLOcclusionQuery(bool binary);
- ~GLOcclusionQuery();
- /**
- * @copydoc OcclusionQuery::begin
- */
- virtual void begin();
- /**
- * @copydoc OcclusionQuery::end
- */
- virtual void end();
- /**
- * @copydoc OcclusionQuery::isReady
- */
- virtual bool isReady() const;
- /**
- * @copydoc OcclusionQuery::getNumFragments
- */
- virtual UINT32 getNumSamples();
- private:
- friend class QueryManager;
- /**
- * @brief 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;
- };
- }
|