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- /*
- -----------------------------------------------------------------------------
- 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.
- -----------------------------------------------------------------------------
- */
- #ifndef _D3D9HARWAREOCCLUSIONQUERY_H__
- #define _D3D9HARWAREOCCLUSIONQUERY_H__
- #include "CmD3D9Prerequisites.h"
- #include "CmHardwareOcclusionQuery.h"
- #include "CmD3D9Resource.h"
- namespace CamelotEngine {
- // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
- // if the first pass results has too few pixels visible.
- // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
- // the occluding objects and the tested objects because it thinks it's more effective..
- /**
- * This is a class that is the DirectX9 implementation of
- * hardware occlusion testing.
- *
- * @author Lee Sandberg, email [email protected]
- *
- * Updated on 12/7/2004 by Chris McGuirk
- * Updated on 4/8/2005 by Tuan Kuranes email: [email protected]
- */
- class _OgreD3D9Export D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery, public D3D9Resource
- {
- //----------------------------------------------------------------------
- // Public methods
- //--
- public:
- /**
- * Default object constructor
- *
- */
- D3D9HardwareOcclusionQuery();
- /**
- * Object destructor
- */
- ~D3D9HardwareOcclusionQuery();
- //------------------------------------------------------------------
- // Occlusion query functions (see base class documentation for this)
- //--
- void beginOcclusionQuery();
- void endOcclusionQuery();
- bool pullOcclusionQuery( unsigned int* NumOfFragments);
- unsigned int getLastQuerysPixelcount();
- bool isStillOutstanding(void);
-
- // Called immediately after the Direct3D device has been created.
- virtual void notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device);
- // Called before the Direct3D device is going to be destroyed.
- virtual void notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device);
-
- // Called immediately after the Direct3D device has entered a lost state.
- // This is the place to release non-managed resources.
- virtual void notifyOnDeviceLost(IDirect3DDevice9* d3d9Device);
- // Called immediately after the Direct3D device has been reset.
- // This is the place to create non-managed resources.
- virtual void notifyOnDeviceReset(IDirect3DDevice9* d3d9Device);
-
- private:
- void createQuery(IDirect3DDevice9* d3d9Device);
- void releaseQuery(IDirect3DDevice9* d3d9Device);
- //----------------------------------------------------------------------
- // private members
- //--
- private:
- typedef map<IDirect3DDevice9*, IDirect3DQuery9*>::type DeviceToQueryMap;
- typedef DeviceToQueryMap::iterator DeviceToQueryIterator;
- DeviceToQueryMap mMapDeviceToQuery;
- };
- }
- #endif
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