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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.
- -----------------------------------------------------------------------------
- */
- /*
- The nVidia occlusion query extension is defined in glext.h so you don't
- need anything else. You do need to look up the function, we provide a
- GLSupport class to do this, which has platform implementations for
- getProcAddress. Check the way that extensions like glActiveTextureARB are
- initialised and used in glRenderSystem and copy what is done there.
- To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported
- See the openGl dito for ideas what to do.
- */
- //GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport->getProcAddress("glActiveTextureARB");
- #ifndef __GLHARDWAREOCCLUSIONQUERY_H__
- #define __GLHARDWAREOCCLUSIONQUERY_H__
- #include "CmGLPrerequisites.h"
- #include "CmOcclusionQuery.h"
- namespace CamelotFramework {
- // 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 result 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 base class of the query class for
- * hardware occlusion.
- *
- * @author Lee Sandberg email: [email protected]
- * Updated on 13/9/2005 by Tuan Kuranes email: [email protected]
- */
- class CM_RSGL_EXPORT GLOcclusionQuery : public OcclusionQuery
- {
- //----------------------------------------------------------------------
- // Public methods
- //--
- public:
- /**
- * Default object constructor
- *
- */
- GLOcclusionQuery();
- /**
- * Object destructor
- */
- ~GLOcclusionQuery();
- //------------------------------------------------------------------
- // Occlusion query functions (see base class documentation for this)
- //--
- void beginOcclusionQuery();
- void endOcclusionQuery();
- bool pullOcclusionQuery( unsigned int* NumOfFragments);
- bool isStillOutstanding(void);
- //----------------------------------------------------------------------
- // private members
- //--
- private:
- GLuint mQueryID;
- };
- }
- #endif
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