00001 /* 00002 ----------------------------------------------------------------------------- 00003 This source file is part of OGRE 00004 (Object-oriented Graphics Rendering Engine) 00005 For the latest info, see http://ogre.sourceforge.net/ 00006 00007 Copyright © 2000-2003 The OGRE Team 00008 Also see acknowledgements in Readme.html 00009 00010 This program is free software; you can redistribute it and/or modify it under 00011 the terms of the GNU Lesser General Public License as published by the Free Software 00012 Foundation; either version 2 of the License, or (at your option) any later 00013 version. 00014 00015 This program is distributed in the hope that it will be useful, but WITHOUT 00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS 00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. 00018 00019 You should have received a copy of the GNU Lesser General Public License along with 00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple 00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to 00022 http://www.gnu.org/copyleft/lesser.txt. 00023 ----------------------------------------------------------------------------- 00024 */ 00025 00026 #ifndef _D3D9HARWAREOCCLUSIONQUERY_H__ 00027 #define _D3D9HARWAREOCCLUSIONQUERY_H__ 00028 00029 #include "OgreD3D9Prerequisites.h" 00030 #include "OgreHardwareOcclusionQuery.h" 00031 00032 00033 namespace Ogre { 00034 00035 00036 00037 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 00038 // if the first pass resultet has too few pixels visable. 00039 00040 // Be sure to render all occlluder first and whats out so the RenderQue don't switch places on 00041 // the occluding objects and the tested objects because it thinks it's more effective.. 00042 00049 class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery 00050 { 00051 //---------------------------------------------------------------------- 00052 // Public methods 00053 //-- 00054 public: 00055 00060 D3D9HardwareOcclusionQuery( IDirect3DDevice9* pD3DDevice ); 00061 00065 ~D3D9HardwareOcclusionQuery(); 00066 00067 //------------------------------------------------------------------ 00068 // Occlusion query functions (see base class documentation for this) 00069 //-- 00070 00071 void beginOcclusionQuery(); 00072 void endOcclusionQuery(); 00073 bool pullOcclusionQuery( unsigned int* NumOfFragments); 00074 bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag ); 00075 unsigned int getLastQuerysPixelcount() { return m_uintPixelCount; } 00076 00077 // This functions are optional, it's a simple filter that simply skipps some hardware occlusion tests on visable objects only 00078 // It's easy to use if you don't have to keep track on which objects are visable (can be skipped) and what objects arn't visable.. 00079 // (None visable objects and object you introduce for the first time have allways to be tested allthough the cheepest possible 00080 // LOD (Level Of Detail) mesh and material wize). 00081 00093 void setSkipRate( int skip ) { m_Skip = skip; } // Using 2 only 50 % of the tests are actully made and 3 results in only 33% of the tests. So on. 00094 int getSkipRate() { return m_Skip; } 00095 00096 //---------------------------------------------------------------------- 00097 // Protected members 00098 //-- 00099 protected: 00100 00101 unsigned int m_uintPixelCount; 00102 IDirect3DQuery9* m_pD3DQuery; 00103 IDirect3DDevice9* m_pD3DDevice; // d3d device 00104 bool m_bOcclusionQuery; 00105 int m_SkipCounter; // m_SkipConter = m_SkipConter % m_Skip; if ( m_SkipConter == 0 && m_uintPixelCount !=0 ) TestHWOcclusion else just return 00106 static int m_Skip; // This is shared by all instancies 00107 bool m_bHWOcclusionSupport; 00108 }; 00109 00110 00111 } 00112 00113 00114 #endif
Copyright © 2002-2003 by The OGRE Team
Last modified Fri May 14 23:22:02 2004