00001 /* 00002 ----------------------------------------------------------------------------- 00003 This source file is part of OGRE 00004 (Object-oriented Graphics Rendering Engine) 00005 For the latest info, see http://www.ogre3d.org/ 00006 00007 Copyright (c) 2000-2012 Torus Knot Software Ltd 00008 00009 Permission is hereby granted, free of charge, to any person obtaining a copy 00010 of this software and associated documentation files (the "Software"), to deal 00011 in the Software without restriction, including without limitation the rights 00012 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 00013 copies of the Software, and to permit persons to whom the Software is 00014 furnished to do so, subject to the following conditions: 00015 00016 The above copyright notice and this permission notice shall be included in 00017 all copies or substantial portions of the Software. 00018 00019 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 00020 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00021 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 00022 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 00023 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 00024 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 00025 THE SOFTWARE. 00026 ----------------------------------------------------------------------------- 00027 */ 00028 00029 #ifndef _D3D11HARWAREOCCLUSIONQUERY_H__ 00030 #define _D3D11HARWAREOCCLUSIONQUERY_H__ 00031 00032 #include "OgreD3D11Prerequisites.h" 00033 #include "OgreHardwareOcclusionQuery.h" 00034 #include "OgreD3D11Device.h" 00035 00036 namespace Ogre { 00037 00038 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 00039 // if the first pass results has too few pixels visible. 00040 00041 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on 00042 // the occluding objects and the tested objects because it thinks it's more effective.. 00043 00053 class D3D11HardwareOcclusionQuery : public HardwareOcclusionQuery 00054 { 00055 //---------------------------------------------------------------------- 00056 // Public methods 00057 //-- 00058 public: 00059 00064 D3D11HardwareOcclusionQuery( D3D11Device & device ); 00065 00069 ~D3D11HardwareOcclusionQuery(); 00070 00071 //------------------------------------------------------------------ 00072 // Occlusion query functions (see base class documentation for this) 00073 //-- 00074 00075 void beginOcclusionQuery(); 00076 void endOcclusionQuery(); 00077 bool pullOcclusionQuery( unsigned int* NumOfFragments); 00078 unsigned int getLastQuerysPixelcount() { return mPixelCount; } 00079 bool isStillOutstanding(void); 00080 00081 00082 00083 //---------------------------------------------------------------------- 00084 // private members 00085 //-- 00086 private: 00087 ID3D11Query* mQuery; 00088 D3D11Device & mDevice; 00089 }; 00090 00091 00092 } 00093 00094 00095 #endif
Copyright © 2012 Torus Knot Software Ltd
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Last modified Sun Sep 2 2012 07:27:21