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OgreD3D9HardwareOcclusionQuery.h

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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 (c) 2000-2005 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     // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 
00036     // if the first pass resultet has too few pixels visible.
00037 
00038     // Be sure to render all occlluder first and whats out so the RenderQue don't switch places on 
00039     // the occluding objects and the tested objects because it thinks it's more effective..
00040 
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, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH);
00074         unsigned int getLastQuerysPixelcount() { return mPixelCount; }
00075 
00076         // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only
00077         // It's easy to use if you don't have to keep track of which objects are visible (can be skipped) and what objects arn't visible..
00078         // (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible 
00079         // LOD (Level Of Detail) mesh and material-wise). 
00080 
00090         void setSkipRate( int skip ) { mSkipInterval = skip; }          // Using 2 only 50 % of the tests are actully made and 3 results in only 33% of the tests. So on.
00091         int  getSkipRate() { return mSkipInterval; } 
00092 
00093         //----------------------------------------------------------------------
00094         // Protected members
00095         //--
00096     protected:
00097 
00098         unsigned int        mPixelCount;        
00099         IDirect3DQuery9*    mpQuery;
00100         IDirect3DDevice9*   mpDevice;
00101         int                 mSkipCounter;
00102         int                 mSkipInterval;
00103         bool                mHasOcclusionSupport;
00104     };
00105 
00106 
00107 }
00108 
00109 
00110 #endif

Copyright © 2000-2005 by The OGRE Team
Last modified Sun Apr 10 23:21:14 2005