OGRE  1.9
Object-Oriented Graphics Rendering Engine
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OgreD3D9HardwareOcclusionQuery.h
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1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org
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7 Copyright (c) 2000-2014 Torus Knot Software Ltd
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28 
29 #ifndef _D3D9HARWAREOCCLUSIONQUERY_H__
30 #define _D3D9HARWAREOCCLUSIONQUERY_H__
31 
32 #include "OgreD3D9Prerequisites.h"
34 #include "OgreD3D9Resource.h"
35 
36 
37 namespace Ogre {
38 
39  // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
40  // if the first pass results has too few pixels visible.
41 
42  // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
43  // the occluding objects and the tested objects because it thinks it's more effective..
44 
55  {
56  //----------------------------------------------------------------------
57  // Public methods
58  //--
59  public:
60 
66 
71 
72  //------------------------------------------------------------------
73  // Occlusion query functions (see base class documentation for this)
74  //--
75 
76  void beginOcclusionQuery();
77  void endOcclusionQuery();
78  bool pullOcclusionQuery( unsigned int* NumOfFragments);
79  unsigned int getLastQuerysPixelcount();
80  bool isStillOutstanding(void);
81 
82  // Called immediately after the Direct3D device has been created.
83  virtual void notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device);
84 
85  // Called before the Direct3D device is going to be destroyed.
86  virtual void notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device);
87 
88  // Called immediately after the Direct3D device has entered a lost state.
89  // This is the place to release non-managed resources.
90  virtual void notifyOnDeviceLost(IDirect3DDevice9* d3d9Device);
91 
92  // Called immediately after the Direct3D device has been reset.
93  // This is the place to create non-managed resources.
94  virtual void notifyOnDeviceReset(IDirect3DDevice9* d3d9Device);
95 
96 
97  private:
98  void createQuery(IDirect3DDevice9* d3d9Device);
99  void releaseQuery(IDirect3DDevice9* d3d9Device);
100 
101  //----------------------------------------------------------------------
102  // private members
103  //--
104  private:
106  typedef DeviceToQueryMap::iterator DeviceToQueryIterator;
107 
109  };
110 
111 
112 }
113 
114 
115 #endif
map< IDirect3DDevice9 *, IDirect3DQuery9 * >::type DeviceToQueryMap
This is a abstract class that that provides the interface for the query class for hardware occlusion...
#define _OgreD3D9Export
This is a class that is the DirectX9 implementation of hardware occlusion testing.
Represents a Direct3D rendering resource.