OGRE  1.9
Object-Oriented Graphics Rendering Engine
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Friends Macros Groups Pages
OgreGL3PlusHardwareOcclusionQuery.h
Go to the documentation of this file.
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
6 
7 Copyright (c) 2000-2014 Torus Knot Software Ltd
8 
9 Permission is hereby granted, free of charge, to any person obtaining a copy
10 of this software and associated documentation files (the "Software"), to deal
11 in the Software without restriction, including without limitation the rights
12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13 copies of the Software, and to permit persons to whom the Software is
14 furnished to do so, subject to the following conditions:
15 
16 The above copyright notice and this permission notice shall be included in
17 all copies or substantial portions of the Software.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25 THE SOFTWARE.
26 -----------------------------------------------------------------------------
27 */
28 
29 /*
30 The nVidia occlusion query extension is defined in glext.h so you don't
31 need anything else. You do need to look up the function, we provide a
32 GL3PlusSupport class to do this, which has platform implementations for
33 getProcAddress. Check the way that extensions like glActiveTextureARB are
34 initialised and used in glRenderSystem and copy what is done there.
35 
36  To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported
37  See the openGl dito for ideas what to do.
38 */
39 
40 #ifndef __GL3PlusHARDWAREOCCLUSIONQUERY_H__
41 #define __GL3PlusHARDWAREOCCLUSIONQUERY_H__
42 
45 
46 
47 namespace Ogre {
48 
49 
50 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
51 // if the first pass result has too few pixels visible.
52 
53 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
54 // the occluding objects and the tested objects because it thinks it's more effective..
55 
56 
66 {
67 //----------------------------------------------------------------------
68 // Public methods
69 //--
70 public:
80 
81  //------------------------------------------------------------------
82  // Occlusion query functions (see base class documentation for this)
83  //--
84  void beginOcclusionQuery();
85  void endOcclusionQuery();
86  bool pullOcclusionQuery(unsigned int* NumOfFragments);
87  bool isStillOutstanding(void);
88 
89  private:
90  GLuint mQueryID;
91 };
92 
93 }
94 
95 #endif
This is a class that is the base class of the query class for hardware occlusion. ...
This is a abstract class that that provides the interface for the query class for hardware occlusion...
#define _OgreGL3PlusExport