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<h1>OgreGLHardwareOcclusionQuery.h</h1><a href="OgreGLHardwareOcclusionQuery_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 <span class="comment">/*</span>
00002 <span class="comment">-----------------------------------------------------------------------------</span>
00003 <span class="comment">This source file is part of OGRE</span>
00004 <span class="comment">    (Object-oriented Graphics Rendering Engine)</span>
00005 <span class="comment">For the latest info, see http://ogre.sourceforge.net/</span>
00006 <span class="comment"></span>
00007 <span class="comment">Copyright (c) 2000-2005 The OGRE Team</span>
00008 <span class="comment">Also see acknowledgements in Readme.html</span>
00009 <span class="comment"></span>
00010 <span class="comment">This program is free software; you can redistribute it and/or modify it under</span>
00011 <span class="comment">the terms of the GNU Lesser General Public License as published by the Free Software</span>
00012 <span class="comment">Foundation; either version 2 of the License, or (at your option) any later</span>
00013 <span class="comment">version.</span>
00014 <span class="comment"></span>
00015 <span class="comment">This program is distributed in the hope that it will be useful, but WITHOUT</span>
00016 <span class="comment">ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS</span>
00017 <span class="comment">FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.</span>
00018 <span class="comment"></span>
00019 <span class="comment">You should have received a copy of the GNU Lesser General Public License along with</span>
00020 <span class="comment">this program; if not, write to the Free Software Foundation, Inc., 59 Temple</span>
00021 <span class="comment">Place - Suite 330, Boston, MA 02111-1307, USA, or go to</span>
00022 <span class="comment">http://www.gnu.org/copyleft/lesser.txt.</span>
00023 <span class="comment">-----------------------------------------------------------------------------</span>
00024 <span class="comment">*/</span>
00025 
00026 <span class="comment">/*</span>
00027 <span class="comment">The nVidia occlusion query extension is defined in glext.h so you don't </span>
00028 <span class="comment">need anything else. You do need to look up the function, we provide a </span>
00029 <span class="comment">GLSupport class to do this, which has platform implementations for </span>
00030 <span class="comment">getProcAddress. Check the way that extensions like glActiveTextureARB are </span>
00031 <span class="comment">initialised and used in glRenderSystem and copy what is done there.</span>
00032 <span class="comment"></span>
00033 <span class="comment"></span>
00034 <span class="comment"></span>
00035 <span class="comment">  To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported</span>
00036 <span class="comment">  See the openGl dito for ideas what to do.</span>
00037 <span class="comment"></span>
00038 <span class="comment">*/</span>
00039 
00040 
00041 
00042 <span class="comment">//GL_ActiveTextureARB_Func* glActiveTextureARB_ptr = (GL_ActiveTextureARB_Func)mGLSupport-&gt;getProcAddress("glActiveTextureARB");</span>
00043 
00044 <span class="preprocessor">#ifndef __GLHARDWAREOCCLUSIONQUERY_H__</span>
00045 <span class="preprocessor"></span><span class="preprocessor">#define __GLHARDWAREOCCLUSIONQUERY_H__</span>
00046 <span class="preprocessor"></span>
00047 <span class="preprocessor">#include "<a class="code" href="OgreGLPrerequisites_8h.html">OgreGLPrerequisites.h</a>"</span>
00048 <span class="preprocessor">#include "<a class="code" href="OgreHardwareOcclusionQuery_8h.html">OgreHardwareOcclusionQuery.h</a>"</span>
00049 
00050 
00051 <span class="keyword">namespace </span>Ogre { 
00052 
00053 
00054 <span class="comment">// If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered </span>
00055 <span class="comment">// if the first pass resultet has too few pixels visable.</span>
00056 
00057 <span class="comment">// Be sure to render all occlluder first and whats out so the RenderQue don't switch places on </span>
00058 <span class="comment">// the occluding objects and the tested objects because it thinks it's more effective..</span>
00059 
00060 
<a name="l00068"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html">00068</a> <span class="keyword">class </span><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html">GLHardwareOcclusionQuery</a> : <span class="keyword">public</span> <a class="code" href="classOgre_1_1HardwareOcclusionQuery.html">HardwareOcclusionQuery</a>
00069 {
00070 <span class="comment">//----------------------------------------------------------------------</span>
00071 <span class="comment">// Public methods</span>
00072 <span class="comment">//--</span>
00073 <span class="keyword">public</span>:
00078     <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya0">GLHardwareOcclusionQuery</a>();
00082     <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya1">~GLHardwareOcclusionQuery</a>();
00083 
00084     <span class="comment">//------------------------------------------------------------------</span>
00085     <span class="comment">// Occlusion query functions (see base class documentation for this)</span>
00086     <span class="comment">//--</span>
00087 
00088     <span class="keywordtype">void</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya2">beginOcclusionQuery</a>();
00089     <span class="keywordtype">void</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya3">endOcclusionQuery</a>();
00090     <span class="keywordtype">bool</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya4">pullOcclusionQuery</a>( <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>* NumOfFragments);
00091     <span class="keywordtype">bool</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya4">pullOcclusionQuery</a>( <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>* NumOfFragments, <span class="keyword">const</span> <a class="code" href="namespaceOgre.html#a138">HW_OCCLUSIONQUERY</a> flag  ); 
<a name="l00092"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya6">00092</a>     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya6">getLastQuerysPixelcount</a>() { <span class="keywordflow">return</span> m_uintPixelCount; }
00093 
00094     <span class="comment">// This functions are optional, it's a simple filter that simply skipps some hardware occlusion tests on visable objects only</span>
00095     <span class="comment">// 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..</span>
00096     <span class="comment">// (None visable objects and object you introduce for the first time have allways to be tested allthough the cheepest possible </span>
00097     <span class="comment">// LOD (Level Of Detail) mesh and material wize). </span>
00098 
<a name="l00109"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya7">00109</a>     <span class="keywordtype">void</span> <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya7">setSkipRate</a>( <span class="keywordtype">int</span> skip ) { m_Skip = skip; }     <span class="comment">// Using 2 only 50 % of the tests are actully made and 3 results in only 33% of the tests. So on.</span>
<a name="l00110"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya8">00110</a>     <span class="keywordtype">int</span>  <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQuerya8">getSkipRate</a>() { <span class="keywordflow">return</span> m_Skip; } 
00111 
00112 
00113 <span class="comment">//----------------------------------------------------------------------</span>
00114 <span class="comment">// Protected members</span>
00115 <span class="comment">//--</span>
00116 <span class="keyword">protected</span>:
00117 
<a name="l00118"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp0">00118</a>     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>    m_uintPixelCount;
<a name="l00119"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp1">00119</a>     <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>    <a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp1">m_uintQuery</a>[1];
<a name="l00120"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp2">00120</a>     <span class="keywordtype">bool</span>            m_bOcclusionQuery;
<a name="l00121"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp3">00121</a>     <span class="keywordtype">int</span>             m_SkipCounter;      <span class="comment">// m_SkipConter =  m_SkipConter % m_Skip; if ( m_SkipConter == 0 &amp;&amp; m_uintPixelCount !=0 ) TestHWOcclusion else just return </span>
<a name="l00122"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryt0">00122</a>     <span class="keyword">static</span> <span class="keywordtype">int</span>      m_Skip;             <span class="comment">// This is shared by all instancies</span>
<a name="l00123"></a><a class="code" href="classOgre_1_1GLHardwareOcclusionQuery.html#Ogre_1_1GLHardwareOcclusionQueryp4">00123</a>     <span class="keywordtype">bool</span>            m_bHWOcclusionSupport;
00124 };
00125 
00126 
00127 }
00128 
00129 <span class="preprocessor">#endif </span>
00130 <span class="preprocessor"></span>
</pre></div><p>
Copyright &copy; 2000-2005 by The OGRE Team<br />
Last modified Wed Feb 23 00:19:06 2005
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