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://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 _D3D9HARWAREOCCLUSIONQUERY_H__
00030 #define _D3D9HARWAREOCCLUSIONQUERY_H__
00031 
00032 #include "OgreD3D9Prerequisites.h"
00033 #include "OgreHardwareOcclusionQuery.h"
00034 #include "OgreD3D9Resource.h"
00035 
00036 
00037 namespace Ogre {
00038 
00039     // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 
00040     // if the first pass results has too few pixels visible.
00041 
00042     // Be sure to render all occluder first and whats out so the RenderQue don't switch places on 
00043     // the occluding objects and the tested objects because it thinks it's more effective..
00044 
00054     class _OgreD3D9Export D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery, public D3D9Resource
00055     {
00056         //----------------------------------------------------------------------
00057         // Public methods
00058         //--
00059     public:
00060 
00065         D3D9HardwareOcclusionQuery();
00066 
00070         ~D3D9HardwareOcclusionQuery();
00071 
00072         //------------------------------------------------------------------
00073         // Occlusion query functions (see base class documentation for this)
00074         //--
00075 
00076         void beginOcclusionQuery(); 
00077         void endOcclusionQuery();
00078         bool pullOcclusionQuery( unsigned int* NumOfFragments);
00079         unsigned int getLastQuerysPixelcount();
00080         bool isStillOutstanding(void);
00081     
00082         // Called immediately after the Direct3D device has been created.
00083         virtual void notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device);
00084 
00085         // Called before the Direct3D device is going to be destroyed.
00086         virtual void notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device);
00087         
00088         // Called immediately after the Direct3D device has entered a lost state.
00089         // This is the place to release non-managed resources.
00090         virtual void notifyOnDeviceLost(IDirect3DDevice9* d3d9Device);
00091 
00092         // Called immediately after the Direct3D device has been reset.
00093         // This is the place to create non-managed resources.
00094         virtual void notifyOnDeviceReset(IDirect3DDevice9* d3d9Device);
00095     
00096 
00097     private:
00098         void createQuery(IDirect3DDevice9* d3d9Device);
00099         void releaseQuery(IDirect3DDevice9* d3d9Device);
00100 
00101         //----------------------------------------------------------------------
00102         // private members
00103         //--
00104     private:                    
00105         typedef map<IDirect3DDevice9*, IDirect3DQuery9*>::type DeviceToQueryMap;
00106         typedef DeviceToQueryMap::iterator                     DeviceToQueryIterator;
00107 
00108         DeviceToQueryMap                mMapDeviceToQuery;      
00109     };
00110 
00111 
00112 }
00113 
00114 
00115 #endif

Copyright © 2012 Torus Knot Software Ltd
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This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Sun Sep 2 2012 07:27:21