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