OgreD3D11HardwareOcclusionQuery.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 _D3D11HARWAREOCCLUSIONQUERY_H__
    00030 #define _D3D11HARWAREOCCLUSIONQUERY_H__
    00031
    00032 #include "OgreD3D11Prerequisites.h"
    00033 #include "OgreHardwareOcclusionQuery.h"
    00034 #include "OgreD3D11Device.h"
    00035
    00036 namespace Ogre {
    00037
    00038     // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
    00039     // if the first pass results has too few pixels visible.
    00040
    00041     // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
    00042     // the occluding objects and the tested objects because it thinks it's more effective..
    00043
    00053     class D3D11HardwareOcclusionQuery : public HardwareOcclusionQuery
    00054     {
    00055         //----------------------------------------------------------------------
    00056         // Public methods
    00057         //--
    00058     public:
    00059
    00064         D3D11HardwareOcclusionQuery( D3D11Device & device );
    00065
    00069         ~D3D11HardwareOcclusionQuery();
    00070
    00071         //------------------------------------------------------------------
    00072         // Occlusion query functions (see base class documentation for this)
    00073         //--
    00074
    00075         void beginOcclusionQuery();
    00076         void endOcclusionQuery();
    00077         bool pullOcclusionQuery( unsigned int* NumOfFragments);
    00078         unsigned int getLastQuerysPixelcount() { return mPixelCount; }
    00079         bool isStillOutstanding(void);
    00080
    00081
    00082
    00083         //----------------------------------------------------------------------
    00084         // private members
    00085         //--
    00086     private:
    00087         ID3D11Query*    mQuery;
    00088         D3D11Device &   mDevice;
    00089     };
    00090
    00091
    00092 }
    00093
    00094
    00095 #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