OgreGLES2HardwareOcclusionQuery.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 __GLES2HARDWAREOCCLUSIONQUERY_H__
    00030 #define __GLES2HARDWAREOCCLUSIONQUERY_H__
    00031
    00032 #include "OgreGLES2Prerequisites.h"
    00033 #include "OgreHardwareOcclusionQuery.h"
    00034
    00035
    00036 namespace Ogre {
    00037
    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 result 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
    00045 class _OgreGLES2Export GLES2HardwareOcclusionQuery : public HardwareOcclusionQuery
    00046 {
    00047 //----------------------------------------------------------------------
    00048 // Public methods
    00049 //--
    00050 public:
    00055     GLES2HardwareOcclusionQuery();
    00059     ~GLES2HardwareOcclusionQuery();
    00060
    00061     //------------------------------------------------------------------
    00062     // Occlusion query functions (see base class documentation for this)
    00063     //--
    00064     void beginOcclusionQuery();
    00065     void endOcclusionQuery();
    00066     bool pullOcclusionQuery( unsigned int* NumOfFragments);
    00067     bool isStillOutstanding(void);
    00068
    00069
    00070     //----------------------------------------------------------------------
    00071     // private members
    00072     //--
    00073     private:
    00074
    00075         GLuint          mQueryID;
    00076 };
    00077
    00078 }
    00079
    00080 #endif
    00081

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