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
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Last modified Fri May 25 2012 21:48:49