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OgreHardwareOcclusionQuery.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreHardwareOcclusionQuery.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _HardwareOcclusionQuery__ #define _HardwareOcclusionQuery__ // Precompiler options #include "OgrePrerequisites.h" namespace Ogre { /** * This is a abstract class that that provides the interface for the query class for * hardware occlusion. * * @author Lee Sandberg * Updated on 13/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr */ class _OgreExport HardwareOcclusionQuery { //---------------------------------------------------------------------- // Public methods //-- public: /** * Object public member functions */ /** * Default object constructor * */ HardwareOcclusionQuery(); /** * Object destructor */ virtual ~HardwareOcclusionQuery(); /** * Starts the hardware occlusion query * @Remarks Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object * OcclusionQuery* m_pOcclusionQuery; * createOcclusionQuery( &m_pOcclusionQuery ); * In the rendering loop: * Draw all occluders * m_pOcclusionQuery->startOcclusionQuery(); * Draw the polygons to be tested * m_pOcclusionQuery->endOcclusionQuery(); * * Results must be pulled using: * UINT m_uintNumberOfPixelsVisable; * pullOcclusionQuery( &m_dwNumberOfPixelsVisable ); * */ virtual void beginOcclusionQuery() = 0; /** * Ends the hardware occlusion test */ virtual void endOcclusionQuery() = 0; /** * Pulls the hardware occlusion query. * @note Waits until the query result is available; use isStillOutstanding * if just want to test if the result is available. * @retval NumOfFragments will get the resulting number of fragments. * @return True if success or false if not. */ virtual bool pullOcclusionQuery(unsigned int* NumOfFragments) = 0; /** * Let's you get the last pixel count with out doing the hardware occlusion test * @return The last fragment count from the last test. * Remarks This function won't give you new values, just the old value. */ unsigned int getLastQuerysPixelcount() const { return mPixelCount; } /** * Lets you know when query is done, or still be processed by the Hardware * @return true if query isn't finished. */ virtual bool isStillOutstanding(void) = 0; //---------------------------------------------------------------------- // protected members //-- protected : // numbers of visible pixels determined by last query unsigned int mPixelCount; // is query hasn't yet returned a result. bool mIsQueryResultStillOutstanding; }; } #endif
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