#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library 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 2.1 of the License, or (at your option) any later version.
This library 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 library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion
using System;
using Axiom.Core;
using Axiom.Graphics;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using D3DMicrosoft.DirectX.Direct3D;
namespace Axiom.RenderSystems.DirectX9{
/// <summary>
/// Direct3D implementation of a hardware occlusion query.
/// </summary>
// Original Author: Lee Sandberg
public class D3DHardwareOcclusionQuery : IHardwareOcclusionQuery {
#region Fields
/// <summary>
/// Reference to the current Direct3D device object.
/// </summary>
private D3D.Device device;
/// <summary>
/// Reference to the query object being used.
/// </summary>
private D3D.Query query;
/// <summary>
/// Number of fragments returned from the last query.
/// </summary>
private int lastFragmentCount;
/// <summary>
/// Flag that indicates whether hardware queries are supported
/// </summary>
private bool isSupported;
/// <summary>
/// Rate at which queries are skipped (in frames).
/// </summary>
private int skipRate;
/// <summary>
/// Current count of number of skipped frames since query last ran.
/// </summary>
private int skipCounter;
#endregion Fields
#region Constructor
/// <summary>
/// Default constructor.
/// </summary>
/// <param name="device">Reference to a Direct3D device.</param>
public D3DHardwareOcclusionQuery(D3D.Device device) {
this.device = device;
// check if queries are supported
isSupported = Root.Instance.RenderSystem.Caps.CheckCap(Capabilities.HardwareOcculusion);
if(isSupported) {
// attempt to create an occlusion query
query = new D3D.Query(device, QueryType.Occlusion);
}
}
#endregion Constructor
#region IHardwareOcclusionQuery Members
public void Begin() {
// proceed if supported, or silently fail otherwise
if(isSupported) {
if(skipCounter == skipRate) {
skipCounter = 0;
}
if(skipCounter == 0) { // && lastFragmentCount != 0) {
query.Issue(IssueFlags.Begin);
}
}
}
public int PullResults(bool flush) {
// default to returning a high count. will be set otherwise if the query runs
lastFragmentCount = 100000;
if(isSupported) {
lastFragmentCount = (int)query.GetData(typeof(int), flush);
}
return lastFragmentCount;
}
public void End() {
// proceed if supported, or silently fail otherwise
if(isSupported) {
if(skipCounter == 0) { // && lastFragmentCount != 0) {
query.Issue(IssueFlags.End);
}
skipCounter++;
}
}
/// <summary>
/// Rate (in frames) at which queries are skipped.
/// </summary>
public int SkipRate {
get {
return skipRate;
}
set {
skipRate = value;
}
}
/// <summary>
/// Gets the number of fragments returned from the last execution of this query.
/// </summary>
public int LastFragmentCount {
get {
return lastFragmentCount;
}
}
#endregion
}
}
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