#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 Tao.OpenGl;
namespace Axiom.RenderSystems.OpenGL{
/// <summary>
/// Summary description for GLHardwareOcclusionQuery.
/// </summary>
public class GLHardwareOcclusionQuery : IHardwareOcclusionQuery {
/// <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;
/// <summary>
/// Id of the GL query.
/// </summary>
private int id;
public GLHardwareOcclusionQuery() {
isSupported = Root.Instance.RenderSystem.Caps.CheckCap(Capabilities.HardwareOcculusion);
if(isSupported) {
Gl.glGenOcclusionQueriesNV(1, out id);
}
}
#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) {
Gl.glBeginOcclusionQueryNV(id);
}
}
}
public int PullResults(bool flush) {
// note: flush doesn't apply to GL
// default to returning a high count. will be set otherwise if the query runs
lastFragmentCount = 100000;
if(isSupported) {
Gl.glGetOcclusionQueryivNV(id, Gl.GL_PIXEL_COUNT_NV, out lastFragmentCount);
}
return lastFragmentCount;
}
public void End() {
// proceed if supported, or silently fail otherwise
if(isSupported) {
if(skipCounter == 0) { // && lastFragmentCount != 0) {
Gl.glEndOcclusionQueryNV();
}
skipCounter++;
}
}
public int SkipRate {
get {
return skipRate;
}
set {
skipRate = value;
}
}
public int LastFragmentCount {
get {
return lastFragmentCount;
}
}
#endregion
}
}
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