1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org
6
7 Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9 Permission is hereby granted, free of charge, to any person obtaining a copy
10 of this software and associated documentation files (the "Software"), to deal
11 in the Software without restriction, including without limitation the rights
12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13 copies of the Software, and to permit persons to whom the Software is
14 furnished to do so, subject to the following conditions:
15
16 The above copyright notice and this permission notice shall be included in
17 all copies or substantial portions of the Software.
18
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25 THE SOFTWARE.
26 -----------------------------------------------------------------------------
27 */
28
29 #include "OgreGLHardwareOcclusionQuery.h"
30 #include "OgreException.h"
31
32 namespace Ogre {
33
34 /**
35 * This is a class that is the base class of the query class for
36 * hardware occlusion testing.
37 *
38 * @author Lee Sandberg email: lee@abcmedia.se
39 *
40 * Updated on 12/7/2004 by Chris McGuirk
41 * - Implemented ARB_occlusion_query
42 * Updated on 13/9/2005 by Tuan Kuranes email: tuan.kuranes@free.fr
43 */
44 //------------------------------------------------------------------
45 /**
46 * Default object constructor
47 *
48 */
GLHardwareOcclusionQuery()49 GLHardwareOcclusionQuery::GLHardwareOcclusionQuery()
50 {
51 // Check for hardware occlusion support
52 if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query)
53 {
54 glGenQueriesARB(1, &mQueryID );
55 }
56 else if (GLEW_NV_occlusion_query)
57 {
58 glGenOcclusionQueriesNV(1, &mQueryID);
59 }
60 else
61 {
62 OGRE_EXCEPT( Exception::ERR_INTERNAL_ERROR,
63 "Cannot allocate a Hardware query. This video card doesn't support it, sorry.",
64 "GLHardwareOcclusionQuery::GLHardwareOcclusionQuery" );
65 }
66
67 }
68 //------------------------------------------------------------------
69 /**
70 * Object destructor
71 */
~GLHardwareOcclusionQuery()72 GLHardwareOcclusionQuery::~GLHardwareOcclusionQuery()
73 {
74 if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query)
75 {
76 glDeleteQueriesARB(1, &mQueryID);
77 }
78 else if (GLEW_NV_occlusion_query)
79 {
80 glDeleteOcclusionQueriesNV(1, &mQueryID);
81 }
82 }
83 //------------------------------------------------------------------
beginOcclusionQuery()84 void GLHardwareOcclusionQuery::beginOcclusionQuery()
85 {
86 if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query)
87 {
88 glBeginQueryARB(GL_SAMPLES_PASSED_ARB, mQueryID);
89 }
90 else if (GLEW_NV_occlusion_query)
91 {
92 glBeginOcclusionQueryNV(mQueryID);
93 }
94 }
95 //------------------------------------------------------------------
endOcclusionQuery()96 void GLHardwareOcclusionQuery::endOcclusionQuery()
97 {
98 if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query)
99 {
100 glEndQueryARB(GL_SAMPLES_PASSED_ARB);
101 }
102 else if (GLEW_NV_occlusion_query)
103 {
104 glEndOcclusionQueryNV();
105 }
106
107 }
108 //------------------------------------------------------------------
pullOcclusionQuery(unsigned int * NumOfFragments)109 bool GLHardwareOcclusionQuery::pullOcclusionQuery( unsigned int* NumOfFragments )
110 {
111 if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query)
112 {
113 glGetQueryObjectuivARB(mQueryID, GL_QUERY_RESULT_ARB, (GLuint*)NumOfFragments);
114 mPixelCount = *NumOfFragments;
115 return true;
116 }
117 else if (GLEW_NV_occlusion_query)
118 {
119 glGetOcclusionQueryuivNV(mQueryID, GL_PIXEL_COUNT_NV, (GLuint*)NumOfFragments);
120 mPixelCount = *NumOfFragments;
121 return true;
122 }
123
124 return false;
125 }
126 //------------------------------------------------------------------
isStillOutstanding(void)127 bool GLHardwareOcclusionQuery::isStillOutstanding(void)
128 {
129 GLuint available = GL_FALSE;
130
131 if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query)
132 {
133 glGetQueryObjectuivARB(mQueryID, GL_QUERY_RESULT_AVAILABLE_ARB, &available);
134 }
135 else if (GLEW_NV_occlusion_query)
136 {
137 glGetOcclusionQueryuivNV(mQueryID, GL_PIXEL_COUNT_AVAILABLE_NV, &available);
138 }
139
140 // GL_TRUE means a wait would occur
141 return !(available == GL_TRUE);
142 }
143
144 }
145
146
147