courtessy @Lopuska: opengl occlusion query fix

This commit is contained in:
Azaezel 2016-01-18 00:28:09 -06:00
parent 45a19453ee
commit 23c4b52e1f
4 changed files with 25 additions and 56 deletions

View file

@ -47,6 +47,9 @@
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef _GFXOCCLUSIONQUERY_H_
#include "gfx/gfxOcclusionQuery.h"
#endif
#ifndef _PLATFORM_PLATFORMTIMER_H_
#include "platform/platformTimer.h"
#endif
@ -61,7 +64,6 @@ struct SceneData;
class GFXShaderConstBuffer;
class GFXShaderConstHandle;
class GFXShader;
class GFXOcclusionQuery;
class LightManager;
class RenderPassManager;
@ -169,12 +171,6 @@ public:
bool isViewDependent() const { return mIsViewDependent; }
bool wasOccluded() const { return mWasOccluded; }
void preLightRender();
void postLightRender();
void updatePriority( const SceneRenderState *state, U32 currTimeMs );
F32 getLastScreenSize() const { return mLastScreenSize; }
@ -257,15 +253,6 @@ protected:
/// The time this shadow was last culled and prioritized.
U32 mLastCull;
/// The shadow occlusion query used when the light is
/// rendered to determine if any pixel of it is visible.
GFXOcclusionQuery *mVizQuery;
/// If true the light was occluded by geometry the
/// last frame it was updated.
//the last frame.
bool mWasOccluded;
F32 mLastScreenSize;
F32 mLastPriority;
@ -325,6 +312,8 @@ public:
bool hasCookieTex() const { return cookie.isNotEmpty(); }
GFXOcclusionQuery* getOcclusionQuery() const { return mQuery; }
GFXTextureObject* getCookieTex();
GFXCubemap* getCookieCubeTex();
@ -339,6 +328,7 @@ protected:
///
LightShadowMap *mShadowMap;
LightShadowMap *mDynamicShadowMap;
GFXOcclusionQuery* mQuery;
LightInfo *mLight;