mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXOCCLUSIONQUERY_H_
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#define _GFXOCCLUSIONQUERY_H_
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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/// A geometry visibility query object.
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/// @see GFXDevice::createOcclusionQuery
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class GFXOcclusionQuery : public GFXResource
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{
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protected:
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GFXDevice *mDevice;
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GFXOcclusionQuery( GFXDevice *device )
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: mDevice( device )
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{
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}
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public:
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/// The states returned by getStatus()
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/// If you modify this enum you should also modify statusToString()
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enum OcclusionQueryStatus
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{
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Unset, ///<
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Waiting, ///<
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Error, ///<
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Occluded,
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NotOccluded
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};
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virtual ~GFXOcclusionQuery() {}
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/// Prepares the query returning true if the last query
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/// has been processed and more geometry can be issued.
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/// @see getStatus
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virtual bool begin() = 0;
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/// Called after your geometry is drawn to submit
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/// the query for processing.
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virtual void end() = 0;
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/// Returns the status of the last submitted query. In general
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/// you should avoid blocking for the result until the frame
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/// following your query to keep from stalling the CPU.
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/// @return Status
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/// @param block If true CPU will block until the query finishes.
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/// @param data Number of pixels rendered, valid only if status returned is NotOccluded.
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virtual OcclusionQueryStatus getStatus( bool block, U32 *data = NULL ) = 0;
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/// Returns a status string.
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static String statusToString( OcclusionQueryStatus status );
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// GFXResource
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virtual void zombify() = 0;
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virtual void resurrect() = 0;
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virtual const String describeSelf() const = 0;
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};
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#endif // _GFXOCCLUSIONQUERY_H_
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