Torque3D/Engine/source/gfx/gfxOcclusionQuery.h
2012-09-19 11:15:01 -04:00

85 lines
2.9 KiB
C++

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