mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
128 lines
3.3 KiB
C++
128 lines
3.3 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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#include "platform/platform.h"
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#include "gfx/gl/gfxGLOcclusionQuery.h"
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#include "gfx/gl/tGL/tGL.h"
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GFXGLOcclusionQuery::GFXGLOcclusionQuery(GFXDevice* device) :
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GFXOcclusionQuery(device),
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mQuery(-1),
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mTesting(false)
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{
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}
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GFXGLOcclusionQuery::~GFXGLOcclusionQuery()
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{
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glDeleteQueries(1, &mQuery);
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}
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bool GFXGLOcclusionQuery::begin()
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{
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if (GFXDevice::getDisableOcclusionQuery())
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return true;
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if (!glIsQuery(mQuery))
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glGenQueries(1, &mQuery);
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if (!mTesting)
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{
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glBeginQuery(GL_SAMPLES_PASSED, mQuery);
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mTesting = true;
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}
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return true;
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}
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void GFXGLOcclusionQuery::end()
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{
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if (GFXDevice::getDisableOcclusionQuery())
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return;
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if (!glIsQuery(mQuery))
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return;
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glEndQuery(GL_SAMPLES_PASSED);
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mTesting = false;
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}
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GFXOcclusionQuery::OcclusionQueryStatus GFXGLOcclusionQuery::getStatus(bool block, U32* data)
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{
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// If this ever shows up near the top of a profile
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// then your system is GPU bound.
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PROFILE_SCOPE(GFXGLOcclusionQuery_getStatus);
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if (GFXDevice::getDisableOcclusionQuery())
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return NotOccluded;
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if (!glIsQuery(mQuery))
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return NotOccluded;
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GLint numPixels = 0;
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GLint queryDone = false;
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if (block)
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{
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while (!queryDone)
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{
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//If we're stalled out, proceed with worst-case scenario -BJR
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if (GFX->mFrameTime->getElapsedMs()>4)
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{
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this->begin();
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this->end();
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return NotOccluded;
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}
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glGetQueryObjectiv(mQuery, GL_QUERY_RESULT_AVAILABLE, &queryDone);
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}
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}
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else
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{
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glGetQueryObjectiv(mQuery, GL_QUERY_RESULT_AVAILABLE, &queryDone);
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}
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if (queryDone)
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glGetQueryObjectiv(mQuery, GL_QUERY_RESULT, &numPixels);
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else
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return Waiting;
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if (data)
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*data = numPixels;
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return numPixels > 0 ? NotOccluded : Occluded;
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}
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void GFXGLOcclusionQuery::zombify()
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{
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glDeleteQueries(1, &mQuery);
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mQuery = 0;
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}
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void GFXGLOcclusionQuery::resurrect()
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{
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glGenQueries(1, &mQuery);
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}
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const String GFXGLOcclusionQuery::describeSelf() const
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{
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// We've got nothing
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return String();
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}
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