Torque3D/Engine/source/gfx/gfxOcclusionQuery.h
Azaezel fbfd3ed8ed clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00

152 lines
4.4 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;
};
/// Handle for GFXOcclusionQuery than store last valid state
class GFXOcclusionQueryHandle
{
public:
GFXOcclusionQueryHandle()
: mLastStatus(GFXOcclusionQuery::Unset), mLastData(0), mWaiting(false) , mQuery(NULL)
{}
~GFXOcclusionQueryHandle()
{
SAFE_DELETE(mQuery);
}
bool getLastStatus( bool block, GFXOcclusionQuery::OcclusionQueryStatus *statusPtr = NULL, U32 *data = NULL );
GFXOcclusionQuery* getQuery() const { return mQuery; }
void clearLastStatus()
{
mLastStatus = GFXOcclusionQuery::Unset;
mLastData = 0;
mWaiting = false;
if( !mQuery )
return;
mQuery->begin();
mQuery->end();
}
bool isWaiting() const { return mWaiting; }
protected:
GFXOcclusionQuery::OcclusionQueryStatus mLastStatus;
U32 mLastData;
bool mWaiting;
GFXOcclusionQuery *mQuery;
};
inline bool GFXOcclusionQueryHandle::getLastStatus( bool block, GFXOcclusionQuery::OcclusionQueryStatus *statusPtr, U32 *data )
{
if( !mQuery )
mQuery = GFX->createOcclusionQuery();
GFXOcclusionQuery::OcclusionQueryStatus status = mQuery->getStatus( block, data );
if( status == GFXOcclusionQuery::Waiting )
{
mWaiting = true;
if( statusPtr )
*statusPtr = mLastStatus;
if( data )
*data = mLastData;
return true;
}
if( statusPtr )
*statusPtr = status;
mWaiting = false;
mLastStatus = status;
mLastData = *data;
return true;
}
#endif // _GFXOCCLUSIONQUERY_H_