OGRE  13.6
Object-Oriented Graphics Rendering Engine
Ogre::D3D11HardwareOcclusionQuery Class Reference

This is a class that is the DirectX9 implementation of hardware occlusion testing. More...

#include <OgreD3D11HardwareOcclusionQuery.h>

+ Inheritance diagram for Ogre::D3D11HardwareOcclusionQuery:

Public Member Functions

 D3D11HardwareOcclusionQuery (D3D11Device &device)
 Default object constructor. More...
 
 ~D3D11HardwareOcclusionQuery ()
 Object destructor. More...
 
void beginOcclusionQuery ()
 Starts the hardware occlusion query. More...
 
void endOcclusionQuery ()
 Ends the hardware occlusion test. More...
 
unsigned int getLastQuerysPixelcount ()
 
bool isStillOutstanding (void)
 Lets you know when query is done, or still be processed by the Hardware. More...
 
bool pullOcclusionQuery (unsigned int *NumOfFragments)
 Pulls the hardware occlusion query. More...
 
- Public Member Functions inherited from Ogre::HardwareOcclusionQuery
 HardwareOcclusionQuery ()
 Object public member functions. More...
 
virtual ~HardwareOcclusionQuery ()
 Object destructor. More...
 
unsigned int getLastQuerysPixelcount () const
 Let's you get the last pixel count with out doing the hardware occlusion test. More...
 

Detailed Description

This is a class that is the DirectX9 implementation of hardware occlusion testing.

Author
Lee Sandberg, email lee@a.nosp@m.bcme.nosp@m.dia.s.nosp@m.e

Updated on 12/7/2004 by Chris McGuirk Updated on 4/8/2005 by Tuan Kuranes email: tuan..nosp@m.kura.nosp@m.nes@f.nosp@m.ree..nosp@m.fr

Constructor & Destructor Documentation

◆ D3D11HardwareOcclusionQuery()

Ogre::D3D11HardwareOcclusionQuery::D3D11HardwareOcclusionQuery ( D3D11Device device)

Default object constructor.

◆ ~D3D11HardwareOcclusionQuery()

Ogre::D3D11HardwareOcclusionQuery::~D3D11HardwareOcclusionQuery ( )

Object destructor.

Member Function Documentation

◆ beginOcclusionQuery()

void Ogre::D3D11HardwareOcclusionQuery::beginOcclusionQuery ( )
virtual

Starts the hardware occlusion query.

Remarks
Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object OcclusionQuery* mOcclusionQuery; createOcclusionQuery( &mOcclusionQuery ); In the rendering loop: Draw all occluders mOcclusionQuery->startOcclusionQuery(); Draw the polygons to be tested mOcclusionQuery->endOcclusionQuery();

Results must be pulled using: UINT mNumberOfPixelsVisable; pullOcclusionQuery( &mNumberOfPixelsVisable );

Implements Ogre::HardwareOcclusionQuery.

◆ endOcclusionQuery()

void Ogre::D3D11HardwareOcclusionQuery::endOcclusionQuery ( )
virtual

Ends the hardware occlusion test.

Implements Ogre::HardwareOcclusionQuery.

◆ pullOcclusionQuery()

bool Ogre::D3D11HardwareOcclusionQuery::pullOcclusionQuery ( unsigned int *  NumOfFragments)
virtual

Pulls the hardware occlusion query.

Note
Waits until the query result is available; use isStillOutstanding if just want to test if the result is available.
Return values
NumOfFragmentswill get the resulting number of fragments.
Returns
True if success or false if not.

Implements Ogre::HardwareOcclusionQuery.

◆ getLastQuerysPixelcount()

unsigned int Ogre::D3D11HardwareOcclusionQuery::getLastQuerysPixelcount ( )
inline

◆ isStillOutstanding()

bool Ogre::D3D11HardwareOcclusionQuery::isStillOutstanding ( void  )
virtual

Lets you know when query is done, or still be processed by the Hardware.

Returns
true if query isn't finished.

Implements Ogre::HardwareOcclusionQuery.


The documentation for this class was generated from the following file: