Coverage Report

Created: 2025-07-18 07:08

/src/ogre/OgreMain/include/OgreHardwareOcclusionQuery.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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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 deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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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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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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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef _HardwareOcclusionQuery__
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#define _HardwareOcclusionQuery__
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// Precompiler options
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#include "OgrePrerequisites.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup RenderSystem
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    *  @{
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    */
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/**
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  * Query how many pixels have passed the per-fragment tests.
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  *
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  * Create one OcclusionQuery per outstanding query or one per tested object
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  *
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  * Then, in the rendering loop:
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  * 1. Draw all occluders
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  * 2. @ref begin()
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  * 3. Draw the polygons to be tested
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  * 4. @ref end()
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  *
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  * Results must be pulled using @ref waitForResult()
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  */
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class _OgreExport HardwareOcclusionQuery : public RenderSysAlloc
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{
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public:
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    HardwareOcclusionQuery();
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    virtual ~HardwareOcclusionQuery();
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    /**
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      * Starts the hardware occlusion query
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      */
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    void begin() { beginOcclusionQuery(); }
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    virtual void beginOcclusionQuery() = 0;
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    /**
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      * Ends the hardware occlusion test
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      */
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    void end() { endOcclusionQuery(); }
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    virtual void endOcclusionQuery() = 0;
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    /**
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      * Waits until the query result is available.
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      * use @ref resultReady() if just want to test if the result is available.
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      * @retval result will get the resulting number of fragments.
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      * @return True if success or false if not.
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      */
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    bool waitForResult(unsigned int* result) { return pullOcclusionQuery(result); }
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    virtual bool pullOcclusionQuery(unsigned int* result) = 0;
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    /**
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      * Let's you get the last pixel count with out doing the hardware occlusion test.
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      * This function won't give you new values, just the old value.
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      * @return The last fragment count from the last test.
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      */
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    uint32 getLastResult() const { return mPixelCount; }
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    OGRE_DEPRECATED uint32 getLastQuerysPixelcount() const { return getLastResult(); }
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    /**
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      * Lets you know when query is done, or still be processed by the Hardware
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      * @return true if query is finished.
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      */
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    bool resultReady() { return !isStillOutstanding(); }
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    virtual bool isStillOutstanding(void) = 0;
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    protected:
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        /// Number of visible pixels determined by last query
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        uint32 mPixelCount;
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        /// Has the query returned a result yet?
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        bool         mIsQueryResultStillOutstanding;
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};
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    /** @} */
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    /** @} */
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}
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#endif
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