open_toontown_panda3d/panda/src/glstuff/glOcclusionQueryContext_src...

106 lines
2.8 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file glOcclusionQueryContext_src.cxx
* @author drose
* @date 2006-03-27
*/
#include "pnotify.h"
#include "dcast.h"
#include "lightMutexHolder.h"
#include "pStatTimer.h"
#ifndef OPENGLES // Occlusion queries not supported by OpenGL ES.
TypeHandle CLP(OcclusionQueryContext)::_type_handle;
/**
*
*/
CLP(OcclusionQueryContext)::
~CLP(OcclusionQueryContext)() {
if (_index != 0) {
// Tell the GSG to recycle this index when it gets around to it.
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_V(glgsg, _gsg);
LightMutexHolder holder(glgsg->_lock);
glgsg->_deleted_queries.push_back(_index);
_index = 0;
}
}
/**
* Returns true if the query's answer is ready, false otherwise. If this
* returns false, the application must continue to poll until it returns true.
*
* It is only valid to call this from the draw thread.
*/
bool CLP(OcclusionQueryContext)::
is_answer_ready() const {
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_R(glgsg, _gsg, false);
GLuint result;
glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT_AVAILABLE, &result);
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "occlusion query " << (int)_index << " ready = " << (int)result << "\n";
}
return (result != 0);
}
/**
* Requests the graphics engine to expedite the pending answer--the
* application is now waiting until the answer is ready.
*
* It is only valid to call this from the draw thread.
*/
void CLP(OcclusionQueryContext)::
waiting_for_answer() {
PStatTimer timer(GraphicsStateGuardian::_wait_occlusion_pcollector);
glFlush();
}
/**
* Returns the number of fragments (pixels) of the specified geometry that
* passed the depth test. If is_answer_ready() did not return true, this
* function may block before it returns.
*
* It is only valid to call this from the draw thread.
*/
int CLP(OcclusionQueryContext)::
get_num_fragments() const {
CLP(GraphicsStateGuardian) *glgsg;
DCAST_INTO_R(glgsg, _gsg, 0);
GLuint result;
glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT_AVAILABLE, &result);
if (result) {
// The answer is ready now.
glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT, &result);
} else {
// The answer is not ready; this call will block.
PStatTimer timer(GraphicsStateGuardian::_wait_occlusion_pcollector);
glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT, &result);
}
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "occlusion query " << (int)_index << " reports " << (int)result
<< " fragments.\n";
}
glgsg->report_my_gl_errors();
return result;
}
#endif // OPENGLES