118 lines
4.0 KiB
C++
118 lines
4.0 KiB
C++
// Filename: glOcclusionQueryContext_src.cxx
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// Created by: drose (27Mar06)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "pnotify.h"
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#include "dcast.h"
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#include "lightMutexHolder.h"
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#include "pStatTimer.h"
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#ifndef OPENGLES // Occlusion queries not supported by OpenGL ES.
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TypeHandle CLP(OcclusionQueryContext)::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: GLOcclusionQueryContext::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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CLP(OcclusionQueryContext)::
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~CLP(OcclusionQueryContext)() {
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if (_index != 0) {
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// Tell the GSG to recycle this index when it gets around to it.
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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LightMutexHolder holder(glgsg->_lock);
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glgsg->_deleted_queries.push_back(_index);
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_index = 0;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLOcclusionQueryContext::is_answer_ready
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// Access: Public, Virtual
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// Description: Returns true if the query's answer is ready, false
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// otherwise. If this returns false, the application
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// must continue to poll until it returns true.
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//
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// It is only valid to call this from the draw thread.
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////////////////////////////////////////////////////////////////////
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bool CLP(OcclusionQueryContext)::
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is_answer_ready() const {
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_R(glgsg, _gsg, false);
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GLuint result;
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glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT_AVAILABLE, &result);
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< "occlusion query " << (int)_index << " ready = " << (int)result << "\n";
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}
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return (result != 0);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLOcclusionQueryContext::waiting_for_answer
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// Access: Public, Virtual
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// Description: Requests the graphics engine to expedite the pending
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// answer--the application is now waiting until the
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// answer is ready.
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//
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// It is only valid to call this from the draw thread.
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////////////////////////////////////////////////////////////////////
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void CLP(OcclusionQueryContext)::
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waiting_for_answer() {
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PStatTimer timer(GraphicsStateGuardian::_wait_occlusion_pcollector);
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GLP(Flush)();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLOcclusionQueryContext::get_num_fragments
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// Access: Public, Virtual
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// Description: Returns the number of fragments (pixels) of the
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// specified geometry that passed the depth test.
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// If is_answer_ready() did not return true, this
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// function may block before it returns.
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//
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// It is only valid to call this from the draw thread.
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////////////////////////////////////////////////////////////////////
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int CLP(OcclusionQueryContext)::
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get_num_fragments() const {
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_R(glgsg, _gsg, 0);
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GLuint result;
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glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT_AVAILABLE, &result);
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if (result) {
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// The answer is ready now.
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glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT, &result);
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} else {
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// The answer is not ready; this call will block.
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PStatTimer timer(GraphicsStateGuardian::_wait_occlusion_pcollector);
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glgsg->_glGetQueryObjectuiv(_index, GL_QUERY_RESULT, &result);
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}
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< "occlusion query " << (int)_index << " reports " << (int)result
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<< " fragments.\n";
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}
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glgsg->report_my_gl_errors();
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return result;
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}
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#endif // OPENGLES
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