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

118 lines
4.0 KiB
C++

// Filename: glOcclusionQueryContext_src.cxx
// Created by: drose (27Mar06)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#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;
////////////////////////////////////////////////////////////////////
// Function: GLOcclusionQueryContext::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
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;
}
}
////////////////////////////////////////////////////////////////////
// Function: GLOcclusionQueryContext::is_answer_ready
// Access: Public, Virtual
// Description: 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);
}
////////////////////////////////////////////////////////////////////
// Function: GLOcclusionQueryContext::waiting_for_answer
// Access: Public, Virtual
// Description: 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);
GLP(Flush)();
}
////////////////////////////////////////////////////////////////////
// Function: GLOcclusionQueryContext::get_num_fragments
// Access: Public, Virtual
// Description: 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