]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/occludedscene.cpp
Use QueryPool in OccludedScene
[libs/gl.git] / source / render / occludedscene.cpp
index 23d79df2ab71a8185bd79318cc3194f692a38bbb..975510e54c9ed12a4510ce534321de7affb7f5cb 100644 (file)
@@ -1,6 +1,4 @@
 #include <algorithm>
-#include <msp/gl/extensions/arb_occlusion_query.h>
-#include <msp/gl/extensions/arb_occlusion_query2.h>
 #include "camera.h"
 #include "occludedscene.h"
 #include "renderer.h"
@@ -15,20 +13,12 @@ namespace GL {
 OccludedScene::OccludedScene():
        bounding_mesh(Resources::get_global().get<Mesh>("_occluder.mesh")),
        bounding_shader(Resources::get_global().get<Program>("_occluder.glsl.shader")),
+       no_depth_write(LEQUAL, false),
        occluder_min_size(0.25f),
+       queries(OCCLUSION_QUERY, 0),
        cache_dirty(false)
 {
-       static Require req(ARB_occlusion_query);
-       static Require req2(ARB_occlusion_query2);
-}
-
-OccludedScene::~OccludedScene()
-{
-       vector<unsigned> queries;
-       queries.reserve(occluded_cache.size());
-       for(OccludedRenderable &o: occluded_cache)
-               queries.push_back(o.query);
-       glDeleteQueries(queries.size(), &queries[0]);
+       no_color_write.write_mask = WRITE_NONE;
 }
 
 void OccludedScene::add(Renderable &r)
@@ -48,15 +38,10 @@ void OccludedScene::populate_cache() const
        if(!cache_dirty)
                return;
 
+       if(queries.get_size()<renderables.size())
+               queries.resize(renderables.size());
        if(occluded_cache.size()<renderables.size())
-       {
-               unsigned old_size = occluded_cache.size();
                occluded_cache.resize(renderables.size());
-               vector<unsigned> new_queries(occluded_cache.size()-old_size);
-               glGenQueries(new_queries.size(), &new_queries[0]);
-               for(unsigned i=0; i<new_queries.size(); ++i)
-                       occluded_cache[old_size+i].query = new_queries[i];
-       }
 
        auto j = occluded_cache.begin();
        for(Renderable *r: renderables)
@@ -142,35 +127,27 @@ void OccludedScene::render(Renderer &renderer, Tag tag) const
                Renderer::Push push(renderer);
                renderer.set_shader_program(&bounding_shader);
 
-               glColorMask(false, false, false, false);
-               glDepthMask(false);
+               renderer.set_blend(&no_color_write);
+               // XXX Preserve existing depth test predicate
+               renderer.set_depth_test(&no_depth_write);
 
                // Fire off the occlusion queries
                for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
                        if(!i->occluder)
                        {
-                               glBeginQuery(GL_ANY_SAMPLES_PASSED, i->query);
+                               QueryPool::Activate activate_query(renderer, queries, i-occluded_cache.begin());
                                Renderer::Push push2(renderer);
                                renderer.transform(Matrix(*i->renderable->get_matrix())
                                        .translate(i->bounding_sphere->get_center())
                                        .scale(i->bounding_sphere->get_radius()));
                                bounding_mesh.draw(renderer);
-                               glEndQuery(GL_ANY_SAMPLES_PASSED);
                        }
-
-               glColorMask(true, true, true, true);
-               glDepthMask(true);
        }
 
        // Render anything that has a chance of being visible
        for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
-               if(!i->occluder)
-               {
-                       unsigned any_passed = 0;
-                       glGetQueryObjectuiv(i->query, GL_QUERY_RESULT, &any_passed);
-                       if(any_passed)
-                               renderer.render(*i->renderable, tag);
-               }
+               if(!i->occluder && queries.get_result(i-occluded_cache.begin()))
+                       renderer.render(*i->renderable, tag);
 }
 
 
@@ -178,8 +155,7 @@ OccludedScene::OccludedRenderable::OccludedRenderable():
        renderable(0),
        bounding_sphere(0),
        in_frustum(false),
-       occluder(false),
-       query(0)
+       occluder(false)
 { }
 
 } // namespace GL