panda3d/panda/src/display/graphicsStateGuardian.I
2008-10-11 14:05:52 +00:00

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// Filename: graphicsStateGuardian.I
// Created by: drose (24Sep99)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_all
// Access: Public
// Description: Releases all prepared objects.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
release_all() {
_prepared_objects->release_all();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_all_textures
// Access: Public
// Description: Frees the resources for all textures associated with
// this GSG.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
release_all_textures() {
return _prepared_objects->release_all_textures();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_all_geoms
// Access: Public
// Description: Frees the resources for all geoms associated with
// this GSG.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
release_all_geoms() {
return _prepared_objects->release_all_geoms();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_all_vertex_buffers
// Access: Public
// Description: Frees the resources for all vertex buffers associated
// with this GSG.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
release_all_vertex_buffers() {
return _prepared_objects->release_all_vertex_buffers();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_all_index_buffers
// Access: Public
// Description: Frees the resources for all index buffers associated
// with this GSG.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
release_all_index_buffers() {
return _prepared_objects->release_all_index_buffers();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_active
// Access: Published
// Description: Sets the active flag associated with the
// GraphicsStateGuardian. If the GraphicsStateGuardian
// is marked inactive, nothing is rendered. This is not
// normally turned off unless there is a problem with
// the rendering detected at a low level.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
set_active(bool active) {
_active = active;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::is_active
// Access: Published
// Description: Returns the active flag associated with the
// GraphicsStateGuardian.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
is_active() const {
return _active && _is_valid;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::is_valid
// Access: Published
// Description: Returns true if the GSG has been correctly
// initialized within a graphics context, false if there
// has been some problem or it hasn't been initialized
// yet.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
is_valid() const {
return _is_valid;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::needs_reset
// Access: Public
// Description: Returns true if the gsg is marked as needing a
// reset.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
needs_reset() const {
return _needs_reset;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_incomplete_render
// Access: Public
// Description: Sets the incomplete_render flag. When this is
// true, the frame will be rendered even if some of the
// geometry or textures in the scene are not available
// (e.g. they have been temporarily paged out). When
// this is false, the frame will be held up while this
// data is reloaded.
//
// Setting this true allows for a smoother frame rate,
// but occasionally parts of the frame will be invisible
// or missing (they will generally come in within a
// second or two). Setting this false guarantees that
// every frame will be complete, but may cause more
// chugs as things are loaded up at runtime.
//
// You may want to set this false during loading
// screens, to guarantee that all of your assets are
// available by the time you take the loading screen
// down.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
set_incomplete_render(bool incomplete_render) {
_incomplete_render = incomplete_render;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_incomplete_render
// Access: Public, Virtual
// Description: Returns the incomplete_render flag. See
// set_incomplete_render().
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_incomplete_render() const {
return _incomplete_render;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_loader
// Access: Public
// Description: Sets the Loader object that will be used by this GSG
// to load textures when necessary, if
// get_incomplete_render() is true.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
set_loader(Loader *loader) {
_loader = loader;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_loader
// Access: Public, Virtual
// Description: Returns the Loader object that will be used by this
// GSG to load textures when necessary, if
// get_incomplete_render() is true.
////////////////////////////////////////////////////////////////////
INLINE Loader *GraphicsStateGuardian::
get_loader() const {
return _loader;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_pipe
// Access: Published
// Description: Returns the graphics pipe on which this GSG was
// created.
////////////////////////////////////////////////////////////////////
INLINE GraphicsPipe *GraphicsStateGuardian::
get_pipe() const {
return _pipe;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_engine
// Access: Published
// Description: Returns the graphics engine that created this GSG.
////////////////////////////////////////////////////////////////////
INLINE GraphicsEngine *GraphicsStateGuardian::
get_engine() const {
return _engine;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_threading_model
// Access: Published
// Description: Returns the threading model that was used to create
// this GSG.
////////////////////////////////////////////////////////////////////
INLINE const GraphicsThreadingModel &GraphicsStateGuardian::
get_threading_model() const {
return _threading_model;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::is_hardware
// Access: Published
// Description: Returns true if this GSG appears to be
// hardware-accelerated, or false if it is known to be
// software only.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
is_hardware() const {
return _is_hardware;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::prefers_triangle_strips
// Access: Published, Virtual
// Description: Returns true if this GSG strongly prefers triangle
// strips to individual triangles (such as SGI), or
// false if it prefers to minimize the number of
// primitive batches, even at the expense of triangle
// strips (such as most PC hardware).
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
prefers_triangle_strips() const {
return _prefers_triangle_strips;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_vertices_per_array
// Access: Published, Virtual
// Description: Returns the maximum number of vertices that should be
// put into any one GeomVertexData object for use with
// this GSG.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_vertices_per_array() const {
return _max_vertices_per_array;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_vertices_per_primitive
// Access: Published, Virtual
// Description: Returns the maximum number of vertex indices that
// should be put into any one GeomPrimitive object for
// use with this GSG.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_vertices_per_primitive() const {
return _max_vertices_per_primitive;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_texture_stages
// Access: Published
// Description: Returns the maximum number of simultaneous textures
// that may be applied to geometry with multitexturing,
// as supported by this particular GSG. If you exceed
// this number, the lowest-priority texture stages will
// not be applied. Use TextureStage::set_priority() to
// adjust the relative importance of the different
// texture stages.
//
// The value returned may not be meaningful until after
// the graphics context has been fully created (e.g. the
// window has been opened).
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_texture_stages() const {
if (max_texture_stages > 0) {
return min(_max_texture_stages, (int)max_texture_stages);
}
return _max_texture_stages;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_texture_dimension
// Access: Published
// Description: Returns the largest possible texture size in any one
// dimension supported by the GSG, or -1 if there is no
// particular limit.
//
// The value returned may not be meaningful until after
// the graphics context has been fully created (e.g. the
// window has been opened).
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_texture_dimension() const {
return _max_texture_dimension;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_3d_texture_dimension
// Access: Published
// Description: Returns the largest possible texture size in any one
// dimension for a 3-d texture, or -1 if there is no
// particular limit. Returns 0 if 3-d textures are not
// supported.
//
// The value returned may not be meaningful until after
// the graphics context has been fully created (e.g. the
// window has been opened).
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_3d_texture_dimension() const {
return _max_3d_texture_dimension;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_cube_map_dimension
// Access: Published
// Description: Returns the largest possible texture size in any one
// dimension for a cube map texture, or -1 if there is
// no particular limit. Returns 0 if cube map textures
// are not supported.
//
// The value returned may not be meaningful until after
// the graphics context has been fully created (e.g. the
// window has been opened).
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_cube_map_dimension() const {
return _max_cube_map_dimension;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_texture_combine
// Access: Published
// Description: Returns true if this particular GSG can use the
// TextureStage::M_combine mode, which includes all of
// the texture blend modes specified by
// set_combine_rgb() and/or set_combine_alpha(). If
// this is false, you must limit yourself to using the
// simpler blend modes.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_texture_combine() const {
return _supports_texture_combine;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_texture_saved_result
// Access: Published
// Description: Returns true if this GSG can use the
// TextureStage::CS_last_saved_result source, which
// allows you to save the result of a TextureStage and
// re-use it for multiple inputs.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_texture_saved_result() const {
return _supports_texture_saved_result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_texture_dot3
// Access: Published
// Description: Returns true if this GSG can use the
// TextureStage::CM_dot3_rgb or CM_dot3_rgba combine
// modes.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_texture_dot3() const {
return _supports_texture_dot3;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_3d_texture
// Access: Published
// Description: Returns true if this GSG can render 3-d (volumetric)
// textures.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_3d_texture() const {
return _supports_3d_texture;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_cube_map
// Access: Published
// Description: Returns true if this GSG can render cube map textures.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_cube_map() const {
return _supports_cube_map;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_tex_non_pow2
// Access: Published
// Description: Returns true if this GSG can handle non power of two
// sized textures.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_tex_non_pow2() const {
return _supports_tex_non_pow2;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_compressed_texture
// Access: Published
// Description: Returns true if this GSG can compress textures as it
// loads them into texture memory, and/or accept
// pre-compressed textures for storing.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_compressed_texture() const {
return _supports_compressed_texture;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_compressed_texture_format
// Access: Published
// Description: Returns true if this GSG can accept textures
// pre-compressed in the indicated format.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_compressed_texture_format(Texture::CompressionMode compression) const {
return _compressed_texture_formats.get_bit(compression);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_lights
// Access: Published
// Description: Returns the maximum number of simultaneous lights
// that may be rendered on geometry, or -1 if there is
// no particular limit.
//
// The value returned may not be meaningful until after
// the graphics context has been fully created (e.g. the
// window has been opened).
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_lights() const {
return _max_lights;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_clip_planes
// Access: Published
// Description: Returns the maximum number of simultaneous clip planes
// that may be applied to geometry, or -1 if there is
// no particular limit.
//
// The value returned may not be meaningful until after
// the graphics context has been fully created (e.g. the
// window has been opened).
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_clip_planes() const {
return _max_clip_planes;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_vertex_transforms
// Access: Published
// Description: Returns the maximum number of transform matrices that
// may be simultaneously used to transform any one
// vertex by the graphics hardware. If this number is
// 0, then the hardware (or the graphics backend)
// doesn't support soft-skinned vertices (in which case
// Panda will animate the vertices in software).
//
// The value returned may not be meaningful until after
// the graphics context has been fully created (e.g. the
// window has been opened).
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_vertex_transforms() const {
return _max_vertex_transforms;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_max_vertex_transform_indices
// Access: Published
// Description: Returns the maximum number of transforms there may be
// in a single TransformTable for this graphics
// hardware. If this number is 0 (but
// get_max_transforms() is nonzero), then the graphics
// hardware (or API) doesn't support indexed transforms,
// but can support direct transform references.
//
// The value returned may not be meaningful until after
// the graphics context has been fully created (e.g. the
// window has been opened).
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_max_vertex_transform_indices() const {
return _max_vertex_transform_indices;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_copy_texture_inverted
// Access: Published
// Description: Returns true if this particular GSG has the property
// that any framebuffer-to-texture copy results in a
// texture that is upside-down and backwards from
// Panda's usual convention; that is, it copies into a
// texture from the bottom up instead of from the top
// down.
//
// If this is true, then on offscreen GraphicsBuffer
// created for the purposes of rendering into a texture
// should be created with the invert flag set true, to
// compensate. Panda will do this automatically if you
// create an offscreen buffer using
// GraphicsOutput::make_texture_buffer().
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_copy_texture_inverted() const {
// If this is set from a Config variable, that overrides.
if (copy_texture_inverted.has_value()) {
return copy_texture_inverted;
}
// Otherwise, use whatever behavior the GSG figured for itself.
return _copy_texture_inverted;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_generate_mipmap
// Access: Published
// Description: Returns true if this particular GSG can generate
// mipmaps for a texture automatically, or if they must
// be generated in software. If this is true, then
// mipmaps can safely be enabled for rendered textures
// (e.g. using the MultitexReducer).
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_generate_mipmap() const {
return _supports_generate_mipmap;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_render_texture
// Access: Published
// Description: Returns true if this particular GSG can render
// directly into a texture, or false if it must always
// copy-to-texture at the end of each frame to achieve
// this effect.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_render_texture() const {
return _supports_render_texture;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_depth_texture
// Access: Published
// Description: Returns true if this particular GSG supports
// textures whose format is F_depth_stencil. This
// returns true if the GSG supports GL_DEPTH_COMPONENT
// textures, which are considered a limited but still
// valid case of F_depth_stencil.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_depth_texture() const {
return _supports_depth_texture;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_depth_stencil
// Access: Published
// Description: Returns true if this particular GSG supports
// textures whose format is F_depth_stencil. This
// only returns true if the GSG supports the full
// packed depth-stencil functionality.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_depth_stencil() const {
return _supports_depth_stencil;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_shadow_filter
// Access: Published
// Description: Returns true if this particular GSG supports
// the filter mode FT_shadow for depth textures.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_shadow_filter() const {
return _supports_shadow_filter;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_basic_shaders
// Access: Published
// Description: Returns true if this particular GSG supports
// arbfp1+arbvp1 or above.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_basic_shaders() const {
return _supports_basic_shaders;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_two_sided_stencil
// Access: Published
// Description: Returns true if this particular GSG supports
// two sided stencil.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_supports_two_sided_stencil() const {
return _supports_two_sided_stencil;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_maximum_simultaneous_render_targets
// Access: Published
// Description: Returns the maximum simultaneous render targets
// supported.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_maximum_simultaneous_render_targets() const {
return _maximum_simultaneous_render_targets;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_shader_model
// Access: Published
// Description: Returns the ShaderModel
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
get_shader_model() const {
return _shader_model;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_shader_model
// Access: Published
// Description: Sets the ShaderModel. This will override the auto-
// detected shader model during GSG reset. Useful for
// testing lower-end shaders.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
set_shader_model(int shader_model) {
if (shader_model <= _auto_detect_shader_model) {
_shader_model = shader_model;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_color_scale_via_lighting
// Access: Published
// Description: Returns true if this particular GSG can implement (or
// would prefer to implement) set color and/or color
// scale using materials and/or ambient lights, or
// false if we need to actually munge the color.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_color_scale_via_lighting() const {
return _color_scale_via_lighting;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_alpha_scale_via_texture
// Access: Published
// Description: Returns true if this particular GSG can implement (or
// would prefer to implement) an alpha scale via an
// additional Texture layer, or false if we need to
// actually munge the alpha.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_alpha_scale_via_texture() const {
return _alpha_scale_via_texture;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_alpha_scale_via_texture
// Access: Published
// Description: This variant of get_alpha_scale_via_texture() answers
// the question of whether the GSG can implement an
// alpha scale via an additional Texture layer,
// considering the current TextureAttrib that will be in
// effect. This considers whether there is at least one
// additional texture slot available on the GSG.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_alpha_scale_via_texture(const TextureAttrib *tex_attrib) const {
return _alpha_scale_via_texture &&
(tex_attrib == (const TextureAttrib *)NULL ||
tex_attrib->get_num_on_stages() < get_max_texture_stages());
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_alpha_scale_texture_stage
// Access: Published, Static
// Description: Returns the TextureStage that will be used to apply
// an alpha scale, if get_alpha_scale_via_texture()
// returns true.
////////////////////////////////////////////////////////////////////
INLINE TextureStage *GraphicsStateGuardian::
get_alpha_scale_texture_stage() {
if (_alpha_scale_texture_stage == (TextureStage *)NULL) {
_alpha_scale_texture_stage = new TextureStage("alpha-scale");
_alpha_scale_texture_stage->set_sort(1000000000);
}
return _alpha_scale_texture_stage;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_runtime_color_scale
// Access: Published
// Description: Returns true if this particular GSG can implement (or
// would prefer to implement) set color and/or color
// scale directly, without requiring any munging of
// vertices or tricks with lighting.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
get_runtime_color_scale() const {
return _runtime_color_scale;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_coordinate_system
// Access: Published
// Description: Returns the coordinate system in effect on this
// particular gsg. Normally, this will be the default
// coordinate system, but it might be set differently at
// runtime.
////////////////////////////////////////////////////////////////////
INLINE CoordinateSystem GraphicsStateGuardian::
get_coordinate_system() const {
return _coordinate_system;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_texture_quality_override
// Access: Published
// Description: Specifies the global quality_level to be imposed for
// all Textures rendered by this GSG. This overrides
// the value set on individual textures via
// Texture::set_quality_level(). Set this to
// Texture::QL_default in order to allow the individual
// texture quality levels to be respected.
//
// This is mainly useful for the tinydisplay software
// renderer. See Texture::set_quality_level().
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
set_texture_quality_override(Texture::QualityLevel quality_level) {
_texture_quality_override = quality_level;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_texture_quality_override
// Access: Published
// Description: Returns the global quality_level override specified
// by set_texture_quality_override.
//
// This is mainly useful for the tinydisplay software
// renderer. See Texture::set_quality_level().
////////////////////////////////////////////////////////////////////
INLINE Texture::QualityLevel GraphicsStateGuardian::
get_texture_quality_override() const {
return _texture_quality_override;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::reset_if_new
// Access: Public
// Description: Calls reset() to initialize the GSG, but only if it
// hasn't been called yet. Returns true if the GSG was
// new, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsStateGuardian::
reset_if_new() {
if (_needs_reset) {
reset();
return true;
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::mark_new
// Access: Public
// Description: Marks the GSG as "new", so that the next call to
// reset_if_new() will be effective.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
mark_new() {
_needs_reset = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_external_transform
// Access: Public
// Description: Fetches the external net transform. This
// transform is generally only set when geometry is
// about to be rendered. Therefore, this "get" function
// is typically only meaningful during the geometry
// rendering process.
////////////////////////////////////////////////////////////////////
INLINE CPT(TransformState) GraphicsStateGuardian::
get_external_transform() const {
return _inv_cs_transform->compose(_internal_transform);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_internal_transform
// Access: Public
// Description: Fetches the external net transform. This
// transform is generally only set when geometry is
// about to be rendered. Therefore, this "get" function
// is typically only meaningful during the geometry
// rendering process.
////////////////////////////////////////////////////////////////////
INLINE CPT(TransformState) GraphicsStateGuardian::
get_internal_transform() const {
return _internal_transform;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_current_display_region
// Access: Public
// Description: Returns the current display region being rendered to,
// as set by the last call to prepare_display_region().
////////////////////////////////////////////////////////////////////
INLINE const DisplayRegion *GraphicsStateGuardian::
get_current_display_region() const {
return _current_display_region;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_current_stereo_channel
// Access: Public
// Description: Returns the current stereo channel being rendered to,
// as set by the last call to prepare_display_region().
////////////////////////////////////////////////////////////////////
INLINE Lens::StereoChannel GraphicsStateGuardian::
get_current_stereo_channel() const {
return _current_stereo_channel;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_current_lens
// Access: Public
// Description: Returns the current lens being used to render,
// according to the scene specified via the last call to
// set_scene().
////////////////////////////////////////////////////////////////////
INLINE const Lens *GraphicsStateGuardian::
get_current_lens() const {
return _current_lens;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_inv_cs_transform
// Access: Public
// Description: Returns the inverse of the transform returned by
// get_cs_transform().
////////////////////////////////////////////////////////////////////
INLINE const TransformState *GraphicsStateGuardian::
get_inv_cs_transform() const {
return _inv_cs_transform;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_current_properties
// Access: Protected
// Description: Notifies the gsg that it is about to render into a
// window/buffer with the given FrameBufferProperties
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
set_current_properties(const FrameBufferProperties *prop) {
_current_properties = prop;
}