historical/toontown-classic.git/panda/include/graphicsStateGuardian.I

927 lines
27 KiB
Text
Raw Normal View History

2024-01-16 11:20:27 -06:00
/**
* 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 graphicsStateGuardian.I
* @author drose
* @date 1999-09-24
* @author fperazzi, PandaSE
* @date 2010-04-29
* get_max_2d_texture_array_layers and related)
*/
/**
* Releases all prepared objects.
*/
INLINE void GraphicsStateGuardian::
release_all() {
_prepared_objects->release_all();
}
/**
* Frees the resources for all textures associated with this GSG.
*/
INLINE int GraphicsStateGuardian::
release_all_textures() {
return _prepared_objects->release_all_textures();
}
/**
* Frees the resources for all samplers associated with this GSG.
*/
INLINE int GraphicsStateGuardian::
release_all_samplers() {
return _prepared_objects->release_all_samplers();
}
/**
* Frees the resources for all geoms associated with this GSG.
*/
INLINE int GraphicsStateGuardian::
release_all_geoms() {
return _prepared_objects->release_all_geoms();
}
/**
* 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();
}
/**
* 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();
}
/**
* Frees the resources for all index buffers associated with this GSG.
*/
INLINE int GraphicsStateGuardian::
release_all_shader_buffers() {
return _prepared_objects->release_all_shader_buffers();
}
/**
* 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;
}
/**
* Returns the active flag associated with the GraphicsStateGuardian.
*/
INLINE bool GraphicsStateGuardian::
is_active() const {
return _active && _is_valid;
}
/**
* 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;
}
/**
* Returns true if the gsg is marked as needing a reset.
*/
INLINE bool GraphicsStateGuardian::
needs_reset() const {
return _needs_reset;
}
/**
* 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.
*
* This flag may also be set individually on each DisplayRegion. It will be
* considered true for a given DisplayRegion only if it is true on both the
* GSG and on the DisplayRegion.
*/
INLINE void GraphicsStateGuardian::
set_incomplete_render(bool incomplete_render) {
_incomplete_render = incomplete_render;
}
/**
* Returns the incomplete_render flag. See set_incomplete_render().
*/
INLINE bool GraphicsStateGuardian::
get_incomplete_render() const {
return _incomplete_render;
}
/**
* Returns true if the GSG is effectively in incomplete_render state,
* considering both the GSG's incomplete_render and its current
* DisplayRegion's incomplete_render flags. It only makes sense to call this
* during the draw traversal; at other times this return value will be
* meaningless.
*
* See CullTraverser::get_effective_incomplete_render() for this same
* information during the cull traversal.
*/
INLINE bool GraphicsStateGuardian::
get_effective_incomplete_render() const {
return _effective_incomplete_render;
}
/**
* 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;
}
/**
* 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;
}
/**
* Sets the ShaderGenerator object that will be used by this GSG to generate
* shaders when necessary.
*/
INLINE void GraphicsStateGuardian::
set_shader_generator(ShaderGenerator *shader_generator) {
_shader_generator = shader_generator;
}
/**
* Returns the ShaderGenerator object that will be used by this GSG to
* generate shaders when necessary.
*/
INLINE ShaderGenerator *GraphicsStateGuardian::
get_shader_generator() const {
return _shader_generator;
}
/**
* Returns the graphics pipe on which this GSG was created.
*/
INLINE GraphicsPipe *GraphicsStateGuardian::
get_pipe() const {
return _pipe;
}
/**
* Returns the threading model that was used to create this GSG.
*/
INLINE const GraphicsThreadingModel &GraphicsStateGuardian::
get_threading_model() const {
return _threading_model;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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 std::min(_max_texture_stages, (int)max_texture_stages);
}
return _max_texture_stages;
}
/**
* 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;
}
/**
* 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;
}
/**
* Returns the largest possible number of pages, or -1 if there is no
* particular limit. Returns 0 if 2-d texture arrays 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_2d_texture_array_layers() const {
return _max_2d_texture_array_layers;
}
/**
* 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;
}
/**
* Returns the largest possible buffer texture size, 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_buffer_texture_size() const {
return _max_buffer_texture_size;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* Returns true if this GSG can render 3-d (volumetric) textures.
*/
INLINE bool GraphicsStateGuardian::
get_supports_3d_texture() const {
return _supports_3d_texture;
}
/**
* Returns true if this GSG can render 2-d textures array.
*/
INLINE bool GraphicsStateGuardian::
get_supports_2d_texture_array() const {
return _supports_2d_texture_array;
}
/**
* Returns true if this GSG can render cube map textures.
*/
INLINE bool GraphicsStateGuardian::
get_supports_cube_map() const {
return _supports_cube_map;
}
/**
* Returns true if this GSG can render buffer textures.
*/
INLINE bool GraphicsStateGuardian::
get_supports_buffer_texture() const {
return _supports_buffer_texture;
}
/**
* Returns true if this GSG can render cube map arrays.
*/
INLINE bool GraphicsStateGuardian::
get_supports_cube_map_array() const {
return _supports_cube_map_array;
}
/**
* 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;
}
/**
* Returns true if this GSG can handle sRGB textures.
*/
INLINE bool GraphicsStateGuardian::
get_supports_texture_srgb() const {
return _supports_texture_srgb;
}
/**
* 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;
}
/**
* Returns true if this GSG can accept textures pre-compressed in the
* indicated format. compression_mode may be any of the
* Texture::CompressionMode enums.
*/
INLINE bool GraphicsStateGuardian::
get_supports_compressed_texture_format(int compression_mode) const {
return _compressed_texture_formats.get_bit(compression_mode);
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* Returns true if this particular GSG supports luminance textures.
*/
INLINE bool GraphicsStateGuardian::
get_supports_luminance_texture() const {
return _supports_luminance_texture;
}
/**
* 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;
}
/**
* Returns true if this particular GSG supports the use of sampler objects to
* record texture sampling parameters separately from the texture objects.
* This doesn't really affect functionality, but if this is false, it may mean
* that using the same texture with different SamplerState objects will result
* in reduced performance.
*/
INLINE bool GraphicsStateGuardian::
get_supports_sampler_objects() const {
return _supports_sampler_objects;
}
/**
* Returns true if this particular GSG supports arbfp1+arbvp1 or above.
*/
INLINE bool GraphicsStateGuardian::
get_supports_basic_shaders() const {
return _supports_basic_shaders;
}
/**
* Returns true if this particular GSG supports geometry shaders.
*/
INLINE bool GraphicsStateGuardian::
get_supports_geometry_shaders() const {
return _supports_geometry_shaders;
}
/**
* Returns true if this particular GSG supports tesselation shaders.
*/
INLINE bool GraphicsStateGuardian::
get_supports_tessellation_shaders() const {
return _supports_tessellation_shaders;
}
/**
* Returns true if this particular GSG supports compute shaders.
*/
INLINE bool GraphicsStateGuardian::
get_supports_compute_shaders() const {
return _supports_compute_shaders;
}
/**
* Returns true if this particular GSG supports GLSL shaders.
*/
INLINE bool GraphicsStateGuardian::
get_supports_glsl() const {
return _supports_glsl;
}
/**
* Returns true if this particular GSG supports HLSL shaders.
*/
INLINE bool GraphicsStateGuardian::
get_supports_hlsl() const {
return _supports_hlsl;
}
/**
* Returns true if this particular GSG supports stencil buffers at all.
*/
INLINE bool GraphicsStateGuardian::
get_supports_stencil() const {
return _supports_stencil;
}
/**
* Returns true if this particular GSG supports two sided stencil: different
* stencil settings for the front and back side of the same polygon.
*/
INLINE bool GraphicsStateGuardian::
get_supports_two_sided_stencil() const {
return _supports_two_sided_stencil;
}
/**
* Returns true if this particular GSG supports hardware geometry instancing:
* the ability to render multiple copies of a model. In OpenGL, this is done
* using the EXT_draw_instanced extension.
*/
INLINE bool GraphicsStateGuardian::
get_supports_geometry_instancing() const {
return _supports_geometry_instancing;
}
/**
* Returns true if this particular GSG supports draw calls for which the
* information comes from a buffer.
*/
INLINE bool GraphicsStateGuardian::
get_supports_indirect_draw() const {
return _supports_indirect_draw;
}
/**
* Returns true if this GSG supports an occlusion query. If this is true,
* then begin_occlusion_query() and end_occlusion_query() may be called to
* bracket a sequence of draw_triangles() (or whatever) calls to measure
* pixels that pass the depth test.
*/
bool GraphicsStateGuardian::
get_supports_occlusion_query() const {
return _supports_occlusion_query;
}
/**
* Returns true if this GSG supports a timer query.
*/
bool GraphicsStateGuardian::
get_supports_timer_query() const {
return _supports_timer_query;
}
/**
* Returns true if timer queries are currently enabled on this GSG.
*/
bool GraphicsStateGuardian::
get_timer_queries_active() const {
#ifdef DO_PSTATS
return _timer_queries_active;
#else
return false;
#endif
}
/**
* Returns the maximum number of simultaneous color textures that may be
* attached for render-to-texture, as supported by this particular GSG. If
* you exceed this number, the lowest-priority render targets will not be
* applied. Use RenderTarget::set_priority() to adjust the relative
* importance of the different render targets.
*
* 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_color_targets() const {
if (max_color_targets > 0) {
return std::min(_max_color_targets, (int)max_color_targets);
}
return _max_color_targets;
}
/**
* Returns true if dual source (incoming1_color and incoming1_alpha) blend
* operands are supported by this GSG.
*/
INLINE bool GraphicsStateGuardian::
get_supports_dual_source_blending() const {
return _supports_dual_source_blending;
}
/**
* Deprecated. Use get_max_color_targets() instead, which returns the exact
* same value.
*/
INLINE int GraphicsStateGuardian::
get_maximum_simultaneous_render_targets() const {
return get_max_color_targets();
}
/**
* Returns the ShaderModel
*/
INLINE GraphicsStateGuardian::ShaderModel GraphicsStateGuardian::
get_shader_model() const {
return _shader_model;
}
/**
* 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(ShaderModel shader_model) {
if (shader_model <= _auto_detect_shader_model) {
_shader_model = shader_model;
}
}
/**
* 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;
}
/**
* 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;
}
/**
* 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 == nullptr ||
tex_attrib->get_num_on_stages() < get_max_texture_stages());
}
/**
* 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 == nullptr) {
_alpha_scale_texture_stage = new TextureStage("alpha-scale");
_alpha_scale_texture_stage->set_sort(1000000000);
}
return _alpha_scale_texture_stage;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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);
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* Returns the current tex view offset, as set by the last call to
* prepare_display_region(). This is read from the current DisplayRegion.
*/
INLINE int GraphicsStateGuardian::
get_current_tex_view_offset() const {
return _current_tex_view_offset;
}
/**
* 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;
}
/**
* Returns the inverse of the transform returned by get_cs_transform().
*/
INLINE CPT(TransformState) GraphicsStateGuardian::
get_inv_cs_transform() const {
return _inv_cs_transform;
}
/**
* 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;
}