/*************************************************************************/
/*  rasterizer_dummy.h                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/*************************************************************************/
#ifndef RASTERIZER_DUMMY_H
#define RASTERIZER_DUMMY_H

#include "camera_matrix.h"
#include "scene/resources/mesh.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual_server.h"

#include "self_list.h"

class RasterizerSceneDummy : public RasterizerScene {
public:
	/* SHADOW ATLAS API */

	RID shadow_atlas_create() { return RID(); }
	void shadow_atlas_set_size(RID p_atlas, int p_size) {}
	void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {}
	bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { return false; }

	int get_directional_light_shadow_size(RID p_light_intance) { return 0; }
	void set_directional_shadow_count(int p_count) {}

	/* ENVIRONMENT API */

	RID environment_create() { return RID(); }

	void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {}
	void environment_set_sky(RID p_env, RID p_sky) {}
	void environment_set_sky_custom_fov(RID p_env, float p_scale) {}
	void environment_set_bg_color(RID p_env, const Color &p_color) {}
	void environment_set_bg_energy(RID p_env, float p_energy) {}
	void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {}
	void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) {}

	void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
	void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
	void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {}
	void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}

	void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
	void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}

	void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}

	void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}

	void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
	void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
	void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}

	bool is_environment(RID p_env) { return false; }
	VS::EnvironmentBG environment_get_background(RID p_env) { return VS::ENV_BG_KEEP; }
	int environment_get_canvas_max_layer(RID p_env) { return 0; }

	RID light_instance_create(RID p_light) { return RID(); }
	void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {}
	void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) {}
	void light_instance_mark_visible(RID p_light_instance) {}

	RID reflection_atlas_create() { return RID(); }
	void reflection_atlas_set_size(RID p_ref_atlas, int p_size) {}
	void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) {}

	RID reflection_probe_instance_create(RID p_probe) { return RID(); }
	void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {}
	void reflection_probe_release_atlas_index(RID p_instance) {}
	bool reflection_probe_instance_needs_redraw(RID p_instance) { return false; }
	bool reflection_probe_instance_has_reflection(RID p_instance) { return false; }
	bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { return false; }
	bool reflection_probe_instance_postprocess_step(RID p_instance) { return true; }

	RID gi_probe_instance_create() { return RID(); }
	void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {}
	void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {}
	void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {}

	void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {}
	void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {}

	void set_scene_pass(uint64_t p_pass) {}
	void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {}

	bool free(RID p_rid) { return true; }

	RasterizerSceneDummy() {}
	~RasterizerSceneDummy() {}
};

class RasterizerStorageDummy : public RasterizerStorage {
public:
	/* TEXTURE API */
	struct DummyTexture : public RID_Data {
		int width;
		int height;
		uint32_t flags;
		Image::Format format;
		Ref<Image> image;
		String path;
	};

	mutable RID_Owner<DummyTexture> texture_owner;

	RID texture_create() {

		DummyTexture *texture = memnew(DummyTexture);
		ERR_FAIL_COND_V(!texture, RID());
		return texture_owner.make_rid(texture);
	}
	void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND(!t);
		t->width = p_width;
		t->height = p_height;
		t->flags = p_flags;
		t->format = p_format;
		t->image = Ref<Image>(memnew(Image));
		t->image->create(p_width, p_height, false, p_format);
	}
	void texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND(!t);
		t->width = p_image->get_width();
		t->height = p_image->get_height();
		t->format = p_image->get_format();
		t->image->create(t->width, t->height, false, t->format, p_image->get_data());
	}

	Ref<Image> texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND_V(!t, Ref<Image>());
		return t->image;
	}
	void texture_set_flags(RID p_texture, uint32_t p_flags) {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND(!t);
		t->flags = p_flags;
	}
	uint32_t texture_get_flags(RID p_texture) const {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND_V(!t, 0);
		return t->flags;
	}
	Image::Format texture_get_format(RID p_texture) const {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND_V(!t, Image::FORMAT_RGB8);
		return t->format;
	}
	uint32_t texture_get_texid(RID p_texture) const { return 0; }
	uint32_t texture_get_width(RID p_texture) const { return 0; }
	uint32_t texture_get_height(RID p_texture) const { return 0; }
	void texture_set_size_override(RID p_texture, int p_width, int p_height) {}

	void texture_set_path(RID p_texture, const String &p_path) {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND(!t);
		t->path = p_path;
	}
	String texture_get_path(RID p_texture) const {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND_V(!t, String());
		return t->path;
	}

	void texture_set_shrink_all_x2_on_set_data(bool p_enable) {}

	void texture_debug_usage(List<VS::TextureInfo> *r_info) {}

	RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const { return RID(); }

	void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}
	void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}
	void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}

	void textures_keep_original(bool p_enable) {}

	void texture_set_proxy(RID p_proxy, RID p_base) {}

	/* SKY API */

	RID sky_create() { return RID(); }
	void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) {}

	/* SHADER API */

	RID shader_create() { return RID(); }

	void shader_set_code(RID p_shader, const String &p_code) {}
	String shader_get_code(RID p_shader) const { return ""; }
	void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {}

	void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {}
	RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { return RID(); }

	/* COMMON MATERIAL API */

	RID material_create() { return RID(); }

	void material_set_render_priority(RID p_material, int priority) {}
	void material_set_shader(RID p_shader_material, RID p_shader) {}
	RID material_get_shader(RID p_shader_material) const { return RID(); }

	void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {}
	Variant material_get_param(RID p_material, const StringName &p_param) const { return Variant(); }

	void material_set_line_width(RID p_material, float p_width) {}

	void material_set_next_pass(RID p_material, RID p_next_material) {}

	bool material_is_animated(RID p_material) { return false; }
	bool material_casts_shadows(RID p_material) { return false; }

	void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {}
	void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {}

	/* MESH API */

	RID mesh_create() { return RID(); }

	void mesh_add_surface_from_arrays(RID p_mesh, VS::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_compress_format = Mesh::ARRAY_COMPRESS_DEFAULT) {}
	void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) {}

	void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data) {}
	void mesh_add_surface_from_planes(RID p_mesh, const PoolVector<Plane> &p_planes) {}

	void mesh_set_blend_shape_count(RID p_mesh, int p_amount) {}
	int mesh_get_blend_shape_count(RID p_mesh) const { return 0; }

	void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {}
	VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const { return VS::BLEND_SHAPE_MODE_NORMALIZED; }

	void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {}

	void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {}
	RID mesh_surface_get_material(RID p_mesh, int p_surface) const { return RID(); }

	int mesh_surface_get_array_len(RID p_mesh, int p_surface) const { return 0; }
	int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const { return 0; }

	PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const {
		PoolVector<uint8_t> p;
		return p;
	}
	PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
		PoolVector<uint8_t> p;
		return p;
	}

	uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const { return 0; }
	VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { return VS::PRIMITIVE_POINTS; }

	AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const { return AABB(); }
	Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const { return Vector<PoolVector<uint8_t> >(); }
	Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const { return Vector<AABB>(); }

	void mesh_remove_surface(RID p_mesh, int p_index) {}
	int mesh_get_surface_count(RID p_mesh) const { return 0; }

	void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {}
	AABB mesh_get_custom_aabb(RID p_mesh) const { return AABB(); }

	AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const { return AABB(); }
	void mesh_clear(RID p_mesh) {}

	/* MULTIMESH API */

	virtual RID multimesh_create() { return RID(); }

	void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format) {}
	int multimesh_get_instance_count(RID p_multimesh) const { return 0; }

	void multimesh_set_mesh(RID p_multimesh, RID p_mesh) {}
	void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {}
	void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {}
	void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {}

	RID multimesh_get_mesh(RID p_multimesh) const { return RID(); }

	Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const { return Transform(); }
	Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const { return Transform2D(); }
	Color multimesh_instance_get_color(RID p_multimesh, int p_index) const { return Color(); }

	void multimesh_set_visible_instances(RID p_multimesh, int p_visible) {}
	int multimesh_get_visible_instances(RID p_multimesh) const { return 0; }

	AABB multimesh_get_aabb(RID p_multimesh) const { return AABB(); }

	/* IMMEDIATE API */

	RID immediate_create() { return RID(); }
	void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
	void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
	void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
	void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
	void immediate_color(RID p_immediate, const Color &p_color) {}
	void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
	void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
	void immediate_end(RID p_immediate) {}
	void immediate_clear(RID p_immediate) {}
	void immediate_set_material(RID p_immediate, RID p_material) {}
	RID immediate_get_material(RID p_immediate) const { return RID(); }
	AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }

	/* SKELETON API */

	RID skeleton_create() { return RID(); }
	void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) {}
	int skeleton_get_bone_count(RID p_skeleton) const { return 0; }
	void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {}
	Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { return Transform(); }
	void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {}
	Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); }

	/* Light API */

	RID light_create(VS::LightType p_type) { return RID(); }

	RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
	RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
	RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }

	void light_set_color(RID p_light, const Color &p_color) {}
	void light_set_param(RID p_light, VS::LightParam p_param, float p_value) {}
	void light_set_shadow(RID p_light, bool p_enabled) {}
	void light_set_shadow_color(RID p_light, const Color &p_color) {}
	void light_set_projector(RID p_light, RID p_texture) {}
	void light_set_negative(RID p_light, bool p_enable) {}
	void light_set_cull_mask(RID p_light, uint32_t p_mask) {}
	void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {}

	void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {}
	void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) {}

	void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {}
	void light_directional_set_blend_splits(RID p_light, bool p_enable) {}
	bool light_directional_get_blend_splits(RID p_light) const { return false; }
	void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {}
	VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const { return VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }

	VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) { return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
	VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) { return VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }

	bool light_has_shadow(RID p_light) const { return false; }

	VS::LightType light_get_type(RID p_light) const { return VS::LIGHT_OMNI; }
	AABB light_get_aabb(RID p_light) const { return AABB(); }
	float light_get_param(RID p_light, VS::LightParam p_param) { return 0.0; }
	Color light_get_color(RID p_light) { return Color(); }
	uint64_t light_get_version(RID p_light) const { return 0; }

	/* PROBE API */

	RID reflection_probe_create() { return RID(); }

	void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {}
	void reflection_probe_set_intensity(RID p_probe, float p_intensity) {}
	void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {}
	void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {}
	void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {}
	void reflection_probe_set_max_distance(RID p_probe, float p_distance) {}
	void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {}
	void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {}
	void reflection_probe_set_as_interior(RID p_probe, bool p_enable) {}
	void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {}
	void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {}
	void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {}

	AABB reflection_probe_get_aabb(RID p_probe) const { return AABB(); }
	VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const { return VisualServer::REFLECTION_PROBE_UPDATE_ONCE; }
	uint32_t reflection_probe_get_cull_mask(RID p_probe) const { return 0; }
	Vector3 reflection_probe_get_extents(RID p_probe) const { return Vector3(); }
	Vector3 reflection_probe_get_origin_offset(RID p_probe) const { return Vector3(); }
	float reflection_probe_get_origin_max_distance(RID p_probe) const { return 0.0; }
	bool reflection_probe_renders_shadows(RID p_probe) const { return false; }

	void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {}
	void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {}

	void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {}
	void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {}

	/* GI PROBE API */

	RID gi_probe_create() { return RID(); }

	void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) {}
	AABB gi_probe_get_bounds(RID p_probe) const { return AABB(); }

	void gi_probe_set_cell_size(RID p_probe, float p_range) {}
	float gi_probe_get_cell_size(RID p_probe) const { return 0.0; }

	void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) {}
	Transform gi_probe_get_to_cell_xform(RID p_probe) const { return Transform(); }

	void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) {}
	PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const {
		PoolVector<int> p;
		return p;
	}

	void gi_probe_set_dynamic_range(RID p_probe, int p_range) {}
	int gi_probe_get_dynamic_range(RID p_probe) const { return 0; }

	void gi_probe_set_energy(RID p_probe, float p_range) {}
	float gi_probe_get_energy(RID p_probe) const { return 0.0; }

	void gi_probe_set_bias(RID p_probe, float p_range) {}
	float gi_probe_get_bias(RID p_probe) const { return 0.0; }

	void gi_probe_set_normal_bias(RID p_probe, float p_range) {}
	float gi_probe_get_normal_bias(RID p_probe) const { return 0.0; }

	void gi_probe_set_propagation(RID p_probe, float p_range) {}
	float gi_probe_get_propagation(RID p_probe) const { return 0.0; }

	void gi_probe_set_interior(RID p_probe, bool p_enable) {}
	bool gi_probe_is_interior(RID p_probe) const { return false; }

	void gi_probe_set_compress(RID p_probe, bool p_enable) {}
	bool gi_probe_is_compressed(RID p_probe) const { return false; }

	uint32_t gi_probe_get_version(RID p_probe) { return 0; }

	GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const { return GI_PROBE_UNCOMPRESSED; }
	RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) { return RID(); }
	void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) {}

	/* LIGHTMAP CAPTURE */
	struct Instantiable : public RID_Data {

		SelfList<RasterizerScene::InstanceBase>::List instance_list;

		_FORCE_INLINE_ void instance_change_notify() {

			SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
			while (instances) {

				instances->self()->base_changed();
				instances = instances->next();
			}
		}

		_FORCE_INLINE_ void instance_material_change_notify() {

			SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
			while (instances) {

				instances->self()->base_material_changed();
				instances = instances->next();
			}
		}

		_FORCE_INLINE_ void instance_remove_deps() {
			SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
			while (instances) {

				SelfList<RasterizerScene::InstanceBase> *next = instances->next();
				instances->self()->base_removed();
				instances = next;
			}
		}

		Instantiable() {}
		virtual ~Instantiable() {
		}
	};

	struct LightmapCapture : public Instantiable {

		PoolVector<LightmapCaptureOctree> octree;
		AABB bounds;
		Transform cell_xform;
		int cell_subdiv;
		float energy;
		LightmapCapture() {
			energy = 1.0;
			cell_subdiv = 1;
		}
	};

	mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner;
	void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {}
	AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); }
	void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {}
	RID lightmap_capture_create() {
		LightmapCapture *capture = memnew(LightmapCapture);
		return lightmap_capture_data_owner.make_rid(capture);
	}
	PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const {
		const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
		ERR_FAIL_COND_V(!capture, PoolVector<uint8_t>());
		return PoolVector<uint8_t>();
	}
	void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {}
	Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); }
	void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {}
	int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; }
	void lightmap_capture_set_energy(RID p_capture, float p_energy) {}
	float lightmap_capture_get_energy(RID p_capture) const { return 0.0; }
	const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const {
		const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
		ERR_FAIL_COND_V(!capture, NULL);
		return &capture->octree;
	}

	/* PARTICLES */

	RID particles_create() { return RID(); }

	void particles_set_emitting(RID p_particles, bool p_emitting) {}
	void particles_set_amount(RID p_particles, int p_amount) {}
	void particles_set_lifetime(RID p_particles, float p_lifetime) {}
	void particles_set_one_shot(RID p_particles, bool p_one_shot) {}
	void particles_set_pre_process_time(RID p_particles, float p_time) {}
	void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {}
	void particles_set_randomness_ratio(RID p_particles, float p_ratio) {}
	void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {}
	void particles_set_speed_scale(RID p_particles, float p_scale) {}
	void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {}
	void particles_set_process_material(RID p_particles, RID p_material) {}
	void particles_set_fixed_fps(RID p_particles, int p_fps) {}
	void particles_set_fractional_delta(RID p_particles, bool p_enable) {}
	void particles_restart(RID p_particles) {}

	void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {}

	void particles_set_draw_passes(RID p_particles, int p_count) {}
	void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}

	void particles_request_process(RID p_particles) {}
	AABB particles_get_current_aabb(RID p_particles) { return AABB(); }
	AABB particles_get_aabb(RID p_particles) const { return AABB(); }

	void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {}

	bool particles_get_emitting(RID p_particles) { return false; }
	int particles_get_draw_passes(RID p_particles) const { return 0; }
	RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); }

	/* RENDER TARGET */

	RID render_target_create() { return RID(); }
	void render_target_set_size(RID p_render_target, int p_width, int p_height) {}
	RID render_target_get_texture(RID p_render_target) const { return RID(); }
	void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {}
	bool render_target_was_used(RID p_render_target) { return false; }
	void render_target_clear_used(RID p_render_target) {}
	void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) {}

	/* CANVAS SHADOW */

	RID canvas_light_shadow_buffer_create(int p_width) { return RID(); }

	/* LIGHT SHADOW MAPPING */

	RID canvas_light_occluder_create() { return RID(); }
	void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {}

	VS::InstanceType get_base_type(RID p_rid) const { return VS::INSTANCE_NONE; }
	bool free(RID p_rid) {

		if (texture_owner.owns(p_rid)) {
			// delete the texture
			DummyTexture *texture = texture_owner.get(p_rid);
			texture_owner.free(p_rid);
			memdelete(texture);
		}
		return true;
	}

	bool has_os_feature(const String &p_feature) const { return false; }

	void update_dirty_resources() {}

	void set_debug_generate_wireframes(bool p_generate) {}

	void render_info_begin_capture() {}
	void render_info_end_capture() {}
	int get_captured_render_info(VS::RenderInfo p_info) { return 0; }

	int get_render_info(VS::RenderInfo p_info) { return 0; }

	static RasterizerStorage *base_singleton;

	RasterizerStorageDummy(){};
	~RasterizerStorageDummy() {}
};

class RasterizerCanvasDummy : public RasterizerCanvas {
public:
	RID light_internal_create() { return RID(); }
	void light_internal_update(RID p_rid, Light *p_light) {}
	void light_internal_free(RID p_rid) {}

	void canvas_begin(){};
	void canvas_end(){};

	void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform){};
	void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){};

	void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {}

	void reset_canvas() {}

	void draw_window_margins(int *p_margins, RID *p_margin_textures) {}

	RasterizerCanvasDummy() {}
	~RasterizerCanvasDummy() {}
};

class RasterizerDummy : public Rasterizer {
protected:
	RasterizerCanvasDummy canvas;
	RasterizerStorageDummy storage;
	RasterizerSceneDummy scene;

public:
	RasterizerStorage *get_storage() { return &storage; }
	RasterizerCanvas *get_canvas() { return &canvas; }
	RasterizerScene *get_scene() { return &scene; }

	void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) {}

	void initialize() {}
	void begin_frame() {}
	void set_current_render_target(RID p_render_target) {}
	void restore_render_target() {}
	void clear_render_target(const Color &p_color) {}
	void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) {}
	void end_frame(bool p_swap_buffers) {}
	void finalize() {}

	static Rasterizer *_create_current() {
		return memnew(RasterizerDummy);
	}

	static void make_current() {
		_create_func = _create_current;
	}

	RasterizerDummy() {}
	~RasterizerDummy() {}
};

#endif // RASTERIZER_DUMMY_H