/*************************************************************************/ /* rasterizer_dummy.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* 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, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_DUMMY_H #define RASTERIZER_DUMMY_H #include "servers/visual/rasterizer.h" #include "image.h" #include "rid.h" #include "servers/visual_server.h" #include "list.h" #include "map.h" #include "camera_matrix.h" #include "sort.h" #include "servers/visual/particle_system_sw.h" /** @author Juan Linietsky */ class RasterizerDummy : public Rasterizer { struct Texture { uint32_t flags; int width,height; Image::Format format; Image image[6]; Texture() { flags=width=height=0; format=Image::FORMAT_GRAYSCALE; } ~Texture() { } }; mutable RID_Owner texture_owner; struct Shader { String vertex_code; String fragment_code; String light_code; VS::ShaderMode mode; Map params; int fragment_line; int vertex_line; int light_line; bool valid; bool has_alpha; bool use_world_transform; }; mutable RID_Owner shader_owner; struct Material { bool flags[VS::MATERIAL_FLAG_MAX]; VS::MaterialDepthDrawMode depth_draw_mode; VS::MaterialBlendMode blend_mode; float line_width; float point_size; RID shader; // shader material Map shader_params; Material() { for(int i=0;i material_owner; void _material_check_alpha(Material *p_material); struct Geometry { enum Type { GEOMETRY_INVALID, GEOMETRY_SURFACE, GEOMETRY_POLY, GEOMETRY_PARTICLES, GEOMETRY_MULTISURFACE, }; Type type; RID material; bool has_alpha; bool material_owned; Geometry() { has_alpha=false; material_owned = false; } virtual ~Geometry() {}; }; struct GeometryOwner { virtual ~GeometryOwner() {} }; class Mesh; struct Surface : public Geometry { Array data; Array morph_data; bool packed; bool alpha_sort; int morph_target_count; AABB aabb; VS::PrimitiveType primitive; uint32_t format; uint32_t morph_format; Surface() { packed=false; morph_target_count=0; material_owned=false; format=0; morph_format=0; primitive=VS::PRIMITIVE_POINTS; } ~Surface() { } }; struct Mesh { bool active; Vector surfaces; int morph_target_count; VS::MorphTargetMode morph_target_mode; AABB custom_aabb; mutable uint64_t last_pass; Mesh() { morph_target_mode=VS::MORPH_MODE_NORMALIZED; morph_target_count=0; last_pass=0; active=false; } }; mutable RID_Owner mesh_owner; struct MultiMesh; struct MultiMeshSurface : public Geometry { Surface *surface; MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; } }; struct MultiMesh : public GeometryOwner { struct Element { Transform xform; Color color; }; AABB aabb; RID mesh; int visible; //IDirect3DVertexBuffer9* instance_buffer; Vector elements; MultiMesh() { visible=-1; } }; mutable RID_Owner multimesh_owner; struct Immediate { RID material; int empty; }; mutable RID_Owner immediate_owner; struct Particles : public Geometry { ParticleSystemSW data; // software particle system Particles() { type=GEOMETRY_PARTICLES; } }; mutable RID_Owner particles_owner; struct ParticlesInstance : public GeometryOwner { RID particles; ParticleSystemProcessSW particles_process; Transform transform; ParticlesInstance() { } }; mutable RID_Owner particles_instance_owner; ParticleSystemDrawInfoSW particle_draw_info; struct Skeleton { Vector bones; }; mutable RID_Owner skeleton_owner; struct Light { VS::LightType type; float vars[VS::LIGHT_PARAM_MAX]; Color colors[3]; bool shadow_enabled; RID projector; bool volumetric_enabled; Color volumetric_color; Light() { vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1; vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45; vars[VS::LIGHT_PARAM_ATTENUATION]=1.0; vars[VS::LIGHT_PARAM_ENERGY]=1.0; vars[VS::LIGHT_PARAM_RADIUS]=1.0; vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05; colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); shadow_enabled=false; volumetric_enabled=false; } }; struct Environment { VS::EnvironmentBG bg_mode; Variant bg_param[VS::ENV_BG_PARAM_MAX]; bool fx_enabled[VS::ENV_FX_MAX]; Variant fx_param[VS::ENV_FX_PARAM_MAX]; Environment() { bg_mode=VS::ENV_BG_DEFAULT_COLOR; bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0); bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID(); bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID(); bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0; for(int i=0;i environment_owner; struct SampledLight { int w,h; }; mutable RID_Owner sampled_light_owner; struct ShadowBuffer; struct LightInstance { struct SplitInfo { CameraMatrix camera; Transform transform; float near; float far; }; RID light; Light *base; Transform transform; CameraMatrix projection; Transform custom_transform; CameraMatrix custom_projection; Vector3 light_vector; Vector3 spot_vector; float linear_att; LightInstance() { linear_att=1.0; } }; mutable RID_Owner light_owner; mutable RID_Owner light_instance_owner; RID default_material; public: /* TEXTURE API */ virtual RID texture_create(); virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT); virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const; virtual void texture_set_flags(RID p_texture,uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; virtual Image::Format texture_get_format(RID p_texture) const; virtual uint32_t texture_get_width(RID p_texture) const; virtual uint32_t texture_get_height(RID p_texture) const; virtual bool texture_has_alpha(RID p_texture) const; virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const; virtual void texture_set_path(RID p_texture,const String& p_path) {} virtual String texture_get_path(RID p_texture) const { return String(); } virtual void texture_debug_usage(List *r_info) {} virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) {} /* SHADER API */ virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL); virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); virtual VS::ShaderMode shader_get_mode(RID p_shader) const; virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0); virtual String shader_get_fragment_code(RID p_shader) const; virtual String shader_get_vertex_code(RID p_shader) const; virtual String shader_get_light_code(RID p_shader) const; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const; virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture); virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const; virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name); /* COMMON MATERIAL API */ virtual RID material_create(); virtual void material_set_shader(RID p_shader_material, RID p_shader); virtual RID material_get_shader(RID p_shader_material) const; virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); virtual Variant material_get_param(RID p_material, const StringName& p_param) const; virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled); virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const; virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode); virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const; virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; virtual void material_set_line_width(RID p_material,float p_line_width); virtual float material_get_line_width(RID p_material) const; /* MESH API */ virtual RID mesh_create(); virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false); virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const; virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const; virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); virtual int mesh_get_morph_target_count(RID p_mesh) const; virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode); virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false); virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; virtual void mesh_remove_surface(RID p_mesh,int p_index); virtual int mesh_get_surface_count(RID p_mesh) const; virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const; virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb); virtual AABB mesh_get_custom_aabb(RID p_mesh) const; /* MULTIMESH API */ virtual RID multimesh_create(); virtual void multimesh_set_instance_count(RID p_multimesh,int p_count); virtual int multimesh_get_instance_count(RID p_multimesh) const; virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb); virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); virtual RID multimesh_get_mesh(RID p_multimesh) const; virtual AABB multimesh_get_aabb(RID p_multimesh) const;; virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; /* IMMEDIATE API */ virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID()); virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex); virtual void immediate_normal(RID p_immediate,const Vector3& p_normal); virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent); virtual void immediate_color(RID p_immediate,const Color& p_color); virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv); virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv); virtual void immediate_end(RID p_immediate); virtual void immediate_clear(RID p_immediate); virtual void immediate_set_material(RID p_immediate,RID p_material); virtual RID immediate_get_material(RID p_immediate) const; virtual AABB immediate_get_aabb(RID p_mesh) const; /* PARTICLES API */ virtual RID particles_create(); virtual void particles_set_amount(RID p_particles, int p_amount); virtual int particles_get_amount(RID p_particles) const; virtual void particles_set_emitting(RID p_particles, bool p_emitting); virtual bool particles_is_emitting(RID p_particles) const; virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility); virtual AABB particles_get_visibility_aabb(RID p_particles) const; virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents); virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity); virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; virtual void particles_set_emission_points(RID p_particles, const DVector& p_points); virtual DVector particles_get_emission_points(RID p_particles) const; virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal); virtual Vector3 particles_get_gravity_normal(RID p_particles) const; virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value); virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const; virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness); virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const; virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; virtual void particles_set_color_phases(RID p_particles, int p_phases); virtual int particles_get_color_phases(RID p_particles) const; virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color); virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; virtual void particles_set_attractors(RID p_particles, int p_attractors); virtual int particles_get_attractors(RID p_particles) const; virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos); virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const; virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const; virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false); virtual RID particles_get_material(RID p_particles) const; virtual AABB particles_get_aabb(RID p_particles) const; virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); virtual bool particles_has_height_from_velocity(RID p_particles) const; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); virtual bool particles_is_using_local_coordinates(RID p_particles) const; /* SKELETON API */ virtual RID skeleton_create(); virtual void skeleton_resize(RID p_skeleton,int p_bones); virtual int skeleton_get_bone_count(RID p_skeleton) const; virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone); /* LIGHT API */ virtual RID light_create(VS::LightType p_type); virtual VS::LightType light_get_type(RID p_light) const; virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color); virtual Color light_get_color(RID p_light,VS::LightColor p_type) const; virtual void light_set_shadow(RID p_light,bool p_enabled); virtual bool light_has_shadow(RID p_light) const; virtual void light_set_volumetric(RID p_light,bool p_enabled); virtual bool light_is_volumetric(RID p_light) const; virtual void light_set_projector(RID p_light,RID p_texture); virtual RID light_get_projector(RID p_light) const; virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value); virtual float light_get_var(RID p_light, VS::LightParam p_var) const; virtual void light_set_operator(RID p_light,VS::LightOp p_op); virtual VS::LightOp light_get_operator(RID p_light) const; virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value); virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const; virtual AABB light_get_aabb(RID p_poly) const; virtual RID light_instance_create(RID p_light); virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform); virtual bool light_instance_has_shadow(RID p_light_instance) const; virtual bool light_instance_assign_shadow(RID p_light_instance); virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const; virtual int light_instance_get_shadow_passes(RID p_light_instance) const; virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const; virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; } virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const; virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); virtual void shadow_clear_near(); virtual bool shadow_allocate_near(RID p_light); virtual bool shadow_allocate_far(RID p_light); /* PARTICLES INSTANCE */ virtual RID particles_instance_create(RID p_particles); virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform); /* VIEWPORT */ virtual RID viewport_data_create(); virtual RID render_target_create(); virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); virtual RID render_target_get_texture(RID p_render_target) const; virtual bool render_target_renedered_in_frame(RID p_render_target); /* RENDER API */ /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ virtual void begin_frame(); virtual void set_viewport(const VS::ViewportRect& p_viewport); virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false); virtual void clear_viewport(const Color& p_color); virtual void capture_viewport(Image* r_capture); virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug); virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass ); virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint); virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data); virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data); virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data) {} virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data); virtual void end_scene(); virtual void end_shadow_map(); virtual void end_frame(); /* CANVAS API */ virtual void begin_canvas_bg(); virtual void canvas_begin(); virtual void canvas_disable_blending(); virtual void canvas_set_opacity(float p_opacity); virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); virtual void canvas_begin_rect(const Matrix32& p_transform); virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect); virtual void canvas_end_rect(); virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased); virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate); virtual void canvas_draw_style_box(const Rect2& p_rect, const Rect2& p_src_region, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1)); virtual void canvas_draw_primitive(const Vector& p_points, const Vector& p_colors,const Vector& p_uvs, RID p_texture,float p_width); virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor); virtual void canvas_set_transform(const Matrix32& p_transform); virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light); virtual RID canvas_light_occluder_create(); virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector& p_lines); virtual RID canvas_light_shadow_buffer_create(int p_width); virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache); virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow); /* ENVIRONMENT */ virtual RID environment_create(); virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); virtual VS::EnvironmentBG environment_get_background(RID p_env) const; virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value); virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const; virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled); virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const; virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value); virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const; /* SAMPLED LIGHT */ virtual RID sampled_light_dp_create(int p_width,int p_height); virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier); /*MISC*/ virtual bool is_texture(const RID& p_rid) const; virtual bool is_material(const RID& p_rid) const; virtual bool is_mesh(const RID& p_rid) const; virtual bool is_immediate(const RID& p_rid) const; virtual bool is_multimesh(const RID& p_rid) const; virtual bool is_particles(const RID &p_beam) const; virtual bool is_light(const RID& p_rid) const; virtual bool is_light_instance(const RID& p_rid) const; virtual bool is_particles_instance(const RID& p_rid) const; virtual bool is_skeleton(const RID& p_rid) const; virtual bool is_environment(const RID& p_rid) const; virtual bool is_canvas_light_occluder(const RID& p_rid) const; virtual bool is_shader(const RID& p_rid) const; virtual void free(const RID& p_rid); virtual void custom_shade_model_set_shader(int p_model, RID p_shader); virtual RID custom_shade_model_get_shader(int p_model) const; virtual void custom_shade_model_set_name(int p_model, const String& p_name); virtual String custom_shade_model_get_name(int p_model) const; virtual void custom_shade_model_set_param_info(int p_model, const List& p_info); virtual void custom_shade_model_get_param_info(int p_model, List* p_info) const; virtual void init(); virtual void finish(); virtual int get_render_info(VS::RenderInfo p_info); virtual bool needs_to_draw_next_frame() const; virtual bool has_feature(VS::Features p_feature) const; virtual void restore_framebuffer(); RasterizerDummy(); virtual ~RasterizerDummy(); }; #endif // RASTERIZER_DUMMY_H