summaryrefslogtreecommitdiff
path: root/servers/visual/rasterizer.h
blob: 81862fb3a6df45b1739348a4e10da0193f2f4d79 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
/*************************************************************************/
/*  rasterizer.h                                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2015 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_H
#define RASTERIZER_H

/**
	@author Juan Linietsky <reduzio@gmail.com>
*/
#include "servers/visual_server.h"
#include "camera_matrix.h"
#include "map.h"
#include "self_list.h"

class Rasterizer {
protected:


	typedef void (*CanvasItemDrawViewportFunc)(VisualServer*owner,void*ud,const Rect2& p_rect);

	RID create_default_material();
	RID create_overdraw_debug_material();


	/* Fixed Material Shader API */

	union FixedMaterialShaderKey {

		struct {
			uint16_t texcoord_mask;
			uint8_t texture_mask;
			uint8_t light_shader:2;
			bool use_alpha:1;
			bool use_color_array:1;
			bool use_pointsize:1;
			bool discard_alpha:1;
			bool use_xy_normalmap:1;
			bool valid:1;
		};

		uint32_t key;

		_FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey& p_key) const { return key<p_key.key; }
	};

	struct FixedMaterialShader {

		int refcount;
		RID shader;
	};

	Map<FixedMaterialShaderKey,FixedMaterialShader> fixed_material_shaders;

	RID _create_shader(const FixedMaterialShaderKey& p_key);
	void _free_shader(const FixedMaterialShaderKey& p_key);

	struct FixedMaterial {


		RID self;
		bool use_alpha;
		bool use_color_array;
		bool discard_alpha;
		bool use_pointsize;
		bool use_xy_normalmap;
		float point_size;
		Transform uv_xform;
		VS::FixedMaterialLightShader light_shader;
		RID texture[VS::FIXED_MATERIAL_PARAM_MAX];
		Variant param[VS::FIXED_MATERIAL_PARAM_MAX];
		VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];

		SelfList<FixedMaterial> dirty_list;

		FixedMaterialShaderKey current_key;

		_FORCE_INLINE_ FixedMaterialShaderKey get_key() const {


			FixedMaterialShaderKey k;
			k.key=0;
			k.use_alpha=use_alpha;
			k.use_color_array=use_color_array;
			k.use_pointsize=use_pointsize;
			k.use_xy_normalmap=use_xy_normalmap;
			k.discard_alpha=discard_alpha;
			k.light_shader=light_shader;
			k.valid=true;
			for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
				if (texture[i].is_valid()) {
					//print_line("valid: "+itos(i));
					k.texture_mask|=(1<<i);
					k.texcoord_mask|=(texture_tc[i])<<(i*2);
				}
			}

			return k;
		}


		FixedMaterial() : dirty_list(this) {

			use_alpha=false;
			use_color_array=false;
			use_pointsize=false;
			discard_alpha=false;
			use_xy_normalmap=false;
			point_size=1.0;
			light_shader=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT;
			for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
				texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV;
			}
			param[VS::FIXED_MATERIAL_PARAM_DIFFUSE]=Color(1,1,1);
			param[VS::FIXED_MATERIAL_PARAM_DETAIL]=1.0;
			param[VS::FIXED_MATERIAL_PARAM_EMISSION]=Color(0,0,0);
			param[VS::FIXED_MATERIAL_PARAM_GLOW]=0;
			param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM]=0;
			param[VS::FIXED_MATERIAL_PARAM_SPECULAR]=Color(0.0,0.0,0.0);
			param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]=40;
			param[VS::FIXED_MATERIAL_PARAM_NORMAL]=1;

			current_key.key=0;


		}
	};

	StringName _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_MAX];
	StringName _fixed_material_tex_names[VS::FIXED_MATERIAL_PARAM_MAX];
	StringName _fixed_material_uv_xform_name;
	StringName _fixed_material_point_size_name;

	Map<RID,FixedMaterial*> fixed_materials;

	SelfList<FixedMaterial>::List fixed_material_dirty_list;

protected:
	void _update_fixed_materials();
	void _free_fixed_material(const RID& p_material);

public:

	enum ShadowFilterTechnique {
		SHADOW_FILTER_NONE,
		SHADOW_FILTER_PCF5,
		SHADOW_FILTER_PCF13,
		SHADOW_FILTER_ESM,
		SHADOW_FILTER_VSM,
	};



	/* TEXTURE API */

	virtual RID texture_create()=0;
	RID texture_create_from_image(const Image& p_image,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); // helper		
	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)=0;
	virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0;
	virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const=0;
	virtual void texture_set_flags(RID p_texture,uint32_t p_flags)=0;
	virtual uint32_t texture_get_flags(RID p_texture) const=0;
	virtual Image::Format texture_get_format(RID p_texture) const=0;
	virtual uint32_t texture_get_width(RID p_texture) const=0;
	virtual uint32_t texture_get_height(RID p_texture) const=0;
	virtual bool texture_has_alpha(RID p_texture) const=0;
	virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0;


	virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const=0;

	/* SHADER API */

	virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL)=0;

	virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0;
	virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0;

	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)=0;
	virtual String shader_get_fragment_code(RID p_shader) const=0;
	virtual String shader_get_vertex_code(RID p_shader) const=0;
	virtual String shader_get_light_code(RID p_shader) const=0;

	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;

	virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture)=0;
	virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const=0;

	virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name)=0;

	/* COMMON MATERIAL API */

	virtual RID material_create()=0;

	virtual void material_set_shader(RID p_shader_material, RID p_shader)=0;
	virtual RID material_get_shader(RID p_shader_material) const=0;

	virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
	virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;

	virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0;
	virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0;

	virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0;
	virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;

	virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0;
	virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0;

	virtual void material_set_line_width(RID p_material,float p_line_width)=0;
	virtual float material_get_line_width(RID p_material) const=0;


	/* FIXED MATERIAL */

	virtual RID fixed_material_create();

	virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled);
	virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const;

	virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
	virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;

	virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
	virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;

	virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
	virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;

	virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
	virtual Transform fixed_material_get_uv_transform(RID p_material) const;

	virtual void fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader);
	virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;

	virtual void fixed_material_set_point_size(RID p_material,float p_size);
	virtual float fixed_material_get_point_size(RID p_material) const;

	/* MESH API */	
	
	virtual RID mesh_create()=0;
	

	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)=0;
	virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const=0;
	virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const=0;

	virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat)=0;

	virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
	virtual int mesh_get_morph_target_count(RID p_mesh) const=0;

	virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode)=0;
	virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0;

	virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false)=0;
	virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const=0;

	virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const=0;
	virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const=0;
	virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0;
	virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0;
	
	virtual void mesh_remove_surface(RID p_mesh,int p_index)=0;
	virtual int mesh_get_surface_count(RID p_mesh) const=0;
		
	virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const=0;

	virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb)=0;
	virtual AABB mesh_get_custom_aabb(RID p_mesh) const=0;

	/* MULTIMESH API */

	virtual RID multimesh_create()=0;

	virtual void multimesh_set_instance_count(RID p_multimesh,int p_count)=0;
	virtual int multimesh_get_instance_count(RID p_multimesh) const=0;

	virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh)=0;
	virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb)=0;
	virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0;
	virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0;

	virtual RID multimesh_get_mesh(RID p_multimesh) const=0;
	virtual AABB multimesh_get_aabb(RID p_multimesh) const=0;;

	virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
	virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0;

	virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible)=0;
	virtual int multimesh_get_visible_instances(RID p_multimesh) const=0;

	/* BAKED LIGHT */




	/* IMMEDIATE API */

	virtual RID immediate_create()=0;
	virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID())=0;
	virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex)=0;
	virtual void immediate_normal(RID p_immediate,const Vector3& p_normal)=0;
	virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent)=0;
	virtual void immediate_color(RID p_immediate,const Color& p_color)=0;
	virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv)=0;
	virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv)=0;
	virtual void immediate_end(RID p_immediate)=0;
	virtual void immediate_clear(RID p_immediate)=0;
	virtual AABB immediate_get_aabb(RID p_immediate) const=0;
	virtual void immediate_set_material(RID p_immediate,RID p_material)=0;
	virtual RID immediate_get_material(RID p_immediate) const=0;

	
	/* PARTICLES API */
	
	virtual RID particles_create()=0;
	
	virtual void particles_set_amount(RID p_particles, int p_amount)=0;
	virtual int particles_get_amount(RID p_particles) const=0;
		
	virtual void particles_set_emitting(RID p_particles, bool p_emitting)=0;
	virtual bool particles_is_emitting(RID p_particles) const=0;
		
	virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility)=0;
	virtual AABB particles_get_visibility_aabb(RID p_particles) const=0;
		
	virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents)=0;
	virtual Vector3 particles_get_emission_half_extents(RID p_particles) const=0;
		
	virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity)=0;
	virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const=0;

	virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points)=0;
	virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const=0;

	virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal)=0;
	virtual Vector3 particles_get_gravity_normal(RID p_particles) const=0;
		
	virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value)=0;
	virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const=0;
	
	virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness)=0;
	virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const=0;
	
	virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos)=0;
	virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const=0;
	
	virtual void particles_set_color_phases(RID p_particles, int p_phases)=0;
	virtual int particles_get_color_phases(RID p_particles) const=0;

	virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color)=0;
	virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const=0;
	
	virtual void particles_set_attractors(RID p_particles, int p_attractors)=0;
	virtual int particles_get_attractors(RID p_particles) const=0;

	virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos)=0;
	virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const=0;

	virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force)=0;
	virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const=0;

	virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false)=0;
	virtual RID particles_get_material(RID p_particles) const=0;
	
	virtual AABB particles_get_aabb(RID p_particles) const=0;

	virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable)=0;
	virtual bool particles_has_height_from_velocity(RID p_particles) const=0;

	virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable)=0;
	virtual bool particles_is_using_local_coordinates(RID p_particles) const=0;

	/* SKELETON API */
	
	virtual RID skeleton_create()=0;
	virtual void skeleton_resize(RID p_skeleton,int p_bones)=0;
	virtual int skeleton_get_bone_count(RID p_skeleton) const=0;
	virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0;
	virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone)=0;

	
	/* LIGHT API */
		
	virtual RID light_create(VS::LightType p_type)=0;
	virtual VS::LightType light_get_type(RID p_light) const=0;

	virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color)=0;
	virtual Color light_get_color(RID p_light,VS::LightColor p_type) const=0;	
	
	virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
	virtual bool light_has_shadow(RID p_light) const=0;	
	
	virtual void light_set_volumetric(RID p_light,bool p_enabled)=0;
	virtual bool light_is_volumetric(RID p_light) const=0;	
	
	virtual void light_set_projector(RID p_light,RID p_texture)=0;
	virtual RID light_get_projector(RID p_light) const=0;
	
	virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value)=0;
	virtual float light_get_var(RID p_light, VS::LightParam p_var) const=0;

	virtual void light_set_operator(RID p_light,VS::LightOp p_op)=0;
	virtual VS::LightOp light_get_operator(RID p_light) const=0;

	virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
	virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const=0;

	virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
	virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const=0;
	virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value)=0;
	virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const=0;

	virtual AABB light_get_aabb(RID p_poly) const=0;
						
	virtual RID light_instance_create(RID p_light)=0;
	virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0;	
	

	enum ShadowType {
		SHADOW_NONE,
		SHADOW_SIMPLE,
		SHADOW_ORTHOGONAL,
		SHADOW_DUAL_PARABOLOID,
		SHADOW_CUBE,
		SHADOW_PSSM, //parallel split shadow map
		SHADOW_PSM //perspective shadow map
	};
	
	enum ShadowPass {
		PASS_DUAL_PARABOLOID_FRONT=0,
		PASS_DUAL_PARABOLOID_BACK=1,
		PASS_CUBE_FRONT=0,
		PASS_CUBE_BACK=1,
		PASS_CUBE_TOP=2,
		PASS_CUBE_BOTTOM=3,
		PASS_CUBE_LEFT=4,
		PASS_CUBE_RIGHT=5,	
	};

	virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const=0;
	virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0;
	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)=0;
	virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0;
	virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0;

	/* SHADOWS */

	virtual void shadow_clear_near()=0;
	virtual bool shadow_allocate_near(RID p_light)=0; //true on successful alloc
	virtual bool shadow_allocate_far(RID p_light)=0; //true on successful alloc

	/* PARTICLES INSTANCE */
		
	virtual RID particles_instance_create(RID p_particles)=0;
	virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform)=0;
	
	/* RENDER API */
	/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
	
	/* VIEWPORT API */

	virtual RID viewport_data_create()=0;

	virtual RID render_target_create()=0;
	virtual void render_target_set_size(RID p_render_target, int p_width, int p_height)=0;
	virtual RID render_target_get_texture(RID p_render_target) const=0;
	virtual bool render_target_renedered_in_frame(RID p_render_target)=0;

	virtual void begin_frame()=0;
	
	virtual void set_viewport(const VS::ViewportRect& p_viewport)=0;
	virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false)=0;
	virtual void clear_viewport(const Color& p_color)=0;
	virtual void capture_viewport(Image* r_capture)=0;
	
	virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug)=0;
	virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass )=0;

	virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection)=0;
	
	virtual void add_light( RID p_light_instance )=0; ///< all "add_light" calls happen before add_geometry calls
	
	typedef Map<StringName,Variant> ParamOverrideMap;

	struct BakedLightData {

		VS::BakedLightMode mode;
		RID octree_texture;
		RID light_texture;
		float color_multiplier; //used for both lightmaps and octree
		Transform octree_transform;
		Map<int,RID> lightmaps;
		//cache

		float octree_lattice_size;
		float octree_lattice_divide;
		float texture_multiplier;
		float lightmap_multiplier;
		int octree_steps;
		Vector2 octree_tex_pixel_size;
		Vector2 light_tex_pixel_size;
	};

	struct InstanceData {

		Transform transform;
		RID skeleton;
		RID material_override;
		RID sampled_light;
		Vector<RID> light_instances;
		Vector<float> morph_values;
		BakedLightData *baked_light;
		Transform *baked_light_octree_xform;
		int baked_lightmap_id;
		bool mirror :8;
		bool depth_scale :8;
		bool billboard :8;
		bool billboard_y :8;

	};

	virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data)=0;
	virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data)=0;
	virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data)=0;
	virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data)=0;


	virtual void end_scene()=0;
	virtual void end_shadow_map()=0;
	
	virtual void end_frame()=0;
	virtual void flush_frame(); //not necesary in most cases
	
	/* CANVAS API */

	enum CanvasRectFlags {

		CANVAS_RECT_REGION=1,
		CANVAS_RECT_TILE=2,
		CANVAS_RECT_FLIP_H=4,
		CANVAS_RECT_FLIP_V=8,
		CANVAS_RECT_TRANSPOSE=16
	};


	struct CanvasLight {



		bool enabled;
		Color color;
		Matrix32 xform;
		float height;
		float energy;
		float scale;
		int z_min;
		int z_max;
		int layer_min;
		int layer_max;
		int item_mask;
		int item_shadow_mask;
		VS::CanvasLightMode mode;
		RID texture;
		Vector2 texture_offset;
		RID canvas;
		RID shadow_buffer;
		int shadow_buffer_size;
		float shadow_esm_mult;


		void *texture_cache; // implementation dependent
		Rect2 rect_cache;
		Matrix32 xform_cache;
		float radius_cache; //used for shadow far plane
		CameraMatrix shadow_matrix_cache;

		Matrix32 light_shader_xform;
		Vector2 light_shader_pos;

		CanvasLight *shadows_next_ptr;
		CanvasLight *filter_next_ptr;
		CanvasLight *next_ptr;

		CanvasLight() {
			enabled=true;			
			color=Color(1,1,1);
			height=0;
			z_min=-1024;
			z_max=1024;
			layer_min=0;
			layer_max=0;
			item_mask=1;
			scale=1.0;
			energy=1.0;
			item_shadow_mask=-1;
			mode=VS::CANVAS_LIGHT_MODE_ADD;
			texture_cache=NULL;
			next_ptr=NULL;
			filter_next_ptr=NULL;
			shadow_buffer_size=2048;
			shadow_esm_mult=80;

		}
	};

	struct CanvasItem;

	struct CanvasItemMaterial  {

		RID shader;
		Map<StringName,Variant> shader_param;
		uint32_t shader_version;
		Set<CanvasItem*> owners;
		VS::CanvasItemShadingMode shading_mode;

		CanvasItemMaterial() {shading_mode=VS::CANVAS_ITEM_SHADING_NORMAL; shader_version=0; }
	};

	struct CanvasItem {

		struct Command {

			enum Type {

				TYPE_LINE,
				TYPE_RECT,
				TYPE_STYLE,
				TYPE_PRIMITIVE,
				TYPE_POLYGON,
				TYPE_POLYGON_PTR,
				TYPE_CIRCLE,
				TYPE_TRANSFORM,
				TYPE_BLEND_MODE,
				TYPE_CLIP_IGNORE,
			};

			Type type;
			virtual ~Command(){}
		};

		struct CommandLine : public Command {

			Point2 from,to;
			Color color;
			float width;
			CommandLine() { type = TYPE_LINE; }
		};

		struct CommandRect : public Command {

			Rect2 rect;
			RID texture;
			Color modulate;
			Rect2 source;
			uint8_t flags;

			CommandRect() { flags=0; type = TYPE_RECT; }
		};

		struct CommandStyle : public Command {

			Rect2 rect;
			RID texture;
			float margin[4];
			float draw_center;
			Color color;
			CommandStyle() { draw_center=true; type = TYPE_STYLE; }
		};

		struct CommandPrimitive : public Command {

			Vector<Point2> points;
			Vector<Point2> uvs;
			Vector<Color> colors;
			RID texture;
			float width;

			CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;}
		};

		struct CommandPolygon : public Command {

			Vector<int> indices;
			Vector<Point2> points;
			Vector<Point2> uvs;
			Vector<Color> colors;
			RID texture;
			int count;

			CommandPolygon() { type = TYPE_POLYGON; count = 0; }
		};

		struct CommandPolygonPtr : public Command {

			const int* indices;
			const Point2* points;
			const Point2* uvs;
			const Color* colors;
			RID texture;
			int count;

			CommandPolygonPtr() { type = TYPE_POLYGON_PTR; count = 0; }
		};

		struct CommandCircle : public Command {

			Point2 pos;
			float radius;
			Color color;
			CommandCircle() { type = TYPE_CIRCLE; }
		};

		struct CommandTransform : public Command {

			Matrix32 xform;
			CommandTransform() { type = TYPE_TRANSFORM; }
		};

		struct CommandBlendMode : public Command {

			VS::MaterialBlendMode blend_mode;
			CommandBlendMode() { type = TYPE_BLEND_MODE; blend_mode = VS::MATERIAL_BLEND_MODE_MIX; }
		};
		struct CommandClipIgnore : public Command {

			bool ignore;
			CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; }
		};


		struct ViewportRender {
			VisualServer*owner;
			void* udata;
			Rect2 rect;
		};

		Matrix32 xform;
		bool clip;
		bool visible;
		bool ontop;
		VS::MaterialBlendMode blend_mode;
		int light_mask;
		Vector<Command*> commands;
		mutable bool custom_rect;
		mutable bool rect_dirty;
		mutable Rect2 rect;
		CanvasItem*next;
		CanvasItemMaterial* material;
		struct CopyBackBuffer {
			Rect2 rect;
			Rect2 screen_rect;
			bool full;
		};
		CopyBackBuffer *copy_back_buffer;


		float final_opacity;
		Matrix32 final_transform;
		Rect2 final_clip_rect;
		CanvasItem* final_clip_owner;
		CanvasItem* material_owner;
		ViewportRender *vp_render;
		bool distance_field;

		Rect2 global_rect_cache;

		const Rect2& get_rect() const {
			if (custom_rect || !rect_dirty)
				return rect;

			//must update rect
			int s=commands.size();
			if (s==0) {

				rect=Rect2();
				rect_dirty=false;
				return rect;
			}

			Matrix32 xf;
			bool found_xform=false;
			bool first=true;

			const CanvasItem::Command * const *cmd = &commands[0];


			for (int i=0;i<s;i++) {

				const  CanvasItem::Command *c=cmd[i];
				Rect2 r;

				switch(c->type) {
					case CanvasItem::Command::TYPE_LINE: {

						const CanvasItem::CommandLine* line = static_cast< const CanvasItem::CommandLine*>(c);
						r.pos=line->from;
						r.expand_to(line->to);
					} break;
					case CanvasItem::Command::TYPE_RECT: {

						const CanvasItem::CommandRect* crect = static_cast< const CanvasItem::CommandRect*>(c);
						r=crect->rect;

					} break;
					case CanvasItem::Command::TYPE_STYLE: {

						const CanvasItem::CommandStyle* style = static_cast< const CanvasItem::CommandStyle*>(c);
						r=style->rect;
					} break;
					case CanvasItem::Command::TYPE_PRIMITIVE: {

						const CanvasItem::CommandPrimitive* primitive = static_cast< const CanvasItem::CommandPrimitive*>(c);
						r.pos=primitive->points[0];
						for(int i=1;i<primitive->points.size();i++) {

							r.expand_to(primitive->points[i]);

						}
					} break;
					case CanvasItem::Command::TYPE_POLYGON: {

						const CanvasItem::CommandPolygon* polygon = static_cast< const CanvasItem::CommandPolygon*>(c);
						int l = polygon->points.size();
						const Point2*pp=&polygon->points[0];
						r.pos=pp[0];
						for(int i=1;i<l;i++) {

							r.expand_to(pp[i]);

						}
					} break;

					case CanvasItem::Command::TYPE_POLYGON_PTR: {

						const CanvasItem::CommandPolygonPtr* polygon = static_cast< const CanvasItem::CommandPolygonPtr*>(c);
						int l = polygon->count;
						if (polygon->indices != NULL) {

							r.pos=polygon->points[polygon->indices[0]];
							for (int i=1; i<polygon->count; i++) {

								r.expand_to(polygon->points[polygon->indices[i]]);
							};
						} else {
							r.pos=polygon->points[0];
							for (int i=1; i<polygon->count; i++) {

								r.expand_to(polygon->points[i]);
							};
						};
					} break;
					case CanvasItem::Command::TYPE_CIRCLE: {

						const CanvasItem::CommandCircle* circle = static_cast< const CanvasItem::CommandCircle*>(c);
						r.pos=Point2(-circle->radius,-circle->radius)+circle->pos;
						r.size=Point2(circle->radius*2.0,circle->radius*2.0);
					} break;
					case CanvasItem::Command::TYPE_TRANSFORM: {

						const CanvasItem::CommandTransform* transform = static_cast<const CanvasItem::CommandTransform*>(c);
						xf=transform->xform;
						found_xform=true;
						continue;
					} break;
					case CanvasItem::Command::TYPE_BLEND_MODE: {

					} break;
					case CanvasItem::Command::TYPE_CLIP_IGNORE: {

					} break;
				}

				if (found_xform) {
					r = xf.xform(r);
					found_xform=false;
				}


				if (first) {
					rect=r;
					first=false;
				} else
					rect=rect.merge(r);
			}

			rect_dirty=false;
			return rect;
		}

		void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL;  material_owner=NULL;}
		CanvasItem() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1;  blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; material_owner=NULL; material=NULL; copy_back_buffer=NULL; distance_field=false; }
		virtual ~CanvasItem() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); }
	};


	CanvasItemDrawViewportFunc draw_viewport_func;


	virtual void begin_canvas_bg()=0;
	virtual void canvas_begin()=0;
	virtual void canvas_disable_blending()=0;
	virtual void canvas_set_opacity(float p_opacity)=0;
	virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode)=0;
	virtual void canvas_begin_rect(const Matrix32& p_transform)=0;;
	virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect)=0;
	virtual void canvas_end_rect()=0;
	virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width)=0;
	virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate)=0;
	virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1))=0;
	virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width)=0;
	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)=0;
	virtual void canvas_set_transform(const Matrix32& p_transform)=0;

	virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light)=0;
	virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow)=0;
	/* LIGHT SHADOW MAPPING */

	virtual RID canvas_light_occluder_create()=0;
	virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines)=0;


	virtual RID canvas_light_shadow_buffer_create(int p_width)=0;

	struct CanvasLightOccluderInstance {


		bool enabled;
		RID canvas;
		RID polygon;
		RID polygon_buffer;
		Rect2 aabb_cache;
		Matrix32 xform;
		Matrix32 xform_cache;
		int light_mask;
		VS::CanvasOccluderPolygonCullMode cull_cache;

		CanvasLightOccluderInstance *next;

		CanvasLightOccluderInstance() { enabled=true; next=NULL; light_mask=1; cull_cache=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
	};



	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)=0;

	/* ENVIRONMENT */
	

	virtual RID environment_create()=0;

	virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0;
	virtual VS::EnvironmentBG environment_get_background(RID p_env) const=0;

	virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value)=0;
	virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const=0;

	virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled)=0;
	virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const=0;

	virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value)=0;
	virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const=0;

	/* SAMPLED LIGHT */
	virtual RID sampled_light_dp_create(int p_width,int p_height)=0;
	virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier)=0;

		
	/*MISC*/
	
	virtual bool is_texture(const RID& p_rid) const=0;
	virtual bool is_material(const RID& p_rid) const=0;
	virtual bool is_mesh(const RID& p_rid) const=0;
	virtual bool is_multimesh(const RID& p_rid) const=0;
	virtual bool is_immediate(const RID& p_rid) const=0;
	virtual bool is_particles(const RID &p_beam) const=0;

	virtual bool is_light(const RID& p_rid) const=0;
	virtual bool is_light_instance(const RID& p_rid) const=0;
	virtual bool is_particles_instance(const RID& p_rid) const=0;
	virtual bool is_skeleton(const RID& p_rid) const=0;
	virtual bool is_environment(const RID& p_rid) const=0;
	virtual bool is_shader(const RID& p_rid) const=0;

	virtual bool is_canvas_light_occluder(const RID& p_rid) const=0;

	virtual void free(const RID& p_rid)=0;

	virtual void init()=0;
	virtual void finish()=0;

	virtual bool needs_to_draw_next_frame() const=0;

	virtual void reload_vram() {}

	virtual bool has_feature(VS::Features p_feature) const=0;


	virtual int get_render_info(VS::RenderInfo p_info)=0;

	Rasterizer();
	virtual ~Rasterizer() {}
};



#endif