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/*************************************************************************/
/*  rasterizer_dummy.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_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 <reduzio@gmail.com>
*/
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> texture_owner;

	struct Shader {

		String vertex_code;
		String fragment_code;
		String light_code;
		VS::ShaderMode mode;
		Map<StringName,Variant> params;
		int fragment_line;
		int vertex_line;
		int light_line;
		bool valid;
		bool has_alpha;
		bool use_world_transform;

	};

	mutable RID_Owner<Shader> 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<StringName,Variant> shader_params;


		Material() {


			for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
				flags[i]=false;
			flags[VS::MATERIAL_FLAG_VISIBLE]=true;

			depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
			line_width=1;
			blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
			point_size = 1.0;

		}
	};
	mutable RID_Owner<Material> 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;

		RID material;
		bool material_owned;


		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<Surface*> 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> 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<Element> elements;

		MultiMesh() {
			visible=-1;
		}


	};


	mutable RID_Owner<MultiMesh> multimesh_owner;

	struct Immediate {


		RID material;
		int empty;
	};

	mutable RID_Owner<Immediate> immediate_owner;

	struct Particles : public Geometry {

		ParticleSystemSW data; // software particle system

		Particles() {
			type=GEOMETRY_PARTICLES;

		}
	};

	mutable RID_Owner<Particles> particles_owner;

	struct ParticlesInstance : public GeometryOwner {

		RID particles;

		ParticleSystemProcessSW particles_process;
		Transform transform;

		ParticlesInstance() {  }
	};

	mutable RID_Owner<ParticlesInstance> particles_instance_owner;
	ParticleSystemDrawInfoSW particle_draw_info;

	struct Skeleton {

		Vector<Transform> bones;

	};

	mutable RID_Owner<Skeleton> 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<VS::ENV_FX_MAX;i++)
				fx_enabled[i]=false;

			fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1;
			fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0;
			fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5;
			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
			fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
			fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
			fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
			fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0;
			fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5;
			fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0;
			fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0;
			fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0);
			fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0);
			fx_param[VS::ENV_FX_PARAM_FOG_BG]=true;
			fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
			fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
			fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;


		}

	};

	mutable RID_Owner<Environment> environment_owner;

	struct SampledLight {

		int w,h;
	};

	mutable RID_Owner<SampledLight> 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> light_owner;
	mutable RID_Owner<LightInstance> 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;

	/* 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<PropertyInfo> *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<Vector3>& p_points);
	virtual DVector<Vector3> 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);
	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, 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<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& 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<Vector2>& 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<PropertyInfo>& p_info);
	virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* 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;


	RasterizerDummy();
	virtual ~RasterizerDummy();
};


#endif // RASTERIZER_DUMMY_H