text: /*************************************************************************/
  /*  rasterizer_dummy.h                                                   */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2014 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;
  
  	/* 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);
  
  	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 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);
  
  	/* 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_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
  