text: /*************************************************************************/
  /*  rasterizer_gles2.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_GLES2_H
  #define RASTERIZER_GLES2_H
  
  #include "servers/visual/rasterizer.h"
  
  #ifdef GLES2_ENABLED
  
  #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 "self_list.h"
  
  #include "platform_config.h"
  #ifndef GLES2_INCLUDE_H
  #include <GLES2/gl2.h>
  #else
  #include GLES2_INCLUDE_H
  #endif
  
  #include "drivers/gles2/shaders/material.glsl.h"
  #include "drivers/gles2/shaders/canvas.glsl.h"
  #include "drivers/gles2/shaders/canvas_shadow.glsl.h"
  #include "drivers/gles2/shaders/blur.glsl.h"
  #include "drivers/gles2/shaders/copy.glsl.h"
  #include "drivers/gles2/shader_compiler_gles2.h"
  #include "servers/visual/particle_system_sw.h"
  
  /**
          @author Juan Linietsky <reduzio@gmail.com>
  */
  class RasterizerGLES2 : public Rasterizer {
  
  	enum {
  
  		MAX_SCENE_LIGHTS=2048,
  		LIGHT_SPOT_BIT=0x80,
  		DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices
  		MAX_HW_LIGHTS = 1,
  	};
  
  
  	uint8_t *skinned_buffer;
  	int skinned_buffer_size;
  	bool pvr_supported;
  	bool pvr_srgb_supported;
  	bool s3tc_supported;
  	bool s3tc_srgb_supported;
  	bool latc_supported;
  	bool etc_supported;
  	bool atitc_supported;
  	bool npo2_textures_available;
  	bool read_depth_supported;
  	bool use_framebuffers;
  	bool full_float_fb_supported;
  	bool use_shadow_mapping;
  	bool use_fp16_fb;
  	bool srgb_supported;
  	bool float_supported;
  	bool float_linear_supported;
  
  	ShadowFilterTechnique shadow_filter;
  
  	bool use_shadow_esm;
  	bool use_shadow_pcf;
  	bool use_hw_skeleton_xform;
  	bool use_depth24;
  	bool use_texture_instancing;
  	bool use_attribute_instancing;
  	bool use_rgba_shadowmaps;
  	bool use_anisotropic_filter;
  	float anisotropic_level;
  
  	bool use_half_float;
  
  
  	Vector<float> skel_default;
  
  	Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed);
  
  	class RenderTarget;
  
  	struct Texture {
  
  		uint32_t flags;
  		int width,height;
  		int alloc_width, alloc_height;
  		Image::Format format;
  
  		GLenum target;
  		GLenum gl_format_cache;
  		GLenum gl_internal_format_cache;
  		int gl_components_cache;
  		int data_size; //original data size, useful for retrieving back
  		bool has_alpha;
  		bool format_has_alpha;
  		bool compressed;
  		bool disallow_mipmaps;
  		int total_data_size;
  		bool ignore_mipmaps;
  
  		ObjectID reloader;
  		StringName reloader_func;
  		Image image[6];
  
  		bool active;
  		GLuint tex_id;
  
  		RenderTarget *render_target;
  
  		Texture() {
  
  			ignore_mipmaps=false;
  			render_target=NULL;
  			flags=width=height=0;
  			tex_id=0;
  			data_size=0;
  			format=Image::FORMAT_GRAYSCALE;
  			gl_components_cache=0;
  			format_has_alpha=false;
  			has_alpha=false;
  			active=false;
  			disallow_mipmaps=false;
  			compressed=false;
  			total_data_size=0;
  			target=GL_TEXTURE_2D;
  
  			reloader=0;
  		}
  
  		~Texture() {
  
  			if (tex_id!=0) {
  
  				glDeleteTextures(1,&tex_id);
  			}
  		}
  	};
  
  	mutable RID_Owner<Texture> texture_owner;
  
  	struct Shader {
  
  		String vertex_code;
  		String fragment_code;
  		String light_code;
  		int vertex_line;
  		int fragment_line;
  		int light_line;
  		VS::ShaderMode mode;
  
  		uint32_t custom_code_id;
  		uint32_t version;
  
  
  		bool valid;
  		bool has_alpha;
  		bool can_zpass;
  		bool has_texscreen;
  		bool has_screen_uv;
  		bool writes_vertex;
  		bool uses_discard;
  		bool uses_time;
  		bool uses_normal;
  		bool uses_texpixel_size;
  
  		Map<StringName,ShaderLanguage::Uniform> uniforms;
  		StringName first_texture;
  
  		Map<StringName,RID> default_textures;
  
  		SelfList<Shader> dirty_list;
  
  		Shader() : dirty_list(this) {
  
  			valid=false;
  			custom_code_id=0;
  			has_alpha=false;
  			version=1;
  			vertex_line=0;
  			fragment_line=0;
  			light_line=0;
  			can_zpass=true;
  			has_texscreen=false;
  			has_screen_uv=false;
  			writes_vertex=false;
  			uses_discard=false;
  			uses_time=false;
  			uses_normal=false;
  		}
  
  
  	};
  
  	mutable RID_Owner<Shader> shader_owner;
  	mutable SelfList<Shader>::List _shader_dirty_list;
  	_FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader);
  	void _update_shader( Shader* p_shader) const;
  
  	struct Material {
  
  		bool flags[VS::MATERIAL_FLAG_MAX];
  
  		VS::MaterialBlendMode blend_mode;
  		VS::MaterialDepthDrawMode depth_draw_mode;
  
  		float line_width;
  		bool has_alpha;
  
  		mutable uint32_t shader_version;
  
  		RID shader; // shader material
  		Shader *shader_cache;
  
  		struct UniformData {
  
  			bool inuse;
  			bool istexture;
  			Variant value;			
  			int index;
  		};
  
  		mutable Map<StringName,UniformData> shader_params;
  
  		uint64_t last_pass;
  
  
  		Material() {
  
  			for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
  				flags[i]=false;
  			flags[VS::MATERIAL_FLAG_VISIBLE]=true;
  
  			line_width=1;
  			has_alpha=false;
  			depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
  			blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  			last_pass = 0;
  			shader_version=0;
  			shader_cache=NULL;
  
  		}
  	};
  
  	_FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const;
  	mutable RID_Owner<Material> material_owner;
  
  
  
  	struct Geometry {
  
  		enum Type {
  			GEOMETRY_INVALID,
  			GEOMETRY_SURFACE,
  			GEOMETRY_IMMEDIATE,
  			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 {
  
  		struct ArrayData {
  
  			uint32_t ofs,size,datatype,count;
  			bool normalize;
  			bool bind;
  
  			ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
  		};
  
  		Mesh *mesh;
  
  		Array data;
  		Array morph_data;
  		ArrayData array[VS::ARRAY_MAX];
  		// support for vertex array objects
  		GLuint array_object_id;
  		// support for vertex buffer object
  		GLuint vertex_id; // 0 means, unconfigured
  		GLuint index_id; // 0 means, unconfigured
  		// no support for the above, array in localmem.
  		uint8_t *array_local;
  		uint8_t *index_array_local;
  		Vector<AABB> skeleton_bone_aabb;
  		Vector<bool> skeleton_bone_used;
  
  		//bool packed;
  
  		struct MorphTarget {
  			uint32_t configured_format;
  			uint8_t *array;
  		};
  
  		MorphTarget* morph_targets_local;
  		int morph_target_count;
  		AABB aabb;
  
  		int array_len;
  		int index_array_len;
  		int max_bone;
  
  		float vertex_scale;
  		float uv_scale;
  		float uv2_scale;
  
  		bool alpha_sort;
  
  		VS::PrimitiveType primitive;
  
  		uint32_t format;
  		uint32_t configured_format;
  
  		int stride;
  		int local_stride;
  		uint32_t morph_format;
  
  		bool active;
  
  		Point2 uv_min;
  		Point2 uv_max;
  
  		Surface() {
  
  
  			array_len=0;
  			local_stride=0;
  			morph_format=0;
  			type=GEOMETRY_SURFACE;
  			primitive=VS::PRIMITIVE_POINTS;
  			index_array_len=0;
  			vertex_scale=1.0;
  			uv_scale=1.0;
  			uv2_scale=1.0;
  
  			alpha_sort=false;
  
  			format=0;
  			stride=0;
  			morph_targets_local=0;
  			morph_target_count=0;
  
  			array_local = index_array_local = 0;
  			vertex_id = index_id = 0;
  
  			active=false;
  			//packed=false;
  		}
  
  		~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;
  
  	Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
  
  
  	struct MultiMesh;
  
  	struct MultiMeshSurface : public Geometry {
  
  		Surface *surface;
  		MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
  	};
  
  	struct MultiMesh : public GeometryOwner {
  
  		struct Element {
  
  			float matrix[16];
  			uint8_t color[4];
  			Element() {
  				matrix[0]=1;
  				matrix[1]=0;
  				matrix[2]=0;
  				matrix[3]=0;
  
  				matrix[4]=0;
  				matrix[5]=1;
  				matrix[6]=0;
  				matrix[7]=0;
  
  				matrix[8]=0;
  				matrix[9]=0;
  				matrix[10]=1;
  				matrix[11]=0;
  
  				matrix[12]=0;
  				matrix[13]=0;
  				matrix[14]=0;
  				matrix[15]=1;
  			};
  
  
  		};
  
  		AABB aabb;
  		RID mesh;
  		int visible;
  
  		//IDirect3DVertexBuffer9* instance_buffer;
  		Vector<Element> elements;
  		Vector<MultiMeshSurface> cache_surfaces;
  		mutable uint64_t last_pass;
  		GLuint tex_id;
  		int tw;
  		int th;
  
  		SelfList<MultiMesh> dirty_list;
  
  		MultiMesh() : dirty_list(this) {
  
  			tw=1;
  			th=1;
  			tex_id=0;
  			last_pass=0;
  			visible = -1;
  		}
  	};
  
  	mutable RID_Owner<MultiMesh> multimesh_owner;
  	mutable SelfList<MultiMesh>::List _multimesh_dirty_list;
  
  	struct Immediate : public Geometry {
  
  		struct Chunk {
  
  			RID texture;
  			VS::PrimitiveType primitive;
  			Vector<Vector3> vertices;
  			Vector<Vector3> normals;
  			Vector<Plane> tangents;
  			Vector<Color> colors;
  			Vector<Vector2> uvs;
  			Vector<Vector2> uvs2;
  		};
  
  		List<Chunk> chunks;
  		bool building;
  		int mask;
  		AABB aabb;
  
  		Immediate() { type=GEOMETRY_IMMEDIATE; building=false;}
  
  	};
  
  	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 {
  
  		struct Bone {
  
  			float mtx[4][4]; //used
  
  			Bone() {
  				for(int i=0;i<4;i++) {
  					for(int j=0;j<4;j++) {
  
  						mtx[i][j]=(i==j)?1:0;
  
  					}
  				}
  
  			}
  
  			_ALWAYS_INLINE_ void transform_add_mul3(const float * p_src, float* r_dst, float p_weight) const {
  
  				r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) + mtx[3][0])*p_weight;
  				r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) + mtx[3][1])*p_weight;
  				r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) + mtx[3][2])*p_weight;
  			}
  			_ALWAYS_INLINE_ void transform3_add_mul3(const float * p_src, float* r_dst, float p_weight) const {
  
  				r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) )*p_weight;
  				r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) )*p_weight;
  				r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) )*p_weight;
  			}
  
  			_ALWAYS_INLINE_ AABB transform_aabb(const AABB& p_aabb) const {
  
  				float vertices[8][3]={
  					{p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z+p_aabb.size.z},
  					{p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z},
  					{p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y,		p_aabb.pos.z+p_aabb.size.z},
  					{p_aabb.pos.x+p_aabb.size.x,	p_aabb.pos.y,		p_aabb.pos.z},
  					{p_aabb.pos.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z+p_aabb.size.z},
  					{p_aabb.pos.x,	p_aabb.pos.y+p_aabb.size.y,	p_aabb.pos.z},
  					{p_aabb.pos.x,	p_aabb.pos.y,		p_aabb.pos.z+p_aabb.size.z},
  					{p_aabb.pos.x,	p_aabb.pos.y,		p_aabb.pos.z}
  				};
  
  
  				AABB ret;
  
  
  
  				for (int i=0;i<8;i++) {
  
  					Vector3 xv(
  
  						((mtx[0][0]*vertices[i][0] ) + ( mtx[1][0]*vertices[i][1] ) + ( mtx[2][0]*vertices[i][2] ) + mtx[3][0] ),
  						((mtx[0][1]*vertices[i][0] ) + ( mtx[1][1]*vertices[i][1] ) + ( mtx[2][1]*vertices[i][2] ) + mtx[3][1] ),
  						((mtx[0][2]*vertices[i][0] ) + ( mtx[1][2]*vertices[i][1] ) + ( mtx[2][2]*vertices[i][2] ) + mtx[3][2] )
  						);
  
  					if (i==0)
  						ret.pos=xv;
  					else
  						ret.expand_to(xv);
  				}
  
  				return ret;
  			}
  		};
  
  		GLuint tex_id;
  		float pixel_size; //for texture
  		Vector<Bone> bones;
  
  		SelfList<Skeleton> dirty_list;
  
  		Skeleton() : dirty_list(this) { tex_id=0; pixel_size=1.0; }
  
  	};
  
  	mutable RID_Owner<Skeleton> skeleton_owner;
  	mutable SelfList<Skeleton>::List _skeleton_dirty_list;
  
  
  	template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE>
  	void _skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms);
  
  	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;
  		VS::LightOmniShadowMode omni_shadow_mode;
  		VS::LightDirectionalShadowMode directional_shadow_mode;
  		float directional_shadow_param[3];
  
  
  		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_DARKENING]=0.0;
  			vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.2;
  			vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4;
  			vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0;
  			vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1;
  			colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
  			colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
  			shadow_enabled=false;
  			volumetric_enabled=false;
  
  			directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT]=0.5;
  			directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE]=0;
  			directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE]=2.0;
  			omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DEFAULT;
  			directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
  		}
  	};
  
  
  	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;
  			bg_param[VS::ENV_BG_PARAM_SCALE]=1.0;
  			bg_param[VS::ENV_BG_PARAM_GLOW]=0.0;
  			bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER]=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_BLUR_SCALE]=1.0;
  			fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH]=1.0;
  			fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]=0;
  			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_TONEMAPPER]=VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
  			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;
  		GLuint texture;
  		float multiplier;
  		bool is_float;
  	};
  
  	mutable RID_Owner<SampledLight> sampled_light_owner;
  
  
  	struct ViewportData {
  
  		//1x1 fbo+texture for storing previous HDR value
  		GLuint lum_fbo;
  		GLuint lum_color;
  
  		ViewportData() { lum_fbo=0; lum_color=0; }
  	};
  
  	mutable RID_Owner<ViewportData> viewport_data_owner;
  
  	struct RenderTarget {
  
  		Texture *texture_ptr;
  		RID texture;
  		GLuint fbo;
  		GLuint color;
  		GLuint depth;
  		int width,height;
  		uint64_t last_pass;
  
  	};
  
  	mutable RID_Owner<RenderTarget> render_target_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[4];
  		CameraMatrix custom_projection[4];
  
  		Vector3 light_vector;
  		Vector3 spot_vector;
  		float linear_att;
  
  		uint64_t shadow_pass;
  		uint64_t last_pass;
  		uint16_t sort_key;
  
  		Vector2 dp;
  
  		CameraMatrix shadow_projection[4];
  		float shadow_split[4];
  
  
  
  		ShadowBuffer* near_shadow_buffer;
  
  		void clear_shadow_buffers() {
  
  			clear_near_shadow_buffers();
  		}
  
  		void clear_near_shadow_buffers() {
  
  			if (near_shadow_buffer) {
  				near_shadow_buffer->owner=NULL;
  				near_shadow_buffer=NULL;
  			}
  		}
  
  		LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; near_shadow_buffer=NULL;}
  
  	};
  	mutable RID_Owner<Light> light_owner;
  	mutable RID_Owner<LightInstance> light_instance_owner;
  
  	LightInstance *light_instances[MAX_SCENE_LIGHTS];
  	LightInstance *directional_lights[4];
  	int light_instance_count;
  	int directional_light_count;
  	int last_light_id;
  	bool current_depth_test;
  	bool current_depth_mask;
  	VS::MaterialBlendMode current_blend_mode;
  	bool use_fast_texture_filter;
  	int max_texture_size;
  
  	bool fragment_lighting;
  	RID shadow_material;
  	Material *shadow_mat_ptr;
  
  	int max_texture_units;
  	GLuint base_framebuffer;
  
  	GLuint gui_quad_buffer;
  
  
  
  	struct RenderList {
  
  		enum {
  			DEFAULT_MAX_ELEMENTS=4096,
  			MAX_LIGHTS=4,
  			SORT_FLAG_SKELETON=1,
  			SORT_FLAG_INSTANCING=2,
  		};
  
  		static int max_elements;
  
  		struct Element {
  
  
  			float depth;
  			const InstanceData *instance;
  			const Skeleton *skeleton;
  			const Geometry *geometry;
  			const Geometry *geometry_cmp;
  			const Material *material;
  			const GeometryOwner *owner;
  			bool *additive_ptr;
  			bool additive;
  			bool mirror;
  			union {
  #ifdef BIG_ENDIAN_ENABLED
  				struct {
  					uint8_t sort_flags;
  					uint8_t light_type;
  					uint16_t light;
  				};
  #else
  				struct {
  					uint16_t light;
  					uint8_t light_type;
  					uint8_t sort_flags;
  				};
  #endif
  				uint32_t sort_key;
  			};
  		};
  
  
  		Element *_elements;
  		Element **elements;
  		int element_count;
  
  		void clear() {
  
  			element_count=0;
  		}
  
  		struct SortZ {
  
  			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const {
  
  				return A->depth > B->depth;
  			}
  		};
  
  		void sort_z() {
  
  			SortArray<Element*,SortZ> sorter;
  			sorter.sort(elements,element_count);
  		}
  
  
  		struct SortMatGeom {
  
  			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const {
  				// TODO move to a single uint64 (one comparison)
  				if (A->material->shader_cache == B->material->shader_cache) {
  					if (A->material == B->material) {
  
  						return A->geometry_cmp < B->geometry_cmp;
  					} else {
  
  						return (A->material < B->material);
  					}
  				} else {
  
  					return A->material->shader_cache < B->material->shader_cache;
  				}
  			}
  		};
  
  		void sort_mat_geom() {
  
  			SortArray<Element*,SortMatGeom> sorter;
  			sorter.sort(elements,element_count);
  		}
  
  		struct SortMatLight {
  
  			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const {
  
  				if (A->geometry_cmp == B->geometry_cmp) {
  
  					if (A->material == B->material) {
  
  						return A->light<B->light;
  					} else {
  
  						return (A->material < B->material);
  					}
  				} else {
  
  					return (A->geometry_cmp < B->geometry_cmp);
  				}
  			}
  		};
  
  		void sort_mat_light() {
  
  			SortArray<Element*,SortMatLight> sorter;
  			sorter.sort(elements,element_count);
  		}
  
  		struct SortMatLightType {
  
  			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const {
  
  				if (A->light_type == B->light_type) {
  					if (A->material->shader_cache == B->material->shader_cache) {
  						if (A->material == B->material) {
  
  							return (A->geometry_cmp < B->geometry_cmp);
  						} else {
  
  							return (A->material < B->material);
  						}
  					} else {
  
  						return (A->material->shader_cache < B->material->shader_cache);
  					}
  				} else {
  
  					return A->light_type < B->light_type;
  				}
  			}
  		};
  
  		void sort_mat_light_type() {
  
  			SortArray<Element*,SortMatLightType> sorter;
  			sorter.sort(elements,element_count);
  		}
  
  		struct SortMatLightTypeFlags {
  
  			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const {
  
  				if (A->sort_key == B->sort_key) {
  					if (A->material->shader_cache == B->material->shader_cache) {
  						if (A->material == B->material) {
  
  							return (A->geometry_cmp < B->geometry_cmp);
  						} else {
  
  							return (A->material < B->material);
  						}
  					} else {
  
  						return (A->material->shader_cache < B->material->shader_cache);
  					}
  				} else {
  
  					return A->sort_key < B->sort_key; //one is null and one is not
  				}
  			}
  		};
  
  		void sort_mat_light_type_flags() {
  
  			SortArray<Element*,SortMatLightTypeFlags> sorter;
  			sorter.sort(elements,element_count);
  		}
  		_FORCE_INLINE_ Element* add_element() {
  
  			if (element_count>=max_elements)
  				return NULL;
  			elements[element_count]=&_elements[element_count];
  			return elements[element_count++];
  		}
  
  		void init() {
  
  			element_count = 0;
  			elements=memnew_arr(Element*,max_elements);
  			_elements=memnew_arr(Element,max_elements);
  			for (int i=0;i<max_elements;i++)
  				elements[i]=&_elements[i]; // assign elements
  
  		}
  
  		RenderList() {
  
  		}
  		~RenderList() {
  			memdelete_arr(elements);
  			memdelete_arr(_elements);
  		}
  	};
  
  
  
  	RenderList opaque_render_list;
  	RenderList alpha_render_list;
  
  	RID default_material;
  
  
  	CameraMatrix camera_projection;
  	Transform camera_transform;
  	Transform camera_transform_inverse;
  	float camera_z_near;
  	float camera_z_far;
  	Size2 camera_vp_size;
  	Set<String> extensions;
  	bool texscreen_copied;
  	bool texscreen_used;
  
  
  
  	Plane camera_plane;
  
  	void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner);
  	void _render_list_forward(RenderList *p_render_list,const Transform& p_view_transform,const Transform& p_view_transform_inverse, const CameraMatrix& p_projection,bool p_reverse_cull=false,bool p_fragment_light=false,bool p_alpha_pass=false);
  
  	//void _setup_light(LightInstance* p_instance, int p_idx);
  	void _setup_light(uint16_t p_light);
  
  	_FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
  	bool _setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass);
  	void _setup_skeleton(const Skeleton *p_skeleton);
  
  
  	Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs);
  	void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform);
  
  
  	/***********/
  	/* SHADOWS */
  	/***********/
  
  	struct ShadowBuffer {
  
  		int size;
  		GLuint fbo;
  		GLuint rbo;
  		GLuint depth;
  		GLuint rgba; //for older devices
  #if 0
  		GLuint fbo_blur;
  		GLuint rbo_blur;
  		GLuint blur;
  #endif
  
  		LightInstance *owner;
  		bool init(int p_size,bool p_use_depth);
  		ShadowBuffer() { size=0; depth=0; owner=NULL; }
  	};
  
  	Vector<ShadowBuffer> near_shadow_buffers;
  	ShadowBuffer blur_shadow_buffer;
  
  	Vector<ShadowBuffer> far_shadow_buffers;
  
  	LightInstance *shadow;
  	int shadow_pass;
  
  
  	float shadow_near_far_split_size_ratio;
  	bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers);
  	void _debug_draw_shadow(GLuint tex, const Rect2& p_rect);
  	void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs);
  	void _debug_shadows();
  	void _debug_luminances();
  	void _debug_samplers();
  
  
  
  	/***********/
  	/*  FBOs   */
  	/***********/
  
  
  	struct FrameBuffer {
  
  		GLuint fbo;
  		GLuint color;
  		GLuint depth;
  
  
  		int width,height;
  		int scale;
  		bool active;
  
  		int blur_size;
  
  		struct Blur {
  
  			GLuint fbo;
  			GLuint color;
  
  			Blur() { fbo=0; color=0; }
  		} blur[3];
  
  		struct Luminance {
  
  			int size;
  			GLuint fbo;
  			GLuint color;
  
  			Luminance() { fbo=0; color=0; size=0;}
  		};
  
  		Vector<Luminance> luminance;
  
  		GLuint sample_fbo;
  		GLuint sample_color;
  
  		FrameBuffer() {
  			blur_size=0;
  		}
  
  	} framebuffer;
  
  	void _update_framebuffer();
  	void _process_glow_and_bloom();
  	//void _update_blur_buffer();
  
  
  	/*********/
  	/* FRAME */
  	/*********/
  
  	struct _Rinfo {
  
  		int texture_mem;
  		int vertex_count;
  		int object_count;
  		int mat_change_count;
  		int surface_count;
  		int shader_change_count;
  		int ci_draw_commands;
  		int draw_calls;
  
  	} _rinfo;
  
  
  	/*******************/
  	/* CANVAS OCCLUDER */
  	/*******************/
  
  
  	struct CanvasOccluder {
  
  		GLuint vertex_id; // 0 means, unconfigured
  		GLuint index_id; // 0 means, unconfigured
  		DVector<Vector2> lines;
  		int len;
  	};
  
  	RID_Owner<CanvasOccluder> canvas_occluder_owner;
  
  	/***********************/
  	/* CANVAS LIGHT SHADOW */
  	/***********************/
  
  
  	struct CanvasLightShadow {
  
  		int size;
  		int height;
  		GLuint fbo;
  		GLuint rbo;
  		GLuint depth;
  		GLuint rgba; //for older devices
  
  		GLuint blur;
  
  	};
  
  	RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
  
  	RID canvas_shadow_blur;
  
  	/* ETC */
  
  	RenderTarget *current_rt;
  	bool current_rt_transparent;
  	bool current_rt_vflip;
  	ViewportData *current_vd;
  
  
  	GLuint white_tex;
  	RID canvas_tex;
  	float canvas_opacity;
  	Color canvas_modulate;
  	bool canvas_use_modulate;
  	bool uses_texpixel_size;
  	bool rebind_texpixel_size;
  	Transform canvas_transform;
  	CanvasItemMaterial *canvas_last_material;
  	bool canvas_texscreen_used;
  	Vector2 normal_flip;
  	_FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip);
  
  
  	_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
  	VS::MaterialBlendMode canvas_blend_mode;
  
  
  	int _setup_geometry_vinfo;
  
  	bool pack_arrays;
  	bool keep_copies;
  	bool use_reload_hooks;
  	bool cull_front;
  	bool lights_use_shadow;
  	_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
  	_FORCE_INLINE_ Color _convert_color(const Color& p_color);
  
  	void _process_glow_bloom();
  	void _process_hdr();
  	void _draw_tex_bg();
  
  	bool using_canvas_bg;
  	Size2 window_size;
  	VS::ViewportRect viewport;
  	double last_time;
  	double time_delta;
  	uint64_t frame;
  	uint64_t scene_pass;
  	bool draw_next_frame;
  	Environment *current_env;
  	VS::ScenarioDebugMode current_debug;
  	RID overdraw_material;
  
  
  	mutable MaterialShaderGLES2 material_shader;
  	mutable CanvasShaderGLES2 canvas_shader;
  	BlurShaderGLES2 blur_shader;
  	CopyShaderGLES2 copy_shader;
  	mutable CanvasShadowShaderGLES2 canvas_shadow_shader;
  
  	mutable ShaderCompilerGLES2 shader_precompiler;
  
  	void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
  	_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
  	_FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2);
  	void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false, bool p_transpose=false );
  	void _draw_quad(const Rect2& p_rect);
  	void _copy_screen_quad();
  	void _copy_to_texscreen();
  
  
  	Vector3 chunk_vertex;
  	Vector3 chunk_normal;
  	Plane chunk_tangent;
  	Color chunk_color;
  	Vector2 chunk_uv;
  	Vector2 chunk_uv2;
  	GLuint tc0_id_cache;
  	GLuint tc0_idx;
  
  	template<bool use_normalmap>
  	_FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip);
  	_FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* p_shader);
  	_FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* p_shader);
  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;
  
  	GLuint _texture_get_name(RID p_tex);
  
  	/* 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 AABB immediate_get_aabb(RID p_immediate) const;
  	virtual void immediate_set_material(RID p_immediate,RID p_material);
  	virtual RID immediate_get_material(RID p_immediate) 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 ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) 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_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 int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const;
  
  
  	virtual void shadow_clear_near();
  	virtual bool shadow_allocate_near(RID p_light);
  	virtual bool shadow_allocate_far(RID p_light);
  
  
  	/* SHADOW */
  
  	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
  
  	typedef Map<StringName,Variant> ParamOverrideMap;
  
  	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 void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
  
  	/* CANVAS LIGHT SHADOW */
  
  	//buffer
  	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);
  
  	//occluder
  	virtual RID canvas_light_occluder_create();
  	virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
  
  	/* 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 bool is_canvas_light_occluder(const RID& p_rid) const;
  
  	virtual void free(const RID& p_rid);
  
  	virtual void init();
  	virtual void finish();
  
  	virtual int get_render_info(VS::RenderInfo p_info);
  
  	void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
  
  	virtual void flush_frame(); //not necesary in most cases
  	void set_extensions(const char *p_strings);
  
  	virtual bool needs_to_draw_next_frame() const;
  
  	void set_use_framebuffers(bool p_use);
  	void reload_vram();
  
  	virtual bool has_feature(VS::Features p_feature) const;
  
  	static RasterizerGLES2* get_singleton();
  
  	RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false);
  	virtual ~RasterizerGLES2();
  };
  
  #endif
  #endif
  