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Эх сурвалжийг харах

Merge pull request #8843 from BastiaanOlij/remove_iphone_rasterer

Removing rasterizer from iphone
Rémi Verschelde 8 жил өмнө
parent
commit
733a8932f4

+ 0 - 1
platform/iphone/SCsub

@@ -5,7 +5,6 @@ Import('env')
 iphone_lib = [
 
     'os_iphone.cpp',
-    #'rasterizer_iphone.cpp',
     'audio_driver_iphone.cpp',
     'sem_iphone.cpp',
     'gl_view.mm',

+ 0 - 2585
platform/iphone/rasterizer_iphone.cpp

@@ -1,2585 +0,0 @@
-/*************************************************************************/
-/*  rasterizer_iphone.cpp                                                */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                    http://www.godotengine.org                         */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
-/*                                                                       */
-/* 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.                */
-/*************************************************************************/
-#ifdef IPHONE_ENABLED
-
-#include "rasterizer_iphone.h"
-#include "global_config.h"
-#include "os/os.h"
-#include <stdio.h>
-
-_FORCE_INLINE_ static void _gl_load_transform(const Transform &tr) {
-
-	GLfloat matrix[16] = { /* build a 16x16 matrix */
-		tr.basis.elements[0][0],
-		tr.basis.elements[1][0],
-		tr.basis.elements[2][0],
-		0,
-		tr.basis.elements[0][1],
-		tr.basis.elements[1][1],
-		tr.basis.elements[2][1],
-		0,
-		tr.basis.elements[0][2],
-		tr.basis.elements[1][2],
-		tr.basis.elements[2][2],
-		0,
-		tr.origin.x,
-		tr.origin.y,
-		tr.origin.z,
-		1
-	};
-
-	glLoadMatrixf(matrix);
-};
-
-_FORCE_INLINE_ static void _gl_mult_transform(const Transform &tr) {
-
-	GLfloat matrix[16] = { /* build a 16x16 matrix */
-		tr.basis.elements[0][0],
-		tr.basis.elements[1][0],
-		tr.basis.elements[2][0],
-		0,
-		tr.basis.elements[0][1],
-		tr.basis.elements[1][1],
-		tr.basis.elements[2][1],
-		0,
-		tr.basis.elements[0][2],
-		tr.basis.elements[1][2],
-		tr.basis.elements[2][2],
-		0,
-		tr.origin.x,
-		tr.origin.y,
-		tr.origin.z,
-		1
-	};
-
-	glMultMatrixf(matrix);
-};
-
-static const GLenum prim_type[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
-
-static void _draw_primitive(int p_points, const float *p_vertices, const float *p_normals, const float *p_colors, const float *p_uvs, const Plane *p_tangents = NULL, int p_instanced = 1) {
-
-	ERR_FAIL_COND(!p_vertices);
-	ERR_FAIL_COND(p_points < 1 || p_points > 4);
-
-	GLenum type = prim_type[p_points - 1];
-
-	if (!p_colors) {
-		glColor4f(1, 1, 1, 1);
-	};
-
-	glEnableClientState(GL_VERTEX_ARRAY);
-	glVertexPointer(3, GL_FLOAT, 0, (GLvoid *)p_vertices);
-
-	if (p_normals) {
-
-		glEnableClientState(GL_NORMAL_ARRAY);
-		glNormalPointer(GL_FLOAT, 0, (GLvoid *)p_normals);
-	};
-
-	if (p_colors) {
-		glEnableClientState(GL_COLOR_ARRAY);
-		glColorPointer(4, GL_FLOAT, 0, p_colors);
-	};
-
-	if (p_uvs) {
-
-		glClientActiveTexture(GL_TEXTURE0);
-		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-		glTexCoordPointer(2, GL_FLOAT, 0, p_uvs);
-	};
-
-	glDrawArrays(type, 0, p_points);
-
-	glDisableClientState(GL_VERTEX_ARRAY);
-	glDisableClientState(GL_NORMAL_ARRAY);
-	glDisableClientState(GL_COLOR_ARRAY);
-	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-};
-
-/* TEXTURE API */
-
-static Image _get_gl_image_and_format(const Image &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, int &r_gl_components, bool &r_has_alpha_cache) {
-
-	r_has_alpha_cache = false;
-	Image image = p_image;
-
-	switch (p_format) {
-
-		case Image::FORMAT_L8: {
-			r_gl_components = 1;
-			r_gl_format = GL_LUMINANCE;
-
-		} break;
-		case Image::FORMAT_INTENSITY: {
-
-			image.convert(Image::FORMAT_RGBA8);
-			r_gl_components = 4;
-			r_gl_format = GL_RGBA;
-			r_has_alpha_cache = true;
-		} break;
-		case Image::FORMAT_LA8: {
-
-			image.convert(Image::FORMAT_RGBA8);
-			r_gl_components = 4;
-			r_gl_format = GL_RGBA;
-			r_has_alpha_cache = true;
-		} break;
-
-		case Image::FORMAT_INDEXED: {
-
-			image.convert(Image::FORMAT_RGB8);
-			r_gl_components = 3;
-			r_gl_format = GL_RGB;
-
-		} break;
-
-		case Image::FORMAT_INDEXED_ALPHA: {
-
-			image.convert(Image::FORMAT_RGBA8);
-			r_gl_components = 4;
-			r_gl_format = GL_RGB;
-			r_has_alpha_cache = true;
-
-		} break;
-		case Image::FORMAT_RGB8: {
-
-			r_gl_components = 3;
-			r_gl_format = GL_RGB;
-		} break;
-		case Image::FORMAT_RGBA8: {
-
-			r_gl_components = 4;
-			r_gl_format = GL_RGBA;
-			r_has_alpha_cache = true;
-		} break;
-		default: {
-
-			ERR_FAIL_V(Image());
-		}
-	}
-
-	return image;
-}
-
-RID RasterizerIPhone::texture_create() {
-
-	Texture *texture = memnew(Texture);
-	ERR_FAIL_COND_V(!texture, RID());
-	glGenTextures(1, &texture->tex_id);
-	texture->active = false;
-
-	return texture_owner.make_rid(texture);
-}
-
-void RasterizerIPhone::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) {
-
-	bool has_alpha_cache;
-	int components;
-	GLenum format;
-
-	Texture *texture = texture_owner.get(p_texture);
-	ERR_FAIL_COND(!texture);
-	texture->width = p_width;
-	texture->height = p_height;
-	texture->format = p_format;
-	texture->flags = p_flags;
-	//texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
-	texture->target = GL_TEXTURE_2D;
-
-	_get_gl_image_and_format(Image(), texture->format, texture->flags, format, components, has_alpha_cache);
-
-	texture->gl_components_cache = components;
-	texture->gl_format_cache = format;
-	texture->format_has_alpha = has_alpha_cache;
-	texture->has_alpha = false; //by default it doesn't have alpha unless something with alpha is blitteds
-
-	glBindTexture(texture->target, texture->tex_id);
-
-	if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) {
-		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
-	}
-
-	if (texture->target == GL_TEXTURE_2D) {
-		glTexImage2D(texture->target, 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE, NULL);
-	}
-
-	/*
-	else {
-		//cubemappor
-		for (int i=0;i<6;i++)
-			glTexImage2D(_cube_side_enum[i], 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
-	}
-	*/
-
-	glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtering
-
-	if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
-
-		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
-		if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) {
-			//glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
-		};
-	}
-
-	if (texture->flags & VS::TEXTURE_FLAG_REPEAT /* && texture->target != GL_TEXTURE_CUBE_MAP*/) {
-
-		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-	} else {
-
-		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
-		glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-		glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-	}
-
-	texture->active = true;
-}
-
-void RasterizerIPhone::texture_blit_rect(RID p_texture, int p_x, int p_y, const Image &p_image, VS::CubeMapSide p_cube_side) {
-
-	Texture *texture = texture_owner.get(p_texture);
-
-	ERR_FAIL_COND(!texture);
-	ERR_FAIL_COND(!texture->active);
-	ERR_FAIL_COND(texture->format != p_image.get_format());
-
-	int components;
-	GLenum format;
-	bool alpha;
-
-	Image img = _get_gl_image_and_format(p_image, p_image.get_format(), texture->flags, format, components, alpha);
-
-	if (img.detect_alpha())
-		texture->has_alpha = true;
-
-	GLenum blit_target = GL_TEXTURE_2D; //(texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
-
-	PoolVector<uint8_t>::Read read = img.get_data().read();
-
-	glBindTexture(texture->target, texture->tex_id);
-	glTexSubImage2D(blit_target, 0, p_x, p_y, img.get_width(), img.get_height(), format, GL_UNSIGNED_BYTE, read.ptr());
-
-	//glGenerateMipmap( texture->target );
-}
-
-Image RasterizerIPhone::texture_get_rect(RID p_texture, int p_x, int p_y, int p_width, int p_height, VS::CubeMapSide p_cube_side) const {
-
-	return Image();
-}
-void RasterizerIPhone::texture_set_flags(RID p_texture, uint32_t p_flags) {
-
-	Texture *texture = texture_owner.get(p_texture);
-	ERR_FAIL_COND(!texture);
-
-	glBindTexture(texture->target, texture->tex_id);
-	uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
-	texture->flags = p_flags | cube; // can't remove a cube from being a cube
-
-	if (texture->flags & VS::TEXTURE_FLAG_REPEAT /*&& texture->target != GL_TEXTURE_CUBE_MAP*/) {
-
-		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-	} else {
-		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
-		glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-		glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-	}
-
-	if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
-
-		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
-		if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS)
-			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
-
-	} else {
-
-		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // nearest
-	}
-}
-uint32_t RasterizerIPhone::texture_get_flags(RID p_texture) const {
-
-	Texture *texture = texture_owner.get(p_texture);
-
-	ERR_FAIL_COND_V(!texture, 0);
-
-	return texture->flags;
-}
-Image::Format RasterizerIPhone::texture_get_format(RID p_texture) const {
-
-	Texture *texture = texture_owner.get(p_texture);
-
-	ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
-
-	return texture->format;
-}
-uint32_t RasterizerIPhone::texture_get_width(RID p_texture) const {
-
-	Texture *texture = texture_owner.get(p_texture);
-
-	ERR_FAIL_COND_V(!texture, 0);
-
-	return texture->width;
-}
-uint32_t RasterizerIPhone::texture_get_height(RID p_texture) const {
-
-	Texture *texture = texture_owner.get(p_texture);
-
-	ERR_FAIL_COND_V(!texture, 0);
-
-	return texture->height;
-}
-
-bool RasterizerIPhone::texture_has_alpha(RID p_texture) const {
-
-	Texture *texture = texture_owner.get(p_texture);
-
-	ERR_FAIL_COND_V(!texture, 0);
-
-	return texture->has_alpha;
-}
-
-/* SHADER API */
-
-RID RasterizerIPhone::shader_create() {
-
-	return RID();
-}
-
-void RasterizerIPhone::shader_node_add(RID p_shader, VS::ShaderNodeType p_type, int p_id) {
-}
-void RasterizerIPhone::shader_node_remove(RID p_shader, int p_id) {
-}
-void RasterizerIPhone::shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type) {
-}
-void RasterizerIPhone::shader_node_set_param(RID p_shader, int p_id, const Variant &p_value) {
-}
-
-void RasterizerIPhone::shader_get_node_list(RID p_shader, List<int> *p_node_list) const {
-}
-VS::ShaderNodeType RasterizerIPhone::shader_node_get_type(RID p_shader, int p_id) const {
-
-	return VS::NODE_ADD;
-}
-Variant RasterizerIPhone::shader_node_get_param(RID p_shader, int p_id) const {
-
-	return Variant();
-}
-
-void RasterizerIPhone::shader_connect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) {
-}
-bool RasterizerIPhone::shader_is_connected(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) const {
-
-	return false;
-}
-
-void RasterizerIPhone::shader_disconnect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) {
-}
-
-void RasterizerIPhone::shader_get_connections(RID p_shader, List<VS::ShaderConnection> *p_connections) const {
-}
-
-void RasterizerIPhone::shader_clear(RID p_shader) {
-}
-
-/* COMMON MATERIAL API */
-
-void RasterizerIPhone::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
-}
-Variant RasterizerIPhone::material_get_param(RID p_material, const StringName &p_param) const {
-
-	return Variant();
-}
-void RasterizerIPhone::material_get_param_list(RID p_material, List<String> *p_param_list) const {
-}
-
-void RasterizerIPhone::material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled) {
-}
-bool RasterizerIPhone::material_get_flag(RID p_material, VS::MaterialFlag p_flag) const {
-
-	return false;
-}
-
-void RasterizerIPhone::material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) {
-}
-VS::MaterialBlendMode RasterizerIPhone::material_get_blend_mode(RID p_material) const {
-
-	return VS::MATERIAL_BLEND_MODE_ADD;
-}
-
-void RasterizerIPhone::material_set_line_width(RID p_material, float p_line_width) {
-}
-float RasterizerIPhone::material_get_line_width(RID p_material) const {
-
-	return 0;
-}
-
-/* FIXED MATERIAL */
-
-RID RasterizerIPhone::material_create() {
-
-	return material_owner.make_rid(memnew(Material));
-}
-
-void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::SpatialMaterialParam p_parameter, const Variant &p_value) {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND(!m);
-	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
-
-	m->parameters[p_parameter] = p_value;
-}
-Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material, VS::SpatialMaterialParam p_parameter) const {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!m, Variant());
-	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
-
-	return m->parameters[p_parameter];
-}
-
-void RasterizerIPhone::fixed_material_set_texture(RID p_material, VS::SpatialMaterialParam p_parameter, RID p_texture) {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND(!m);
-	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
-
-	m->textures[p_parameter] = p_texture;
-}
-RID RasterizerIPhone::fixed_material_get_texture(RID p_material, VS::SpatialMaterialParam p_parameter) const {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!m, RID());
-	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
-
-	return m->textures[p_parameter];
-}
-
-void RasterizerIPhone::fixed_material_set_detail_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND(!m);
-
-	m->detail_blend_mode = p_mode;
-}
-VS::MaterialBlendMode RasterizerIPhone::fixed_material_get_detail_blend_mode(RID p_material) const {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);
-
-	return m->detail_blend_mode;
-}
-
-void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter, VS::SpatialMaterialTexCoordMode p_mode) {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND(!m);
-	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
-
-	m->texcoord_mode[p_parameter] = p_mode;
-}
-VS::SpatialMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter) const {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_TEXGEN);
-	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV);
-
-	return m->texcoord_mode[p_parameter]; // for now
-}
-
-void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material, VS::SpatialMaterialTexGenMode p_mode) {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND(!m);
-
-	m->texgen_mode = p_mode;
-};
-
-VS::SpatialMaterialTexGenMode RasterizerIPhone::fixed_material_get_texgen_mode(RID p_material) const {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXGEN_SPHERE);
-
-	return m->texgen_mode;
-};
-
-void RasterizerIPhone::fixed_material_set_uv_transform(RID p_material, const Transform &p_transform) {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND(!m);
-
-	m->uv_transform = p_transform;
-}
-Transform RasterizerIPhone::fixed_material_get_uv_transform(RID p_material) const {
-
-	Material *m = material_owner.get(p_material);
-	ERR_FAIL_COND_V(!m, Transform());
-
-	return m->uv_transform;
-}
-
-/* SHADER MATERIAL */
-
-RID RasterizerIPhone::shader_material_create() const {
-
-	return RID();
-}
-
-void RasterizerIPhone::shader_material_set_vertex_shader(RID p_material, RID p_shader, bool p_owned) {
-}
-RID RasterizerIPhone::shader_material_get_vertex_shader(RID p_material) const {
-
-	return RID();
-}
-
-void RasterizerIPhone::shader_material_set_fragment_shader(RID p_material, RID p_shader, bool p_owned) {
-}
-RID RasterizerIPhone::shader_material_get_fragment_shader(RID p_material) const {
-
-	return RID();
-}
-
-/* MESH API */
-
-RID RasterizerIPhone::mesh_create() {
-
-	return mesh_owner.make_rid(memnew(Mesh));
-}
-
-void RasterizerIPhone::mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, uint32_t p_format, int p_array_len, int p_index_array_len) {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND(!mesh);
-
-	ERR_FAIL_COND((p_format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory
-	ERR_FAIL_COND(p_array_len <= 0);
-	ERR_FAIL_COND(p_index_array_len == 0);
-	ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX);
-
-	Surface *surface = memnew(Surface);
-	ERR_FAIL_COND(!surface);
-
-	int total_elem_size = 0;
-
-	bool use_VBO = true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
-	if (p_format & VS::ARRAY_FORMAT_WEIGHTS) {
-
-		use_VBO = false;
-	}
-
-	for (int i = 0; i < VS::ARRAY_MAX; i++) {
-
-		Surface::ArrayData &ad = surface->array[i];
-		ad.size = 0;
-		ad.configured = false;
-		ad.ofs = 0;
-		int elem_size = 0;
-		int elem_count = 0;
-
-		if (!(p_format & (1 << i))) // no array
-			continue;
-
-		switch (i) {
-
-			case VS::ARRAY_VERTEX:
-			case VS::ARRAY_NORMAL: {
-
-				elem_size = 3 * sizeof(GLfloat); // vertex
-				elem_count = 3;
-			} break;
-			case VS::ARRAY_TANGENT: {
-				elem_size = 4 * sizeof(GLfloat); // vertex
-				elem_count = 4;
-
-			} break;
-			case VS::ARRAY_COLOR: {
-
-				elem_size = 4; /* RGBA */
-				elem_count = 4;
-			} break;
-			case VS::ARRAY_TEX_UV: {
-				elem_size = 2 * sizeof(GLfloat);
-				elem_count = 2;
-
-			} break;
-			case VS::ARRAY_WEIGHTS:
-			case VS::ARRAY_BONES: {
-
-				elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLfloat);
-				elem_count = VS::ARRAY_WEIGHTS_SIZE;
-
-			} break;
-			case VS::ARRAY_INDEX: {
-
-				if (p_index_array_len <= 0) {
-					ERR_PRINT("p_index_array_len==NO_INDEX_ARRAY");
-					break;
-				}
-				/* determine wether using 8 or 16 bits indices */
-				if (p_index_array_len > (1 << 8)) {
-
-					elem_size = 2;
-				} else {
-					elem_size = 1;
-				}
-
-				if (use_VBO) {
-
-					glGenBuffers(1, &surface->index_id);
-					ERR_FAIL_COND(surface->index_id == 0);
-					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
-					glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_index_array_len * elem_size, NULL, GL_STATIC_DRAW);
-					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
-				} else {
-					surface->index_array_local = (uint8_t *)memalloc(p_index_array_len * elem_size);
-				};
-
-				surface->index_array_len = p_index_array_len; // only way it can exist
-				ad.ofs = 0;
-				ad.size = elem_size;
-				ad.configured = false;
-				ad.components = 1;
-
-				continue;
-			} break;
-			default: {
-				ERR_FAIL();
-			}
-		}
-
-		ad.ofs = total_elem_size;
-		ad.size = elem_size;
-		ad.components = elem_count;
-		total_elem_size += elem_size;
-		ad.configured = false;
-	}
-
-	surface->stride = total_elem_size;
-	surface->array_len = p_array_len;
-	surface->format = p_format;
-	surface->primitive = p_primitive;
-
-	/* bind the bigass buffers */
-	if (use_VBO) {
-
-		glGenBuffers(1, &surface->vertex_id);
-		ERR_FAIL_COND(surface->vertex_id == 0);
-		glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
-		glBufferData(GL_ARRAY_BUFFER, surface->array_len * surface->stride, NULL, GL_STATIC_DRAW);
-		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
-	} else {
-		surface->array_local = (uint8_t *)memalloc(surface->array_len * surface->stride);
-	};
-
-	mesh->surfaces.push_back(surface);
-}
-
-Error RasterizerIPhone::mesh_surface_set_array(RID p_mesh, int p_surface, VS::ArrayType p_type, const Variant &p_array) {
-
-	ERR_FAIL_INDEX_V(p_type, VS::ARRAY_MAX, ERR_INVALID_PARAMETER);
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND_V(!mesh, ERR_INVALID_PARAMETER);
-	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), ERR_INVALID_PARAMETER);
-	Surface *surface = mesh->surfaces[p_surface];
-	ERR_FAIL_COND_V(!surface, ERR_INVALID_PARAMETER);
-
-	ERR_FAIL_COND_V(surface->array[p_type].size == 0, ERR_INVALID_PARAMETER);
-
-	Surface::ArrayData &a = surface->array[p_type];
-
-	switch (p_type) {
-
-		case VS::ARRAY_INDEX: {
-			ERR_FAIL_COND_V(surface->index_array_len <= 0, ERR_INVALID_DATA);
-			ERR_FAIL_COND_V(p_array.get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER);
-
-			PoolVector<int> indices = p_array;
-			ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
-			ERR_FAIL_COND_V(indices.size() != surface->index_array_len, ERR_INVALID_PARAMETER);
-
-			/* determine wether using 16 or 32 bits indices */
-
-			if (surface->index_array_local == 0) {
-				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
-			};
-
-			PoolVector<int>::Read read = indices.read();
-			const int *src = read.ptr();
-
-			for (int i = 0; i < surface->index_array_len; i++) {
-
-				if (surface->index_array_local) {
-
-					if (a.size <= (1 << 8)) {
-						uint8_t v = src[i];
-
-						copymem(&surface->array_local[i * a.size], &v, a.size);
-					} else {
-						uint16_t v = src[i];
-
-						copymem(&surface->array_local[i * a.size], &v, a.size);
-					}
-
-				} else {
-					if (a.size <= (1 << 8)) {
-						uint8_t v = src[i];
-
-						glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, i * a.size, a.size, &v);
-					} else {
-						uint16_t v = src[i];
-
-						glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, i * a.size, a.size, &v);
-					}
-				};
-			}
-			if (surface->index_array_local == 0) {
-				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-			};
-			a.configured = true;
-			return OK;
-		} break;
-		case VS::ARRAY_VERTEX:
-		case VS::ARRAY_NORMAL: {
-
-			ERR_FAIL_COND_V(p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
-
-			PoolVector<Vector3> array = p_array;
-			ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
-
-			if (surface->array_local == 0) {
-				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
-			};
-
-			PoolVector<Vector3>::Read read = array.read();
-			const Vector3 *src = read.ptr();
-
-			// setting vertices means regenerating the AABB
-			if (p_type == VS::ARRAY_VERTEX)
-				surface->aabb = AABB();
-
-			for (int i = 0; i < surface->array_len; i++) {
-
-				GLfloat vector[3] = { src[i].x, src[i].y, src[i].z };
-
-				if (surface->array_local == 0) {
-					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, vector);
-				} else {
-					copymem(&surface->array_local[a.ofs + i * surface->stride], vector, a.size);
-				}
-
-				if (p_type == VS::ARRAY_VERTEX) {
-
-					if (i == 0) {
-
-						surface->aabb = AABB(src[i], Vector3());
-					} else {
-
-						surface->aabb.expand_to(src[i]);
-					}
-				}
-			}
-
-			if (surface->array_local == 0) {
-				glBindBuffer(GL_ARRAY_BUFFER, 0);
-			};
-
-		} break;
-		case VS::ARRAY_TANGENT: {
-
-			ERR_FAIL_COND_V(p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
-
-			PoolVector<real_t> array = p_array;
-
-			ERR_FAIL_COND_V(array.size() != surface->array_len * 4, ERR_INVALID_PARAMETER);
-
-			if (surface->array_local == 0) {
-				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
-			};
-
-			PoolVector<real_t>::Read read = array.read();
-			const real_t *src = read.ptr();
-
-			for (int i = 0; i < surface->array_len; i++) {
-
-				GLfloat xyzw[4] = {
-					src[i * 4 + 0],
-					src[i * 4 + 1],
-					src[i * 4 + 2],
-					src[i * 4 + 3]
-				};
-
-				if (surface->array_local == 0) {
-
-					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, xyzw);
-				} else {
-
-					copymem(&surface->array_local[a.ofs + i * surface->stride], xyzw, a.size);
-				};
-			}
-
-			if (surface->array_local == 0) {
-				glBindBuffer(GL_ARRAY_BUFFER, 0);
-			};
-		} break;
-		case VS::ARRAY_COLOR: {
-
-			ERR_FAIL_COND_V(p_array.get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER);
-
-			PoolVector<Color> array = p_array;
-
-			ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
-
-			if (surface->array_local == 0)
-				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
-
-			PoolVector<Color>::Read read = array.read();
-			const Color *src = read.ptr();
-			surface->has_alpha_cache = false;
-
-			for (int i = 0; i < surface->array_len; i++) {
-
-				if (src[i].a < 0.98) // tolerate alpha a bit, for crappy exporters
-					surface->has_alpha_cache = true;
-				uint8_t colors[4] = { src[i].r * 255.0, src[i].g * 255.0, src[i].b * 255.0, src[i].a * 255.0 };
-				// I'm not sure if this is correct, endianness-wise, i should re-check the GL spec
-
-				if (surface->array_local == 0)
-					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, colors);
-				else
-					copymem(&surface->array_local[a.ofs + i * surface->stride], colors, a.size);
-			}
-
-			if (surface->array_local == 0)
-				glBindBuffer(GL_ARRAY_BUFFER, 0);
-
-		} break;
-		case VS::ARRAY_TEX_UV: {
-
-			ERR_FAIL_COND_V(p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
-
-			PoolVector<Vector3> array = p_array;
-
-			ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
-
-			if (surface->array_local == 0)
-				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
-
-			PoolVector<Vector3>::Read read = array.read();
-
-			const Vector3 *src = read.ptr();
-
-			for (int i = 0; i < surface->array_len; i++) {
-
-				GLfloat uv[2] = { src[i].x, src[i].y };
-
-				if (surface->array_local == 0)
-					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, uv);
-				else
-					copymem(&surface->array_local[a.ofs + i * surface->stride], uv, a.size);
-			}
-
-			if (surface->array_local == 0)
-				glBindBuffer(GL_ARRAY_BUFFER, 0);
-
-		} break;
-		case VS::ARRAY_BONES:
-		case VS::ARRAY_WEIGHTS: {
-
-			ERR_FAIL_COND_V(p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
-
-			PoolVector<real_t> array = p_array;
-
-			ERR_FAIL_COND_V(array.size() != surface->array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
-
-			if (surface->array_local == 0)
-				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
-
-			PoolVector<real_t>::Read read = array.read();
-
-			const real_t *src = read.ptr();
-
-			for (int i = 0; i < surface->array_len; i++) {
-
-				GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
-				for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++)
-					data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
-
-				if (surface->array_local == 0)
-					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, data);
-				else
-					copymem(&surface->array_local[a.ofs + i * surface->stride], data, a.size);
-			}
-
-			if (surface->array_local == 0)
-				glBindBuffer(GL_ARRAY_BUFFER, 0);
-		} break;
-		default: { ERR_FAIL_V(ERR_INVALID_PARAMETER); }
-	}
-
-	a.configured = true;
-
-	return OK;
-}
-Variant RasterizerIPhone::mesh_surface_get_array(RID p_mesh, int p_surface, VS::ArrayType p_type) const {
-
-	return Variant();
-}
-
-void RasterizerIPhone::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned) {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND(!mesh);
-	ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
-	Surface *surface = mesh->surfaces[p_surface];
-	ERR_FAIL_COND(!surface);
-
-	if (surface->material_owned && surface->material.is_valid())
-		free(surface->material);
-
-	surface->material_owned = p_owned;
-
-	surface->material = p_material;
-}
-
-RID RasterizerIPhone::mesh_surface_get_material(RID p_mesh, int p_surface) const {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND_V(!mesh, RID());
-	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID());
-	Surface *surface = mesh->surfaces[p_surface];
-	ERR_FAIL_COND_V(!surface, RID());
-
-	return surface->material;
-}
-
-int RasterizerIPhone::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND_V(!mesh, -1);
-	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1);
-	Surface *surface = mesh->surfaces[p_surface];
-	ERR_FAIL_COND_V(!surface, -1);
-
-	return surface->array_len;
-}
-int RasterizerIPhone::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND_V(!mesh, -1);
-	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1);
-	Surface *surface = mesh->surfaces[p_surface];
-	ERR_FAIL_COND_V(!surface, -1);
-
-	return surface->index_array_len;
-}
-uint32_t RasterizerIPhone::mesh_surface_get_format(RID p_mesh, int p_surface) const {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND_V(!mesh, 0);
-	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
-	Surface *surface = mesh->surfaces[p_surface];
-	ERR_FAIL_COND_V(!surface, 0);
-
-	return surface->format;
-}
-VS::PrimitiveType RasterizerIPhone::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_POINTS);
-	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS);
-	Surface *surface = mesh->surfaces[p_surface];
-	ERR_FAIL_COND_V(!surface, VS::PRIMITIVE_POINTS);
-
-	return surface->primitive;
-}
-
-void RasterizerIPhone::mesh_erase_surface(RID p_mesh, int p_index) {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND(!mesh);
-	ERR_FAIL_INDEX(p_index, mesh->surfaces.size());
-	Surface *surface = mesh->surfaces[p_index];
-	ERR_FAIL_COND(!surface);
-
-	memdelete(mesh->surfaces[p_index]);
-	mesh->surfaces.remove(p_index);
-}
-int RasterizerIPhone::mesh_get_surface_count(RID p_mesh) const {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND_V(!mesh, -1);
-
-	return mesh->surfaces.size();
-}
-
-AABB RasterizerIPhone::mesh_get_aabb(RID p_mesh) const {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-	ERR_FAIL_COND_V(!mesh, AABB());
-
-	AABB aabb;
-
-	for (int i = 0; i < mesh->surfaces.size(); i++) {
-
-		if (i == 0)
-			aabb = mesh->surfaces[i]->aabb;
-		else
-			aabb.merge_with(mesh->surfaces[i]->aabb);
-	}
-
-	return aabb;
-}
-
-/* MULTIMESH API */
-
-RID RasterizerIPhone::multimesh_create() {
-
-	return RID();
-}
-
-void RasterizerIPhone::multimesh_set_instance_count(RID p_multimesh, int p_count) {
-}
-int RasterizerIPhone::multimesh_get_instance_count(RID p_multimesh) const {
-
-	return 0;
-}
-
-void RasterizerIPhone::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
-}
-void RasterizerIPhone::multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) {
-}
-void RasterizerIPhone::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
-}
-void RasterizerIPhone::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
-}
-
-RID RasterizerIPhone::multimesh_get_mesh(RID p_multimesh) const {
-
-	return RID();
-}
-AABB RasterizerIPhone::multimesh_get_aabb(RID p_multimesh) const {
-
-	return AABB();
-}
-
-Transform RasterizerIPhone::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
-
-	return Transform();
-}
-Color RasterizerIPhone::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
-
-	return Color();
-}
-
-/* POLY API */
-
-RID RasterizerIPhone::poly_create() {
-
-	return RID();
-}
-void RasterizerIPhone::poly_set_material(RID p_poly, RID p_material, bool p_owned) {
-}
-void RasterizerIPhone::poly_add_primitive(RID p_poly, const Vector<Vector3> &p_points, const Vector<Vector3> &p_normals, const Vector<Color> &p_colors, const Vector<Vector3> &p_uvs) {
-}
-void RasterizerIPhone::poly_clear(RID p_poly) {
-}
-
-AABB RasterizerIPhone::poly_get_aabb(RID p_poly) const {
-
-	return AABB();
-}
-
-/* PARTICLES API */
-
-RID RasterizerIPhone::particles_create() {
-
-	return RID();
-}
-
-void RasterizerIPhone::particles_set_amount(RID p_particles, int p_amount) {
-}
-int RasterizerIPhone::particles_get_amount(RID p_particles) const {
-
-	return 0;
-}
-
-void RasterizerIPhone::particles_set_emitting(RID p_particles, bool p_emitting) {
-}
-
-bool RasterizerIPhone::particles_is_emitting(RID p_particles) const {
-
-	return false;
-}
-
-void RasterizerIPhone::particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) {
-}
-AABB RasterizerIPhone::particles_get_visibility_aabb(RID p_particles) const {
-
-	return AABB();
-}
-
-void RasterizerIPhone::particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) {
-}
-Vector3 RasterizerIPhone::particles_get_emission_half_extents(RID p_particles) const {
-
-	return Vector3();
-}
-
-void RasterizerIPhone::particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) {
-}
-Vector3 RasterizerIPhone::particles_get_gravity_normal(RID p_particles) const {
-
-	return Vector3();
-}
-
-void RasterizerIPhone::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) {
-}
-float RasterizerIPhone::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
-
-	return 0;
-}
-
-void RasterizerIPhone::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) {
-}
-float RasterizerIPhone::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
-
-	return 0;
-}
-
-void RasterizerIPhone::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
-}
-float RasterizerIPhone::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
-
-	return 0;
-}
-
-void RasterizerIPhone::particles_set_color_phases(RID p_particles, int p_phases) {
-}
-int RasterizerIPhone::particles_get_color_phases(RID p_particles) const {
-
-	return 0;
-}
-
-void RasterizerIPhone::particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) {
-}
-Color RasterizerIPhone::particles_get_color_phase_color(RID p_particles, int p_phase) const {
-
-	return Color();
-}
-
-void RasterizerIPhone::particles_set_attractors(RID p_particles, int p_attractors) {
-}
-int RasterizerIPhone::particles_get_attractors(RID p_particles) const {
-
-	return 0;
-}
-
-void RasterizerIPhone::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) {
-}
-Vector3 RasterizerIPhone::particles_get_attractor_pos(RID p_particles, int p_attractor) const {
-
-	return Vector3();
-}
-
-void RasterizerIPhone::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
-}
-float RasterizerIPhone::particles_get_attractor_strength(RID p_particles, int p_attractor) const {
-
-	return 0;
-}
-
-void RasterizerIPhone::particles_set_material(RID p_particles, RID p_material, bool p_owned) {
-}
-
-RID RasterizerIPhone::particles_get_material(RID p_particles) const {
-
-	return RID();
-}
-
-AABB RasterizerIPhone::particles_get_aabb(RID p_particles) const {
-
-	return AABB();
-}
-/* BEAM API */
-
-RID RasterizerIPhone::beam_create() {
-
-	return RID();
-}
-
-void RasterizerIPhone::beam_set_point_count(RID p_beam, int p_count) {
-}
-int RasterizerIPhone::beam_get_point_count(RID p_beam) const {
-
-	return 0;
-}
-void RasterizerIPhone::beam_clear(RID p_beam) {
-}
-
-void RasterizerIPhone::beam_set_point(RID p_beam, int p_point, Vector3 &p_pos) {
-}
-Vector3 RasterizerIPhone::beam_get_point(RID p_beam, int p_point) const {
-
-	return Vector3();
-}
-
-void RasterizerIPhone::beam_set_primitive(RID p_beam, VS::BeamPrimitive p_primitive) {
-}
-
-VS::BeamPrimitive RasterizerIPhone::beam_get_primitive(RID p_beam) const {
-
-	return VS::BEAM_CUBIC;
-}
-
-void RasterizerIPhone::beam_set_material(RID p_beam, RID p_material) {
-}
-RID RasterizerIPhone::beam_get_material(RID p_beam) const {
-
-	return RID();
-}
-
-AABB RasterizerIPhone::beam_get_aabb(RID p_particles) const {
-
-	return AABB();
-}
-/* SKELETON API */
-
-RID RasterizerIPhone::skeleton_create() {
-
-	Skeleton *skeleton = memnew(Skeleton);
-	ERR_FAIL_COND_V(!skeleton, RID());
-	return skeleton_owner.make_rid(skeleton);
-}
-void RasterizerIPhone::skeleton_resize(RID p_skeleton, int p_bones) {
-
-	Skeleton *skeleton = skeleton_owner.get(p_skeleton);
-	ERR_FAIL_COND(!skeleton);
-	if (p_bones == skeleton->bones.size()) {
-		return;
-	};
-	ERR_FAIL_COND(p_bones < 0 || p_bones > 256);
-
-	skeleton->bones.resize(p_bones);
-}
-int RasterizerIPhone::skeleton_get_bone_count(RID p_skeleton) const {
-
-	Skeleton *skeleton = skeleton_owner.get(p_skeleton);
-	ERR_FAIL_COND_V(!skeleton, -1);
-	return skeleton->bones.size();
-}
-void RasterizerIPhone::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
-
-	Skeleton *skeleton = skeleton_owner.get(p_skeleton);
-	ERR_FAIL_COND(!skeleton);
-	ERR_FAIL_INDEX(p_bone, skeleton->bones.size());
-
-	skeleton->bones[p_bone] = p_transform;
-}
-Transform RasterizerIPhone::skeleton_bone_get_transform(RID p_skeleton, int p_bone) {
-
-	Skeleton *skeleton = skeleton_owner.get(p_skeleton);
-	ERR_FAIL_COND_V(!skeleton, Transform());
-	ERR_FAIL_INDEX_V(p_bone, skeleton->bones.size(), Transform());
-
-	// something
-	return skeleton->bones[p_bone];
-}
-
-/* LIGHT API */
-
-RID RasterizerIPhone::light_create(VS::LightType p_type) {
-
-	Light *light = memnew(Light);
-	light->type = p_type;
-	return light_owner.make_rid(light);
-}
-
-VS::LightType RasterizerIPhone::light_get_type(RID p_light) const {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI);
-	return light->type;
-}
-
-void RasterizerIPhone::light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color) {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND(!light);
-	ERR_FAIL_INDEX(p_type, 3);
-	light->colors[p_type] = p_color;
-}
-Color RasterizerIPhone::light_get_color(RID p_light, VS::LightColor p_type) const {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND_V(!light, Color());
-	ERR_FAIL_INDEX_V(p_type, 3, Color());
-	return light->colors[p_type];
-}
-
-void RasterizerIPhone::light_set_shadow(RID p_light, bool p_enabled) {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND(!light);
-	light->shadow_enabled = p_enabled;
-}
-
-bool RasterizerIPhone::light_has_shadow(RID p_light) const {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND_V(!light, false);
-	return light->shadow_enabled;
-}
-
-void RasterizerIPhone::light_set_volumetric(RID p_light, bool p_enabled) {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND(!light);
-	light->volumetric_enabled = p_enabled;
-}
-bool RasterizerIPhone::light_is_volumetric(RID p_light) const {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND_V(!light, false);
-	return light->volumetric_enabled;
-}
-
-void RasterizerIPhone::light_set_projector(RID p_light, RID p_texture) {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND(!light);
-	light->projector = p_texture;
-}
-RID RasterizerIPhone::light_get_projector(RID p_light) const {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND_V(!light, RID());
-	return light->projector;
-}
-
-void RasterizerIPhone::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND(!light);
-	ERR_FAIL_INDEX(p_var, VS::LIGHT_PARAM_MAX);
-
-	light->vars[p_var] = p_value;
-}
-float RasterizerIPhone::light_get_var(RID p_light, VS::LightParam p_var) const {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND_V(!light, 0);
-
-	ERR_FAIL_INDEX_V(p_var, VS::LIGHT_PARAM_MAX, 0);
-
-	return light->vars[p_var];
-}
-
-AABB RasterizerIPhone::light_get_aabb(RID p_light) const {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND_V(!light, AABB());
-
-	switch (light->type) {
-
-		case VS::LIGHT_SPOT: {
-
-			float len = light->vars[VS::LIGHT_PARAM_RADIUS];
-			float size = Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE])) * len;
-			return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
-		} break;
-		case VS::LIGHT_OMNI: {
-
-			float r = light->vars[VS::LIGHT_PARAM_RADIUS];
-			return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
-		} break;
-		case VS::LIGHT_DIRECTIONAL: {
-
-			return AABB();
-		} break;
-		default: {}
-	}
-
-	ERR_FAIL_V(AABB());
-}
-
-RID RasterizerIPhone::light_instance_create(RID p_light) {
-
-	Light *light = light_owner.get(p_light);
-	ERR_FAIL_COND_V(!light, RID());
-
-	LightInstance *light_instance = memnew(LightInstance);
-
-	light_instance->light = p_light;
-	light_instance->base = light;
-	light_instance->last_pass = 0;
-
-	return light_instance_owner.make_rid(light_instance);
-}
-void RasterizerIPhone::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
-
-	LightInstance *lighti = light_instance_owner.get(p_light_instance);
-	ERR_FAIL_COND(!lighti);
-	lighti->transform = p_transform;
-}
-
-void RasterizerIPhone::light_instance_set_active_hint(RID p_light_instance) {
-
-	LightInstance *lighti = light_instance_owner.get(p_light_instance);
-	ERR_FAIL_COND(!lighti);
-	lighti->last_pass = frame;
-}
-bool RasterizerIPhone::light_instance_has_shadow(RID p_light_instance) const {
-
-	return false;
-}
-bool RasterizerIPhone::light_instance_assign_shadow(RID p_light_instance) {
-
-	return false;
-}
-Rasterizer::ShadowType RasterizerIPhone::light_instance_get_shadow_type(RID p_light_instance) const {
-
-	return Rasterizer::SHADOW_CUBE;
-}
-int RasterizerIPhone::light_instance_get_shadow_passes(RID p_light_instance) const {
-
-	return 0;
-}
-void RasterizerIPhone::light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near, float p_far, const CameraMatrix &p_camera, const Transform &p_transform) {
-}
-
-/* PARTICLES INSTANCE */
-
-RID RasterizerIPhone::particles_instance_create(RID p_particles) {
-
-	return RID();
-}
-void RasterizerIPhone::particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) {
-}
-
-/* RENDER API */
-/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
-
-static GLfloat rtri; // Angle For The Triangle ( NEW )
-static GLfloat rquad; // Angle For The Quad ( NEW )
-
-void RasterizerIPhone::begin_frame() {
-
-	window_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
-
-	double time = (OS::get_singleton()->get_ticks_usec() / 1000); // get msec
-	time /= 1000.0; // make secs
-	time_delta = time - last_time;
-	last_time = time;
-	frame++;
-	glClearColor(0, 0, 1, 1);
-	glClear(GL_COLOR_BUFFER_BIT);
-
-/* nehe ?*/
-
-#if 0
-	glViewport(0,0,window_size.width,window_size.height);						// Reset The Current Viewport
-
-	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
-	glLoadIdentity();									// Reset The Projection Matrix
-
-	// Calculate The Aspect Ratio Of The Window
-	gluPerspective(45.0f,(GLfloat)window_size.width/(GLfloat)window_size.height,0.1f,100.0f);
-
-	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
-	glLoadIdentity();									// Reset The Modelview Matrix
-
-
-
-	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
-	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
-	glClearDepth(1.0f);									// Depth Buffer Setup
-	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
-	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
-	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
-
-	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
-	glLoadIdentity();									// Reset The Current Modelview Matrix
-	glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
-	glRotatef(rtri,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW )
-	glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
-		glColor3f(1.0f,0.0f,0.0f);						// Red
-		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Front)
-		glColor3f(0.0f,1.0f,0.0f);						// Green
-		glVertex3f(-1.0f,-1.0f, 1.0f);					// Left Of Triangle (Front)
-		glColor3f(0.0f,0.0f,1.0f);						// Blue
-		glVertex3f( 1.0f,-1.0f, 1.0f);					// Right Of Triangle (Front)
-		glColor3f(1.0f,0.0f,0.0f);						// Red
-		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Right)
-		glColor3f(0.0f,0.0f,1.0f);						// Blue
-		glVertex3f( 1.0f,-1.0f, 1.0f);					// Left Of Triangle (Right)
-		glColor3f(0.0f,1.0f,0.0f);						// Green
-		glVertex3f( 1.0f,-1.0f, -1.0f);					// Right Of Triangle (Right)
-		glColor3f(1.0f,0.0f,0.0f);						// Red
-		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Back)
-		glColor3f(0.0f,1.0f,0.0f);						// Green
-		glVertex3f( 1.0f,-1.0f, -1.0f);					// Left Of Triangle (Back)
-		glColor3f(0.0f,0.0f,1.0f);						// Blue
-		glVertex3f(-1.0f,-1.0f, -1.0f);					// Right Of Triangle (Back)
-		glColor3f(1.0f,0.0f,0.0f);						// Red
-		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Left)
-		glColor3f(0.0f,0.0f,1.0f);						// Blue
-		glVertex3f(-1.0f,-1.0f,-1.0f);					// Left Of Triangle (Left)
-		glColor3f(0.0f,1.0f,0.0f);						// Green
-		glVertex3f(-1.0f,-1.0f, 1.0f);					// Right Of Triangle (Left)
-	glEnd();											// Done Drawing The Pyramid
-
-	glLoadIdentity();									// Reset The Current Modelview Matrix
-	glTranslatef(1.5f,0.0f,-7.0f);						// Move Right 1.5 Units And Into The Screen 7.0
-	glRotatef(rquad,1.0f,1.0f,1.0f);					// Rotate The Quad On The X axis ( NEW )
-	glBegin(GL_QUADS);									// Draw A Quad
-		glColor3f(0.0f,1.0f,0.0f);						// Set The Color To Green
-		glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Top)
-		glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Top)
-		glVertex3f(-1.0f, 1.0f, 1.0f);					// Bottom Left Of The Quad (Top)
-		glVertex3f( 1.0f, 1.0f, 1.0f);					// Bottom Right Of The Quad (Top)
-		glColor3f(1.0f,0.5f,0.0f);						// Set The Color To Orange
-		glVertex3f( 1.0f,-1.0f, 1.0f);					// Top Right Of The Quad (Bottom)
-		glVertex3f(-1.0f,-1.0f, 1.0f);					// Top Left Of The Quad (Bottom)
-		glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Bottom)
-		glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Bottom)
-		glColor3f(1.0f,0.0f,0.0f);						// Set The Color To Red
-		glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Front)
-		glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Front)
-		glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Front)
-		glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Front)
-		glColor3f(1.0f,1.0f,0.0f);						// Set The Color To Yellow
-		glVertex3f( 1.0f,-1.0f,-1.0f);					// Top Right Of The Quad (Back)
-		glVertex3f(-1.0f,-1.0f,-1.0f);					// Top Left Of The Quad (Back)
-		glVertex3f(-1.0f, 1.0f,-1.0f);					// Bottom Left Of The Quad (Back)
-		glVertex3f( 1.0f, 1.0f,-1.0f);					// Bottom Right Of The Quad (Back)
-		glColor3f(0.0f,0.0f,1.0f);						// Set The Color To Blue
-		glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Left)
-		glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Left)
-		glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Left)
-		glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Left)
-		glColor3f(1.0f,0.0f,1.0f);						// Set The Color To Violet
-		glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Right)
-		glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Right)
-		glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Right)
-		glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Right)
-	glEnd();											// Done Drawing The Quad
-
-	rtri+=0.2f;											// Increase The Rotation Variable For The Triangle ( NEW )
-	rquad-=0.15f;										// Decrease The Rotation Variable For The Quad ( NEW )
-
-#endif
-}
-
-void RasterizerIPhone::set_viewport(const VS::ViewportRect &p_viewport) {
-
-	viewport = p_viewport;
-	canvas_transform = Transform();
-	canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
-	canvas_transform.scale(Vector3(2.0f / viewport.width, -2.0f / viewport.height, 1.0f));
-
-	glViewport(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height);
-}
-
-void RasterizerIPhone::begin_scene(RID p_fx, VS::ScenarioDebugMode p_debug) {
-
-	opaque_render_list.clear();
-	alpha_render_list.clear();
-	light_instance_count = 0;
-	scene_fx = p_fx.is_valid() ? fx_owner.get(p_fx) : NULL;
-};
-
-void RasterizerIPhone::begin_shadow_map(RID p_light_instance, int p_shadow_pass) {
-}
-
-void RasterizerIPhone::set_camera(const Transform &p_world, const CameraMatrix &p_projection) {
-
-	camera_transform = p_world;
-	camera_transform_inverse = camera_transform.inverse();
-	camera_projection = p_projection;
-	camera_plane = Plane(camera_transform.origin, camera_transform.basis.get_axis(2));
-	camera_z_near = camera_projection.get_z_near();
-	camera_z_far = camera_projection.get_z_far();
-	camera_projection.get_viewport_size(camera_vp_size.x, camera_vp_size.y);
-}
-
-void RasterizerIPhone::add_light(RID p_light_instance) {
-
-#define LIGHT_FADE_TRESHOLD 0.05
-
-	ERR_FAIL_COND(light_instance_count >= MAX_LIGHTS);
-
-	LightInstance *li = light_instance_owner.get(p_light_instance);
-	ERR_FAIL_COND(!li);
-
-	/* make light hash */
-
-	// actually, not really a hash, but helps to sort the lights
-	// and avoid recompiling redudant shader versions
-
-	li->hash_aux = li->base->type;
-
-	if (li->base->shadow_enabled)
-		li->hash_aux |= (1 << 3);
-
-	if (li->base->projector.is_valid())
-		li->hash_aux |= (1 << 4);
-
-	if (li->base->shadow_enabled && li->base->volumetric_enabled)
-		li->hash_aux |= (1 << 5);
-
-	switch (li->base->type) {
-
-		case VisualServer::LIGHT_DIRECTIONAL: {
-
-			Vector3 dir = li->transform.basis.get_axis(2);
-			li->light_vector.x = dir.x;
-			li->light_vector.y = dir.y;
-			li->light_vector.z = dir.z;
-
-		} break;
-		case VisualServer::LIGHT_OMNI: {
-
-			float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
-			if (radius == 0)
-				radius = 0.0001;
-			li->linear_att = (1 / LIGHT_FADE_TRESHOLD) / radius;
-			li->light_vector.x = li->transform.origin.x;
-			li->light_vector.y = li->transform.origin.y;
-			li->light_vector.z = li->transform.origin.z;
-
-		} break;
-		case VisualServer::LIGHT_SPOT: {
-
-			float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
-			if (radius == 0)
-				radius = 0.0001;
-			li->linear_att = (1 / LIGHT_FADE_TRESHOLD) / radius;
-			li->light_vector.x = li->transform.origin.x;
-			li->light_vector.y = li->transform.origin.y;
-			li->light_vector.z = li->transform.origin.z;
-			Vector3 dir = -li->transform.basis.get_axis(2);
-			li->spot_vector.x = dir.x;
-			li->spot_vector.y = dir.y;
-			li->spot_vector.z = dir.z;
-
-		} break;
-	}
-
-	light_instances[light_instance_count++] = li;
-}
-
-void RasterizerIPhone::_add_geometry(const Geometry *p_geometry, const Transform &p_world, uint32_t p_vertex_format, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides, const Skeleton *p_skeleton, GeometryOwner *p_owner) {
-
-	Material *m = NULL;
-
-	if (p_geometry->material.is_valid())
-		m = material_owner.get(p_geometry->material);
-
-	if (!m) {
-		m = material_owner.get(default_material);
-	}
-
-	ERR_FAIL_COND(!m);
-
-	LightInstance *lights[RenderList::MAX_LIGHTS];
-	int light_count = 0;
-
-	RenderList *render_list = &opaque_render_list;
-	if (p_geometry->has_alpha || m->detail_blend_mode != VS::MATERIAL_BLEND_MODE_MIX) {
-		render_list = &alpha_render_list;
-	};
-
-	if (!m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
-
-		light_count = p_light_count;
-		for (int i = 0; i < light_count; i++) {
-			lights[i] = light_instance_owner.get(p_light_instances[i]);
-		}
-	}
-
-	render_list->add_element(p_geometry, m, p_world, lights, light_count, p_material_overrides, p_skeleton, camera_plane.distance(p_world.origin), p_owner);
-}
-
-void RasterizerIPhone::add_mesh(RID p_mesh, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides, RID p_skeleton) {
-
-	Mesh *mesh = mesh_owner.get(p_mesh);
-
-	int ssize = mesh->surfaces.size();
-
-	for (int i = 0; i < ssize; i++) {
-
-		Surface *s = mesh->surfaces[i];
-		Skeleton *sk = p_skeleton.is_valid() ? skeleton_owner.get(p_skeleton) : NULL;
-
-		_add_geometry(s, *p_world, s->format, p_light_instances, p_light_count, p_material_overrides, sk, NULL);
-	}
-
-	mesh->last_pass = frame;
-}
-
-void RasterizerIPhone::add_multimesh(RID p_multimesh, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
-}
-
-void RasterizerIPhone::add_poly(RID p_poly, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
-
-	Poly *p = poly_owner.get(p_poly);
-	if (!p->primitives.empty()) {
-		const Poly::Primitive *pp = &p->primitives[0];
-
-		uint32_t format = VisualServer::ARRAY_FORMAT_VERTEX;
-
-		if (!pp->normals.empty())
-			format |= VisualServer::ARRAY_FORMAT_NORMAL;
-		if (!pp->colors.empty())
-			format |= VisualServer::ARRAY_FORMAT_COLOR;
-		if (!pp->uvs.empty())
-			format |= VisualServer::ARRAY_TEX_UV;
-
-		_add_geometry(p, *p_world, format, p_light_instances, p_light_count, p_material_overrides, NULL, NULL);
-	}
-}
-
-void RasterizerIPhone::add_beam(RID p_beam, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
-}
-
-void RasterizerIPhone::add_particles(RID p_particle_instance, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
-}
-
-void RasterizerIPhone::_setup_material(const Geometry *p_geometry, const Material *p_material) {
-
-	if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED])
-		glDisable(GL_CULL_FACE);
-	else {
-		glEnable(GL_CULL_FACE);
-		glCullFace((p_material->flags[VS::MATERIAL_FLAG_INVERT_FACES]) ? GL_FRONT : GL_BACK);
-	}
-
-	glEnable(GL_COLOR_MATERIAL); /* unused, unless color array */
-	//glColorMaterial( GL_FRONT_AND_BACK, GL_DIFFUSE );
-	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-	///ambient @TODO offer global ambient group option
-	float ambient_rgba[4] = {
-		1,
-		1,
-		1,
-		1.0
-	};
-	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient_rgba);
-
-	///diffuse
-	const Color &diffuse_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE];
-	float diffuse_rgba[4] = {
-		(float)diffuse_color.r,
-		(float)diffuse_color.g,
-		(float)diffuse_color.b,
-		(float)diffuse_color.a
-	};
-
-	glColor4f(diffuse_rgba[0], diffuse_rgba[1], diffuse_rgba[2], diffuse_rgba[3]);
-
-	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse_rgba);
-
-	//specular
-
-	const Color &specular_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR];
-	float specular_rgba[4] = {
-		(float)specular_color.r,
-		(float)specular_color.g,
-		(float)specular_color.b,
-		1.0
-	};
-
-	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular_rgba);
-
-	const Color &emission_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_EMISSION];
-	float emission_rgba[4] = {
-		(float)emission_color.r,
-		(float)emission_color.g,
-		(float)emission_color.b,
-		1.0
-	};
-
-	glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission_rgba);
-
-	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]);
-
-	if (p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
-		glDisable(GL_LIGHTING);
-	} else {
-		glEnable(GL_LIGHTING);
-		glDisable(GL_LIGHTING);
-	}
-
-	//depth test?
-	/*
-	if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
-		glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
-	else
-		glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
-	*/
-	if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]) {
-
-		Texture *texture = texture_owner.get(p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]);
-		ERR_FAIL_COND(!texture);
-		glActiveTexture(GL_TEXTURE0);
-		glEnable(GL_TEXTURE_2D);
-		glBindTexture(GL_TEXTURE_2D, texture->tex_id);
-	};
-};
-
-void RasterizerIPhone::_setup_light(LightInstance *p_instance, int p_idx) {
-
-	Light *ld = p_instance->base;
-
-	int glid = GL_LIGHT0 + p_idx;
-	glLightfv(glid, GL_AMBIENT, ld->colors[VS::LIGHT_COLOR_AMBIENT].components);
-	glLightfv(glid, GL_DIFFUSE, ld->colors[VS::LIGHT_COLOR_DIFFUSE].components);
-	glLightfv(glid, GL_SPECULAR, ld->colors[VS::LIGHT_COLOR_SPECULAR].components);
-
-	switch (ld->type) {
-
-		case VS::LIGHT_DIRECTIONAL: {
-			/* This doesn't have attenuation */
-
-			glMatrixMode(GL_MODELVIEW);
-			glPushMatrix();
-			glLoadIdentity();
-			Vector3 v(0.0, 0.0, -1.0); // directional lights point up by default
-			v = p_instance->transform.get_basis().xform(v);
-			v = camera_transform_inverse.get_basis().xform(v);
-			v.normalize(); // this sucks, so it will be optimized at some point
-			v = -v;
-			float lightpos[4] = { v.x, v.y, v.z, 0.0 };
-
-			glLightfv(glid, GL_POSITION, lightpos); //at modelview
-
-			glPopMatrix();
-
-		} break;
-		case VS::LIGHT_OMNI: {
-
-			glLightf(glid, GL_SPOT_CUTOFF, 180.0);
-			glLightf(glid, GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
-			glLightf(glid, GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
-			glLightf(glid, GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
-
-			glMatrixMode(GL_MODELVIEW);
-			glPushMatrix();
-			glLoadIdentity();
-			Vector3 pos = p_instance->transform.get_origin();
-			pos = camera_transform_inverse.xform(pos);
-			float lightpos[4] = { pos.x, pos.y, pos.z, 1.0 };
-			glLightfv(glid, GL_POSITION, lightpos); //at modelview
-
-			glPopMatrix();
-
-		} break;
-		case VS::LIGHT_SPOT: {
-
-			glLightf(glid, GL_SPOT_CUTOFF, ld->vars[VS::LIGHT_PARAM_SPOT_ANGLE]);
-			glLightf(glid, GL_SPOT_EXPONENT, ld->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]);
-			glLightf(glid, GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
-			glLightf(glid, GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
-			glLightf(glid, GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
-
-			glMatrixMode(GL_MODELVIEW);
-			glPushMatrix();
-			glLoadIdentity();
-
-			Vector3 v(0.0, 0.0, -1.0); // directional lights point up by default
-			v = p_instance->transform.get_basis().xform(v);
-			v = camera_transform_inverse.get_basis().xform(v);
-			v.normalize(); // this sucks, so it will be optimized at some point
-			float lightdir[4] = { v.x, v.y, v.z, 1.0 };
-			glLightfv(glid, GL_SPOT_DIRECTION, lightdir); //at modelview
-
-			v = p_instance->transform.get_origin();
-			v = camera_transform_inverse.xform(v);
-			float lightpos[4] = { v.x, v.y, v.z, 1.0 };
-			glLightfv(glid, GL_POSITION, lightpos); //at modelview
-
-			glPopMatrix();
-
-		} break;
-		default: break;
-	}
-};
-
-void RasterizerIPhone::_setup_lights(LightInstance **p_lights, int p_light_count) {
-
-	for (int i = 0; i < MAX_LIGHTS; i++) {
-
-		if (i < p_light_count) {
-			glEnable(GL_LIGHT0 + i);
-			_setup_light(p_lights[i], i);
-		} else {
-			glDisable(GL_LIGHT0 + i);
-		}
-	}
-}
-
-static const int gl_client_states[] = {
-
-	GL_VERTEX_ARRAY,
-	GL_NORMAL_ARRAY,
-	-1, // ARRAY_TANGENT
-	GL_COLOR_ARRAY,
-	GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV
-	GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV2
-	-1, // ARRAY_BONES
-	-1, // ARRAY_WEIGHTS
-	-1, // ARRAY_INDEX
-};
-
-void RasterizerIPhone::_setup_geometry(const Geometry *p_geometry, const Material *p_material) {
-
-	switch (p_geometry->type) {
-
-		case Geometry::GEOMETRY_SURFACE: {
-
-			Surface *surf = (Surface *)p_geometry;
-			uint8_t *base = 0;
-			bool use_VBO = (surf->array_local == 0);
-
-			if (!use_VBO) {
-
-				base = surf->array_local;
-				glBindBuffer(GL_ARRAY_BUFFER, 0);
-
-			} else {
-
-				glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
-			};
-
-			const Surface::ArrayData *a = surf->array;
-			for (int i = 0; i < VS::ARRAY_MAX; i++) {
-
-				const Surface::ArrayData &ad = surf->array[i];
-				if (ad.size == 0) {
-					if (gl_client_states[i] != -1) {
-						glDisableClientState(gl_client_states[i]);
-					};
-					continue; // this one is disabled.
-				}
-				ERR_CONTINUE(!ad.configured);
-
-				if (gl_client_states[i] != -1) {
-					glEnableClientState(gl_client_states[i]);
-				};
-
-				switch (i) {
-
-					case VS::ARRAY_VERTEX:
-						if (!use_VBO)
-							glVertexPointer(3, GL_FLOAT, surf->stride, (GLvoid *)&base[a->ofs]);
-						else if (surf->array[VS::ARRAY_BONES].size)
-							glVertexPointer(3, GL_FLOAT, 0, skinned_buffer);
-						else
-							glVertexPointer(3, GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
-						break;
-
-					case VS::ARRAY_NORMAL:
-						if (use_VBO)
-							glNormalPointer(GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
-						else
-							glNormalPointer(GL_FLOAT, surf->stride, (GLvoid *)&base[a->ofs]);
-						break;
-					case VS::ARRAY_TANGENT:
-						break;
-					case VS::ARRAY_COLOR:
-						if (use_VBO)
-							glColorPointer(4, GL_UNSIGNED_BYTE, surf->stride, (GLvoid *)a->ofs);
-						else
-							glColorPointer(4, GL_UNSIGNED_BYTE, surf->stride, (GLvoid *)&base[a->ofs]);
-						break;
-					case VS::ARRAY_TEX_UV:
-					case VS::ARRAY_TEX_UV2:
-						if (use_VBO)
-							glTexCoordPointer(2, GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
-						else
-							glTexCoordPointer(2, GL_FLOAT, surf->stride, &base[a->ofs]);
-						break;
-					case VS::ARRAY_BONES:
-					case VS::ARRAY_WEIGHTS:
-					case VS::ARRAY_INDEX:
-						break;
-				};
-			}
-
-			// process skeleton here
-
-		} break;
-
-		default: break;
-	};
-};
-
-static const GLenum gl_primitive[] = {
-	GL_POINTS,
-	GL_LINES,
-	GL_LINE_STRIP,
-	GL_LINE_LOOP,
-	GL_TRIANGLES,
-	GL_TRIANGLE_STRIP,
-	GL_TRIANGLE_FAN
-};
-
-void RasterizerIPhone::_render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton) {
-
-	switch (p_geometry->type) {
-
-		case Geometry::GEOMETRY_SURFACE: {
-
-			Surface *s = (Surface *)p_geometry;
-
-			if (s->index_array_len > 0) {
-
-				if (s->index_array_local) {
-
-					glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->index_array_len > (1 << 8)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, s->index_array_local);
-
-				} else {
-
-					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
-					glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->index_array_len > (1 << 8)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, 0);
-				}
-
-			} else {
-
-				glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
-			};
-		} break;
-
-		default: break;
-	};
-};
-
-void RasterizerIPhone::_render_list_forward(RenderList *p_render_list) {
-
-	const Material *prev_material = NULL;
-	uint64_t prev_light_hash = 0;
-	const Skeleton *prev_skeleton = NULL;
-	const Geometry *prev_geometry = NULL;
-	const ParamOverrideMap *prev_overrides = NULL; // make it different than NULL
-
-	Geometry::Type prev_geometry_type = Geometry::GEOMETRY_INVALID;
-
-	glMatrixMode(GL_PROJECTION);
-	glLoadMatrixf(&camera_projection.matrix[0][0]);
-
-	for (int i = 0; i < p_render_list->element_count; i++) {
-
-		RenderList::Element *e = p_render_list->elements[i];
-		const Material *material = e->material;
-		uint64_t light_hash = e->light_hash;
-		const Skeleton *skeleton = e->skeleton;
-		const Geometry *geometry = e->geometry;
-		const ParamOverrideMap *material_overrides = e->material_overrides;
-
-		if (material != prev_material || geometry->type != prev_geometry_type) {
-			_setup_material(e->geometry, material);
-			//_setup_material_overrides(e->material,NULL,material_overrides);
-			//_setup_material_skeleton(material,skeleton);
-		} else {
-
-			if (material_overrides != prev_overrides) {
-
-				//_setup_material_overrides(e->material,prev_overrides,material_overrides);
-			}
-
-			if (prev_skeleton != skeleton) {
-				//_setup_material_skeleton(material,skeleton);
-			};
-		}
-
-		if (geometry != prev_geometry || geometry->type != prev_geometry_type) {
-
-			_setup_geometry(geometry, material);
-		};
-
-		if (i == 0 || light_hash != prev_light_hash)
-			_setup_lights(e->lights, e->light_count);
-
-		glMatrixMode(GL_MODELVIEW);
-		_gl_load_transform(camera_transform_inverse);
-		_gl_mult_transform(e->transform);
-
-		_render(geometry, material, skeleton);
-
-		prev_material = material;
-		prev_skeleton = skeleton;
-		prev_geometry = geometry;
-		prev_light_hash = e->light_hash;
-		prev_geometry_type = geometry->type;
-		prev_overrides = material_overrides;
-	}
-};
-
-void RasterizerIPhone::end_scene() {
-
-	glEnable(GL_BLEND);
-	glDepthMask(GL_FALSE);
-
-	opaque_render_list.sort_mat_light();
-	_render_list_forward(&opaque_render_list);
-
-	glDisable(GL_BLEND);
-	glDepthMask(GL_TRUE);
-
-	alpha_render_list.sort_z();
-	_render_list_forward(&alpha_render_list);
-}
-void RasterizerIPhone::end_shadow_map() {
-}
-
-void RasterizerIPhone::end_frame() {
-
-	//ContextGL::get_singleton()->swap_buffers();
-}
-
-/* CANVAS API */
-
-void RasterizerIPhone::canvas_begin() {
-
-	glDisable(GL_CULL_FACE);
-	glDisable(GL_DEPTH_TEST);
-	glEnable(GL_BLEND);
-	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-	glLineWidth(1.0);
-	glDisable(GL_LIGHTING);
-
-	glMatrixMode(GL_PROJECTION);
-	glLoadIdentity();
-}
-void RasterizerIPhone::canvas_set_transparency(float p_transparency) {
-}
-
-void RasterizerIPhone::canvas_set_rect(const Rect2 &p_rect, bool p_clip) {
-
-	glMatrixMode(GL_MODELVIEW);
-	glLoadIdentity();
-	glScalef(2.0 / window_size.x, -2.0 / window_size.y, 0);
-	glTranslatef((-(window_size.x / 2.0)) + p_rect.pos.x, (-(window_size.y / 2.0)) + p_rect.pos.y, 0);
-
-	if (p_clip) {
-
-		glEnable(GL_SCISSOR_TEST);
-		glScissor(viewport.x + p_rect.pos.x, viewport.y + (viewport.height - (p_rect.pos.y + p_rect.size.height)),
-				p_rect.size.width, p_rect.size.height);
-	} else {
-
-		glDisable(GL_SCISSOR_TEST);
-	}
-}
-void RasterizerIPhone::canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) {
-
-	glColor4f(1, 1, 1, 1);
-
-	float verts[6] = {
-		p_from.x, p_from.y, 0,
-		p_to.x, p_to.y, 0
-	};
-
-	float colors[] = {
-		p_color.r, p_color.g, p_color.b, p_color.a,
-		p_color.r, p_color.g, p_color.b, p_color.a,
-	};
-	glLineWidth(p_width);
-	_draw_primitive(2, verts, 0, colors, 0);
-}
-
-static void _draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size) {
-
-	float texcoords[] = {
-		p_src_region.pos.x / p_tex_size.width,
-		p_src_region.pos.y / p_tex_size.height,
-
-		(p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width,
-		p_src_region.pos.y / p_tex_size.height,
-
-		(p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width,
-		(p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height,
-
-		p_src_region.pos.x / p_tex_size.width,
-		(p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height,
-	};
-
-	float coords[] = {
-		p_rect.pos.x, p_rect.pos.y, 0,
-		p_rect.pos.x + p_rect.size.width, p_rect.pos.y, 0,
-		p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height, 0,
-		p_rect.pos.x, p_rect.pos.y + p_rect.size.height, 0
-	};
-
-	_draw_primitive(4, coords, 0, 0, texcoords);
-}
-
-static void _draw_quad(const Rect2 &p_rect) {
-
-	float coords[] = {
-		p_rect.pos.x, p_rect.pos.y, 0,
-		p_rect.pos.x + p_rect.size.width, p_rect.pos.y, 0,
-		p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height, 0,
-		p_rect.pos.x, p_rect.pos.y + p_rect.size.height, 0
-	};
-
-	_draw_primitive(4, coords, 0, 0, 0);
-}
-
-void RasterizerIPhone::canvas_draw_rect(const Rect2 &p_rect, bool p_region, const Rect2 &p_source, bool p_tile, RID p_texture, const Color &p_modulate) {
-
-	glColor4f(p_modulate.r, p_modulate.g, p_modulate.b, p_modulate.a);
-
-	if (p_texture.is_valid()) {
-
-		glEnable(GL_TEXTURE_2D);
-		Texture *texture = texture_owner.get(p_texture);
-		ERR_FAIL_COND(!texture);
-		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, texture->tex_id);
-
-		if (!p_region) {
-
-			Rect2 region = Rect2(0, 0, texture->width, texture->height);
-			_draw_textured_quad(p_rect, region, region.size);
-
-		} else {
-
-			_draw_textured_quad(p_rect, p_source, Size2(texture->width, texture->height));
-		}
-	} else {
-
-		_draw_quad(p_rect);
-	}
-}
-void RasterizerIPhone::canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margin, bool p_draw_center) {
-
-	glColor4f(1, 1, 1, 1);
-
-	Texture *texture = texture_owner.get(p_texture);
-	ERR_FAIL_COND(!texture);
-
-	glEnable(GL_TEXTURE_2D);
-	glActiveTexture(GL_TEXTURE0);
-	glBindTexture(GL_TEXTURE_2D, texture->tex_id);
-
-	Rect2 region = p_src_region;
-	if (region.size.width <= 0)
-		region.size.width = texture->width;
-	if (region.size.height <= 0)
-		region.size.height = texture->height;
-	/* CORNERS */
-	_draw_textured_quad( // top left
-			Rect2(p_rect.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
-			Rect2(region.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
-			Size2(texture->width, texture->height));
-
-	_draw_textured_quad( // top right
-			Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
-			Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
-			Size2(texture->width, texture->height));
-
-	_draw_textured_quad( // bottom left
-			Rect2(Point2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
-			Rect2(Point2(region.pos.x, region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
-			Size2(texture->width, texture->height));
-
-	_draw_textured_quad( // bottom right
-			Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
-			Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
-			Size2(texture->width, texture->height));
-
-	Rect2 rect_center(p_rect.pos + Point2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2(p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
-
-	Rect2 src_center(Point2(region.pos.x + p_margin[MARGIN_LEFT], region.pos.y + p_margin[MARGIN_TOP]), Size2(region.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], region.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
-
-	_draw_textured_quad( // top
-			Rect2(Point2(rect_center.pos.x, p_rect.pos.y), Size2(rect_center.size.width, p_margin[MARGIN_TOP])),
-			Rect2(Point2(src_center.pos.x, region.pos.y), Size2(src_center.size.width, p_margin[MARGIN_TOP])),
-			Size2(texture->width, texture->height));
-
-	_draw_textured_quad( // bottom
-			Rect2(Point2(rect_center.pos.x, rect_center.pos.y + rect_center.size.height), Size2(rect_center.size.width, p_margin[MARGIN_BOTTOM])),
-			Rect2(Point2(src_center.pos.x, src_center.pos.y + src_center.size.height), Size2(src_center.size.width, p_margin[MARGIN_BOTTOM])),
-			Size2(texture->width, texture->height));
-
-	_draw_textured_quad( // left
-			Rect2(Point2(p_rect.pos.x, rect_center.pos.y), Size2(p_margin[MARGIN_LEFT], rect_center.size.height)),
-			Rect2(Point2(region.pos.x, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT], src_center.size.height)),
-			Size2(texture->width, texture->height));
-
-	_draw_textured_quad( // right
-			Rect2(Point2(rect_center.pos.x + rect_center.size.width, rect_center.pos.y), Size2(p_margin[MARGIN_RIGHT], rect_center.size.height)),
-			Rect2(Point2(src_center.pos.x + src_center.size.width, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT], src_center.size.height)),
-			Size2(texture->width, texture->height));
-
-	if (p_draw_center) {
-
-		_draw_textured_quad(
-				rect_center,
-				src_center,
-				Size2(texture->width, texture->height));
-	}
-}
-void RasterizerIPhone::canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture) {
-
-	ERR_FAIL_COND(p_points.size() < 1);
-	float verts[12];
-	float uvs[8];
-	float colors[16];
-
-	glColor4f(1, 1, 1, 1);
-
-	int idx = 0;
-	for (int i = 0; i < p_points.size(); i++) {
-
-		verts[idx++] = p_points[i].x;
-		verts[idx++] = p_points[i].y;
-		verts[idx++] = 0;
-	}
-
-	idx = 0;
-	for (int i = 0; i < p_uvs.size(); i++) {
-
-		uvs[idx++] = p_uvs[i].x;
-		uvs[idx++] = p_uvs[i].y;
-	}
-
-	idx = 0;
-	for (int i = 0; i < p_colors.size(); i++) {
-
-		colors[idx++] = p_colors[i].r;
-		colors[idx++] = p_colors[i].g;
-		colors[idx++] = p_colors[i].b;
-		colors[idx++] = p_colors[i].a;
-	};
-
-	if (p_texture.is_valid()) {
-		glEnable(GL_TEXTURE_2D);
-		Texture *texture = texture_owner.get(p_texture);
-		if (texture) {
-			glActiveTexture(GL_TEXTURE0);
-			glBindTexture(GL_TEXTURE_2D, texture->tex_id);
-		}
-	}
-
-	_draw_primitive(p_points.size(), &verts[0], NULL, p_colors.size() ? &colors[0] : NULL, p_uvs.size() ? uvs : NULL);
-}
-
-/* FX */
-
-RID RasterizerIPhone::fx_create() {
-
-	return RID();
-}
-void RasterizerIPhone::fx_get_effects(RID p_fx, List<String> *p_effects) const {
-}
-void RasterizerIPhone::fx_set_active(RID p_fx, const String &p_effect, bool p_active) {
-}
-bool RasterizerIPhone::fx_is_active(RID p_fx, const String &p_effect) const {
-
-	return false;
-}
-void RasterizerIPhone::fx_get_effect_params(RID p_fx, const String &p_effect, List<PropertyInfo> *p_params) const {
-}
-Variant RasterizerIPhone::fx_get_effect_param(RID p_fx, const String &p_effect, const String &p_param) const {
-
-	return Variant();
-}
-void RasterizerIPhone::fx_set_effect_param(RID p_fx, const String &p_effect, const String &p_param, const Variant &p_pvalue) {
-}
-
-/*MISC*/
-
-bool RasterizerIPhone::is_texture(const RID &p_rid) const {
-
-	return texture_owner.owns(p_rid);
-}
-bool RasterizerIPhone::is_material(const RID &p_rid) const {
-
-	return material_owner.owns(p_rid);
-}
-bool RasterizerIPhone::is_mesh(const RID &p_rid) const {
-
-	return mesh_owner.owns(p_rid);
-}
-bool RasterizerIPhone::is_multimesh(const RID &p_rid) const {
-
-	return false;
-}
-bool RasterizerIPhone::is_poly(const RID &p_rid) const {
-
-	return poly_owner.owns(p_rid);
-}
-bool RasterizerIPhone::is_particles(const RID &p_beam) const {
-
-	return false;
-}
-
-bool RasterizerIPhone::is_beam(const RID &p_beam) const {
-
-	return false;
-}
-
-bool RasterizerIPhone::is_light(const RID &p_rid) const {
-
-	return light_owner.owns(p_rid);
-}
-bool RasterizerIPhone::is_light_instance(const RID &p_rid) const {
-
-	return light_instance_owner.owns(p_rid);
-}
-bool RasterizerIPhone::is_particles_instance(const RID &p_rid) const {
-
-	return false;
-}
-bool RasterizerIPhone::is_skeleton(const RID &p_rid) const {
-
-	return skeleton_owner.owns(p_rid);
-}
-bool RasterizerIPhone::is_fx(const RID &p_rid) const {
-
-	return fx_owner.owns(p_rid);
-}
-bool RasterizerIPhone::is_shader(const RID &p_rid) const {
-
-	return false;
-}
-
-void RasterizerIPhone::free(const RID &p_rid) const {
-
-	if (texture_owner.owns(p_rid)) {
-
-		// delete the texture
-		Texture *texture = texture_owner.get(p_rid);
-
-		glDeleteTextures(1, &texture->tex_id);
-
-		texture_owner.free(p_rid);
-		memdelete(texture);
-
-	} else if (material_owner.owns(p_rid)) {
-
-		Material *material = material_owner.get(p_rid);
-		ERR_FAIL_COND(!material);
-
-		material_owner.free(p_rid);
-		memdelete(material);
-
-	} else if (mesh_owner.owns(p_rid)) {
-
-		Mesh *mesh = mesh_owner.get(p_rid);
-		ERR_FAIL_COND(!mesh);
-		for (int i = 0; i < mesh->surfaces.size(); i++) {
-
-			Surface *surface = mesh->surfaces[i];
-			if (surface->array_local != 0) {
-				memfree(surface->array_local);
-			};
-			if (surface->index_array_local != 0) {
-				memfree(surface->index_array_local);
-			};
-
-			if (surface->vertex_id)
-				glDeleteBuffers(1, &surface->vertex_id);
-			if (surface->index_id)
-				glDeleteBuffers(1, &surface->index_id);
-
-			memdelete(surface);
-		};
-
-		mesh->surfaces.clear();
-
-		mesh_owner.free(p_rid);
-		memdelete(mesh);
-
-	} else if (skeleton_owner.owns(p_rid)) {
-
-		Skeleton *skeleton = skeleton_owner.get(p_rid);
-		ERR_FAIL_COND(!skeleton)
-
-		skeleton_owner.free(p_rid);
-		memdelete(skeleton);
-
-	} else if (light_owner.owns(p_rid)) {
-
-		Light *light = light_owner.get(p_rid);
-		ERR_FAIL_COND(!light)
-
-		light_owner.free(p_rid);
-		memdelete(light);
-
-	} else if (light_instance_owner.owns(p_rid)) {
-
-		LightInstance *light_instance = light_instance_owner.get(p_rid);
-		ERR_FAIL_COND(!light_instance);
-
-		light_instance_owner.free(p_rid);
-		memdelete(light_instance);
-
-	} else if (fx_owner.owns(p_rid)) {
-
-		FX *fx = fx_owner.get(p_rid);
-		ERR_FAIL_COND(!fx);
-
-		fx_owner.free(p_rid);
-		memdelete(fx);
-	};
-}
-
-void RasterizerIPhone::init() {
-
-	glEnable(GL_DEPTH_TEST);
-	glDepthFunc(GL_LEQUAL);
-	glFrontFace(GL_CW);
-
-	glEnable(GL_TEXTURE_2D);
-}
-
-void RasterizerIPhone::finish() {
-}
-
-int RasterizerIPhone::get_render_info(VS::RenderInfo p_info) {
-
-	return false;
-}
-
-RasterizerIPhone::RasterizerIPhone() {
-
-	frame = 0;
-};
-
-RasterizerIPhone::~RasterizerIPhone(){
-
-};
-
-#endif

+ 0 - 881
platform/iphone/rasterizer_iphone.h

@@ -1,881 +0,0 @@
-/*************************************************************************/
-/*  rasterizer_iphone.h                                                  */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                    http://www.godotengine.org                         */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
-/*                                                                       */
-/* 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.                */
-/*************************************************************************/
-#ifdef IPHONE_ENABLED
-
-#ifndef RASTERIZER_IPHONE_H
-#define RASTERIZER_IPHONE_H
-
-#include "servers/visual/rasterizer.h"
-
-#include "camera_matrix.h"
-#include "image.h"
-#include "list.h"
-#include "map.h"
-#include "rid.h"
-#include "servers/visual_server.h"
-#include "sort.h"
-#include <ES1/gl.h>
-
-/**
-        @author Juan Linietsky <[email protected]>
-*/
-class RasterizerIPhone : public Rasterizer {
-
-	enum {
-		SKINNED_BUFFER_SIZE = 1024 * 128, // 10k vertices
-		MAX_LIGHTS = 8,
-	};
-
-	uint8_t skinned_buffer[SKINNED_BUFFER_SIZE];
-
-	struct Texture {
-
-		uint32_t flags;
-		int width, height;
-		Image::Format format;
-
-		GLenum target;
-		GLenum gl_format_cache;
-		int gl_components_cache;
-		bool has_alpha;
-		bool format_has_alpha;
-
-		bool active;
-		GLuint tex_id;
-		bool mipmap_dirty;
-
-		Texture() {
-
-			flags = width = height = 0;
-			tex_id = 0;
-			format = Image::FORMAT_L8;
-			gl_components_cache = 0;
-			format_has_alpha = false;
-			has_alpha = false;
-			active = false;
-			mipmap_dirty = true;
-		}
-
-		~Texture() {
-
-			if (tex_id != 0) {
-
-				glDeleteTextures(1, &tex_id);
-			}
-		}
-	};
-
-	mutable RID_Owner<Texture> texture_owner;
-
-	struct Material {
-
-		bool flags[VS::MATERIAL_FLAG_MAX];
-		Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
-		RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
-
-		Transform uv_transform;
-		VS::SpatialMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
-
-		VS::MaterialBlendMode detail_blend_mode;
-
-		VS::SpatialMaterialTexGenMode texgen_mode;
-
-		Material() {
-
-			flags[VS::MATERIAL_FLAG_VISIBLE] = true;
-			flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = false;
-			flags[VS::MATERIAL_FLAG_INVERT_FACES] = false;
-			flags[VS::MATERIAL_FLAG_UNSHADED] = false;
-			flags[VS::MATERIAL_FLAG_WIREFRAME] = false;
-
-			parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
-			parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
-
-			for (int i = 0; i < VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
-				texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
-			};
-			detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
-			texgen_mode = VS::FIXED_MATERIAL_TEXGEN_SPHERE;
-		}
-	};
-	mutable RID_Owner<Material> material_owner;
-
-	struct Geometry {
-
-		enum Type {
-			GEOMETRY_INVALID,
-			GEOMETRY_SURFACE,
-			GEOMETRY_POLY,
-			GEOMETRY_PARTICLES,
-			GEOMETRY_BEAM,
-			GEOMETRY_DETAILER,
-		};
-
-		Type type;
-		RID material;
-		bool has_alpha;
-		bool material_owned;
-
-		Vector3 scale;
-		Vector3 uv_scale;
-
-		Geometry()
-			: scale(1, 1, 1) {
-			has_alpha = false;
-			material_owned = false;
-		}
-		virtual ~Geometry(){};
-	};
-
-	struct GeometryOwner {
-
-		virtual ~GeometryOwner() {}
-	};
-
-	struct Surface : public Geometry {
-
-		struct ArrayData {
-
-			uint32_t ofs, size;
-			bool configured;
-			int components;
-			ArrayData() {
-				ofs = 0;
-				size = 0;
-				configured = false;
-			}
-		};
-
-		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;
-
-		AABB aabb;
-
-		int array_len;
-		int index_array_len;
-
-		VS::PrimitiveType primitive;
-
-		uint32_t format;
-
-		int stride;
-
-		bool active;
-
-		Point2 uv_min;
-		Point2 uv_max;
-
-		bool has_alpha_cache;
-
-		Surface() {
-
-			array_len = 0;
-			type = GEOMETRY_SURFACE;
-			primitive = VS::PRIMITIVE_POINTS;
-			index_array_len = VS::NO_INDEX_ARRAY;
-			format = 0;
-			stride = 0;
-
-			array_local = index_array_local = 0;
-			vertex_id = index_id = 0;
-
-			active = false;
-		}
-
-		~Surface() {
-		}
-	};
-
-	struct Mesh {
-
-		bool active;
-		Vector<Surface *> surfaces;
-
-		mutable uint64_t last_pass;
-		Mesh() {
-			last_pass = 0;
-			active = false;
-		}
-	};
-	mutable RID_Owner<Mesh> mesh_owner;
-
-	struct Poly : public Geometry {
-
-		struct Primitive {
-
-			Vector<Vector3> vertices;
-			Vector<Vector3> normals;
-			Vector<Vector3> uvs;
-			Vector<Color> colors;
-		};
-
-		AABB aabb;
-		List<Primitive> primitives;
-		Poly() {
-
-			type = GEOMETRY_POLY;
-		}
-	};
-
-	mutable RID_Owner<Poly> poly_owner;
-
-	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;
-			colors[VS::LIGHT_COLOR_AMBIENT] = Color(0, 0, 0);
-			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 ShadowBuffer;
-
-	struct LightInstance {
-
-		struct SplitInfo {
-
-			CameraMatrix camera;
-			Transform transform;
-			float near;
-			float far;
-		};
-
-		RID light;
-		Light *base;
-		uint64_t last_pass;
-		Transform transform;
-
-		CameraMatrix projection;
-		Vector<SplitInfo> splits;
-
-		Vector3 light_vector;
-		Vector3 spot_vector;
-		float linear_att;
-
-		uint64_t hash_aux;
-	};
-	mutable RID_Owner<Light> light_owner;
-	mutable RID_Owner<LightInstance> light_instance_owner;
-
-	LightInstance *light_instances[MAX_LIGHTS];
-	int light_instance_count;
-
-	struct RenderList {
-
-		enum {
-			MAX_ELEMENTS = 4096,
-			MAX_LIGHTS = 4
-		};
-
-		struct Element {
-
-			float depth;
-			const Skeleton *skeleton;
-			Transform transform;
-			LightInstance *lights[MAX_LIGHTS];
-			int light_count;
-			const Geometry *geometry;
-			const Material *material;
-			uint64_t light_hash;
-			GeometryOwner *owner;
-			const ParamOverrideMap *material_overrides;
-		};
-
-		Element _elements[MAX_ELEMENTS];
-		Element *elements[MAX_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 SortSkel {
-
-			_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-
-				if (A->geometry < B->geometry)
-					return true;
-				else if (A->geometry > B->geometry)
-					return false;
-				else
-					return (!A->skeleton && B->skeleton);
-			}
-		};
-
-		void sort_skel() {
-
-			SortArray<Element *, SortSkel> sorter;
-			sorter.sort(elements, element_count);
-		}
-
-		struct SortMat {
-
-			_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-
-				if (A->geometry == B->geometry) {
-
-					if (A->material == B->material) {
-
-						return (A->material_overrides < B->material_overrides);
-					} else {
-
-						return (A->material < B->material);
-					}
-				} else {
-
-					return (A->geometry < B->geometry);
-				}
-			}
-		};
-
-		void sort_mat() {
-
-			SortArray<Element *, SortMat> sorter;
-			sorter.sort(elements, element_count);
-		}
-
-		struct SortMatLight {
-
-			_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-
-				if (A->geometry == B->geometry) {
-
-					if (A->material == B->material) {
-
-						if (A->light_hash == B->light_hash)
-							return (A->material_overrides < B->material_overrides);
-						else
-							return A->light_hash < B->light_hash;
-					} else {
-
-						return (A->material < B->material);
-					}
-				} else {
-
-					return (A->geometry < B->geometry);
-				}
-			}
-		};
-
-		void sort_mat_light() {
-
-			SortArray<Element *, SortMatLight> sorter;
-			sorter.sort(elements, element_count);
-		}
-
-		struct LISort {
-
-			_FORCE_INLINE_ bool operator()(const LightInstance *A, const LightInstance *B) const {
-
-				return (A->hash_aux < B->hash_aux);
-			}
-		};
-
-		_FORCE_INLINE_ void add_element(const Geometry *p_geometry, const Material *p_material, const Transform &p_transform, LightInstance **p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides, const Skeleton *p_skeleton, float p_depth, GeometryOwner *p_owner = NULL) {
-
-			ERR_FAIL_COND(element_count >= MAX_ELEMENTS);
-			Element *e = elements[element_count++];
-
-			e->geometry = p_geometry;
-			e->material = p_material;
-			e->transform = p_transform;
-			e->skeleton = p_skeleton;
-			e->light_hash = 0;
-			e->light_count = p_light_count;
-			e->owner = p_owner;
-			e->material_overrides = p_material_overrides;
-
-			if (e->light_count > 0) {
-
-				SortArray<LightInstance *, LISort> light_sort;
-				light_sort.sort(p_light_instances, p_light_count);
-				//@TODO OPTIOMIZE
-
-				for (int i = 0; i < p_light_count; i++) {
-
-					e->lights[i] = p_light_instances[i];
-
-					if (i == 0)
-						e->light_hash = hash_djb2_one_64(make_uint64_t(e->lights[i]));
-					else
-						e->light_hash = hash_djb2_one_64(make_uint64_t(e->lights[i]), e->light_hash);
-				}
-			}
-		}
-
-		RenderList() {
-
-			for (int i = 0; i < MAX_ELEMENTS; i++)
-				elements[i] = &_elements[i]; // assign elements
-		}
-	};
-
-	RenderList opaque_render_list;
-	RenderList alpha_render_list;
-
-	RID default_material;
-
-	struct FX {
-
-		bool bgcolor_active;
-		Color bgcolor;
-
-		bool skybox_active;
-		RID skybox_cubemap;
-
-		bool antialias_active;
-		float antialias_tolerance;
-
-		bool glow_active;
-		int glow_passes;
-		float glow_attenuation;
-		float glow_bloom;
-
-		bool ssao_active;
-		float ssao_attenuation;
-		float ssao_radius;
-		float ssao_max_distance;
-		float ssao_range_max;
-		float ssao_range_min;
-		bool ssao_only;
-
-		bool fog_active;
-		float fog_distance;
-		float fog_attenuation;
-		Color fog_color_near;
-		Color fog_color_far;
-		bool fog_bg;
-
-		bool toon_active;
-		float toon_treshold;
-		float toon_soft;
-
-		bool edge_active;
-		Color edge_color;
-		float edge_size;
-
-		FX();
-	};
-	mutable RID_Owner<FX> fx_owner;
-
-	FX *scene_fx;
-	CameraMatrix camera_projection;
-	Transform camera_transform;
-	Transform camera_transform_inverse;
-	float camera_z_near;
-	float camera_z_far;
-	Size2 camera_vp_size;
-
-	Plane camera_plane;
-
-	void _add_geometry(const Geometry *p_geometry, const Transform &p_world, uint32_t p_vertex_format, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides, const Skeleton *p_skeleton, GeometryOwner *p_owner);
-	void _render_list_forward(RenderList *p_render_list);
-
-	void _setup_light(LightInstance *p_instance, int p_idx);
-	void _setup_lights(LightInstance **p_lights, int p_light_count);
-	void _setup_material(const Geometry *p_geometry, const Material *p_material);
-
-	void _setup_geometry(const Geometry *p_geometry, const Material *p_material);
-	void _render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton);
-
-	/*********/
-	/* FRAME */
-	/*********/
-
-	Size2 window_size;
-	VS::ViewportRect viewport;
-	Transform canvas_transform;
-	double last_time;
-	double time_delta;
-	uint64_t frame;
-
-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_blit_rect(RID p_texture, int p_x, int p_y, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT);
-	virtual Image texture_get_rect(RID p_texture, int p_x, int p_y, int p_width, int p_height, 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;
-
-	/* SHADER API */
-
-	virtual RID shader_create();
-
-	virtual void shader_node_add(RID p_shader, VS::ShaderNodeType p_type, int p_id);
-	virtual void shader_node_remove(RID p_shader, int p_id);
-	virtual void shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type);
-	virtual void shader_node_set_param(RID p_shader, int p_id, const Variant &p_value);
-
-	virtual void shader_get_node_list(RID p_shader, List<int> *p_node_list) const;
-	virtual VS::ShaderNodeType shader_node_get_type(RID p_shader, int p_id) const;
-	virtual Variant shader_node_get_param(RID p_shader, int p_id) const;
-
-	virtual void shader_connect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot);
-	virtual bool shader_is_connected(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) const;
-	virtual void shader_disconnect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot);
-
-	virtual void shader_get_connections(RID p_shader, List<VS::ShaderConnection> *p_connections) const;
-
-	virtual void shader_clear(RID p_shader);
-
-	/* COMMON MATERIAL API */
-
-	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_get_param_list(RID p_material, List<String> *p_param_list) 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_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;
-
-	/* FIXED MATERIAL */
-
-	virtual RID material_create();
-
-	virtual void fixed_material_set_parameter(RID p_material, VS::SpatialMaterialParam p_parameter, const Variant &p_value);
-	virtual Variant fixed_material_get_parameter(RID p_material, VS::SpatialMaterialParam p_parameter) const;
-
-	virtual void fixed_material_set_texture(RID p_material, VS::SpatialMaterialParam p_parameter, RID p_texture);
-	virtual RID fixed_material_get_texture(RID p_material, VS::SpatialMaterialParam p_parameter) const;
-
-	virtual void fixed_material_set_detail_blend_mode(RID p_material, VS::MaterialBlendMode p_mode);
-	virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
-
-	virtual void fixed_material_set_texgen_mode(RID p_material, VS::SpatialMaterialTexGenMode p_mode);
-	virtual VS::SpatialMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const;
-
-	virtual void fixed_material_set_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter, VS::SpatialMaterialTexCoordMode p_mode);
-	virtual VS::SpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter) const;
-
-	virtual void fixed_material_set_uv_transform(RID p_material, const Transform &p_transform);
-	virtual Transform fixed_material_get_uv_transform(RID p_material) const;
-
-	/* SHADER MATERIAL */
-
-	virtual RID shader_material_create() const;
-
-	virtual void shader_material_set_vertex_shader(RID p_material, RID p_shader, bool p_owned = false);
-	virtual RID shader_material_get_vertex_shader(RID p_material) const;
-
-	virtual void shader_material_set_fragment_shader(RID p_material, RID p_shader, bool p_owned = false);
-	virtual RID shader_material_get_fragment_shader(RID p_material) const;
-
-	/* MESH API */
-
-	virtual RID mesh_create();
-
-	virtual void mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, uint32_t p_format, int p_array_len, int p_index_array_len = VS::NO_INDEX_ARRAY);
-
-	virtual Error mesh_surface_set_array(RID p_mesh, int p_surface, VS::ArrayType p_type, const Variant &p_array);
-	virtual Variant mesh_surface_get_array(RID p_mesh, int p_surface, VS::ArrayType p_type) 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_erase_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) 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;
-
-	/* POLY API */
-
-	virtual RID poly_create();
-	virtual void poly_set_material(RID p_poly, RID p_material, bool p_owned = false);
-	virtual void poly_add_primitive(RID p_poly, const Vector<Vector3> &p_points, const Vector<Vector3> &p_normals, const Vector<Color> &p_colors, const Vector<Vector3> &p_uvs);
-	virtual void poly_clear(RID p_poly);
-
-	virtual AABB poly_get_aabb(RID p_poly) 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_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;
-	/* BEAM API */
-
-	virtual RID beam_create();
-
-	virtual void beam_set_point_count(RID p_beam, int p_count);
-	virtual int beam_get_point_count(RID p_beam) const;
-	virtual void beam_clear(RID p_beam);
-
-	virtual void beam_set_point(RID p_beam, int p_point, Vector3 &p_pos);
-	virtual Vector3 beam_get_point(RID p_beam, int p_point) const;
-
-	virtual void beam_set_primitive(RID p_beam, VS::BeamPrimitive p_primitive);
-	virtual VS::BeamPrimitive beam_get_primitive(RID p_beam) const;
-
-	virtual void beam_set_material(RID p_beam, RID p_material);
-	virtual RID beam_get_material(RID p_beam) const;
-
-	virtual AABB beam_get_aabb(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 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 void light_instance_set_active_hint(RID p_light_instance);
-	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 void light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near, float p_far, const CameraMatrix &p_camera, const Transform &p_transform);
-
-	/* PARTICLES INSTANCE */
-
-	virtual RID particles_instance_create(RID p_particles);
-	virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform);
-
-	/* 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 begin_scene(RID p_fx = RID(), VS::ScenarioDebugMode p_debug = VS::SCENARIO_DEBUG_DISABLED);
-	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(RID p_mesh, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL, RID p_skeleton = RID());
-	virtual void add_multimesh(RID p_multimesh, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL);
-	virtual void add_poly(RID p_poly, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL);
-	virtual void add_beam(RID p_beam, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL);
-	virtual void add_particles(RID p_particle_instance, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL);
-
-	virtual void end_scene();
-	virtual void end_shadow_map();
-
-	virtual void end_frame();
-
-	/* CANVAS API */
-
-	virtual void canvas_begin();
-	virtual void canvas_set_transparency(float p_transparency);
-	virtual void canvas_set_rect(const Rect2 &p_rect, bool p_clip);
-	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, bool p_region, const Rect2 &p_source, bool p_tile, 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);
-	virtual void canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture);
-
-	/* FX */
-
-	virtual RID fx_create();
-	virtual void fx_get_effects(RID p_fx, List<String> *p_effects) const;
-	virtual void fx_set_active(RID p_fx, const String &p_effect, bool p_active);
-	virtual bool fx_is_active(RID p_fx, const String &p_effect) const;
-	virtual void fx_get_effect_params(RID p_fx, const String &p_effect, List<PropertyInfo> *p_params) const;
-	virtual Variant fx_get_effect_param(RID p_fx, const String &p_effect, const String &p_param) const;
-	virtual void fx_set_effect_param(RID p_fx, const String &p_effect, const String &p_param, const Variant &p_pvalue);
-
-	/*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_multimesh(const RID &p_rid) const;
-	virtual bool is_poly(const RID &p_rid) const;
-	virtual bool is_particles(const RID &p_beam) const;
-	virtual bool is_beam(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_fx(const RID &p_rid) const;
-	virtual bool is_shader(const RID &p_rid) const;
-
-	virtual void free(const RID &p_rid) const;
-
-	virtual void init();
-	virtual void finish();
-
-	virtual int get_render_info(VS::RenderInfo p_info);
-
-	RasterizerIPhone();
-	virtual ~RasterizerIPhone();
-};
-
-#endif
-#endif