| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131 | /*************************************************************************//*  rasterizer.h                                                         *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2020 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.                *//*************************************************************************/#ifndef RASTERIZER_H#define RASTERIZER_H#include "core/math/camera_matrix.h"#include "servers/visual_server.h"#include "core/self_list.h"class RasterizerScene {public:	/* SHADOW ATLAS API */	virtual RID shadow_atlas_create() = 0;	virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;	virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;	virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;	virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;	virtual void set_directional_shadow_count(int p_count) = 0;	/* ENVIRONMENT API */	virtual RID environment_create() = 0;	virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0;	virtual void environment_set_sky(RID p_env, RID p_sky) = 0;	virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;	virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;	virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;	virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;	virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;	virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0;	virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;	virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;	virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;	virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;	virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;	virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;	virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;	virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;	virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;	virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;	virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;	virtual bool is_environment(RID p_env) = 0;	virtual VS::EnvironmentBG environment_get_background(RID p_env) = 0;	virtual int environment_get_canvas_max_layer(RID p_env) = 0;	struct InstanceBase : RID_Data {		VS::InstanceType base_type;		RID base;		RID skeleton;		RID material_override;		Transform transform;		int depth_layer;		uint32_t layer_mask;		//RID sampled_light;		Vector<RID> materials;		Vector<RID> light_instances;		Vector<RID> reflection_probe_instances;		Vector<RID> gi_probe_instances;		Vector<float> blend_values;		VS::ShadowCastingSetting cast_shadows;		//fit in 32 bits		bool mirror : 8;		bool receive_shadows : 8;		bool visible : 8;		bool baked_light : 4; //this flag is only to know if it actually did use baked light		bool redraw_if_visible : 4;		float depth; //used for sorting		SelfList<InstanceBase> dependency_item;		InstanceBase *lightmap_capture;		RID lightmap;		Vector<Color> lightmap_capture_data; //in a array (12 values) to avoid wasting space if unused. Alpha is unused, but needed to send to shader		virtual void base_removed() = 0;		virtual void base_changed(bool p_aabb, bool p_materials) = 0;		InstanceBase() :				dependency_item(this) {			base_type = VS::INSTANCE_NONE;			cast_shadows = VS::SHADOW_CASTING_SETTING_ON;			receive_shadows = true;			visible = true;			depth_layer = 0;			layer_mask = 1;			baked_light = false;			redraw_if_visible = false;			lightmap_capture = NULL;		}	};	virtual RID light_instance_create(RID p_light) = 0;	virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;	virtual void light_instance_mark_visible(RID p_light_instance) = 0;	virtual bool light_instances_can_render_shadow_cube() const { return true; }	virtual RID reflection_atlas_create() = 0;	virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0;	virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) = 0;	virtual RID reflection_probe_instance_create(RID p_probe) = 0;	virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0;	virtual void reflection_probe_release_atlas_index(RID p_instance) = 0;	virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0;	virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0;	virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;	virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0;	virtual RID gi_probe_instance_create() = 0;	virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) = 0;	virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0;	virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) = 0;	virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;	virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0;	virtual void set_scene_pass(uint64_t p_pass) = 0;	virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 0;	virtual bool free(RID p_rid) = 0;	virtual ~RasterizerScene() {}};class RasterizerStorage {public:	/* TEXTURE API */	virtual RID texture_create() = 0;	virtual void texture_allocate(RID p_texture,			int p_width,			int p_height,			int p_depth_3d,			Image::Format p_format,			VS::TextureType p_type,			uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) = 0;	virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_level = 0) = 0;	virtual void texture_set_data_partial(RID p_texture,			const Ref<Image> &p_image,			int src_x, int src_y,			int src_w, int src_h,			int dst_x, int dst_y,			int p_dst_mip,			int p_level = 0) = 0;	virtual Ref<Image> texture_get_data(RID p_texture, int p_level = 0) const = 0;	virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;	virtual uint32_t texture_get_flags(RID p_texture) const = 0;	virtual Image::Format texture_get_format(RID p_texture) const = 0;	virtual VS::TextureType texture_get_type(RID p_texture) const = 0;	virtual uint32_t texture_get_texid(RID p_texture) const = 0;	virtual uint32_t texture_get_width(RID p_texture) const = 0;	virtual uint32_t texture_get_height(RID p_texture) const = 0;	virtual uint32_t texture_get_depth(RID p_texture) const = 0;	virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth_3d) = 0;	virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0;	virtual void texture_set_path(RID p_texture, const String &p_path) = 0;	virtual String texture_get_path(RID p_texture) const = 0;	virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0;	virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) = 0;	virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const = 0;	virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;	virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;	virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;	virtual void textures_keep_original(bool p_enable) = 0;	virtual void texture_set_proxy(RID p_proxy, RID p_base) = 0;	virtual Size2 texture_size_with_proxy(RID p_texture) const = 0;	virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;	/* SKY API */	virtual RID sky_create() = 0;	virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0;	/* SHADER API */	virtual RID shader_create() = 0;	virtual void shader_set_code(RID p_shader, const String &p_code) = 0;	virtual String shader_get_code(RID p_shader) const = 0;	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;	virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;	virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;	virtual void shader_add_custom_define(RID p_shader, const String &p_define) = 0;	virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const = 0;	virtual void shader_clear_custom_defines(RID p_shader) = 0;	/* COMMON MATERIAL API */	virtual RID material_create() = 0;	virtual void material_set_render_priority(RID p_material, int priority) = 0;	virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;	virtual RID material_get_shader(RID p_shader_material) const = 0;	virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;	virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;	virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;	virtual void material_set_line_width(RID p_material, float p_width) = 0;	virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;	virtual bool material_is_animated(RID p_material) = 0;	virtual bool material_casts_shadows(RID p_material) = 0;	virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;	virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;	/* MESH API */	virtual RID mesh_create() = 0;	virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) = 0;	virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0;	virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;	virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0;	virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;	virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;	virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;	virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;	virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;	virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;	virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const = 0;	virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0;	virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;	virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;	virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0;	virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0;	virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0;	virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0;	virtual int mesh_get_surface_count(RID p_mesh) const = 0;	virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;	virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;	virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const = 0;	virtual void mesh_clear(RID p_mesh) = 0;	/* MULTIMESH API */	virtual RID multimesh_create() = 0;	virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE) = 0;	virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;	virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;	virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;	virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;	virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;	virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;	virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;	virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;	virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;	virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;	virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;	virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) = 0;	virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;	virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;	virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;	/* IMMEDIATE API */	virtual RID immediate_create() = 0;	virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0;	virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;	virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;	virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;	virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;	virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;	virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;	virtual void immediate_end(RID p_immediate) = 0;	virtual void immediate_clear(RID p_immediate) = 0;	virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;	virtual RID immediate_get_material(RID p_immediate) const = 0;	virtual AABB immediate_get_aabb(RID p_immediate) const = 0;	/* SKELETON API */	virtual RID skeleton_create() = 0;	virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;	virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;	virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;	virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;	virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;	virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;	virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;	/* Light API */	virtual RID light_create(VS::LightType p_type) = 0;	RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }	RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }	RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }	virtual void light_set_color(RID p_light, const Color &p_color) = 0;	virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0;	virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;	virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0;	virtual void light_set_projector(RID p_light, RID p_texture) = 0;	virtual void light_set_negative(RID p_light, bool p_enable) = 0;	virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;	virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;	virtual void light_set_use_gi(RID p_light, bool p_enable) = 0;	virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0;	virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) = 0;	virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0;	virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;	virtual bool light_directional_get_blend_splits(RID p_light) const = 0;	virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;	virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;	virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;	virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;	virtual bool light_has_shadow(RID p_light) const = 0;	virtual VS::LightType light_get_type(RID p_light) const = 0;	virtual AABB light_get_aabb(RID p_light) const = 0;	virtual float light_get_param(RID p_light, VS::LightParam p_param) = 0;	virtual Color light_get_color(RID p_light) = 0;	virtual bool light_get_use_gi(RID p_light) = 0;	virtual uint64_t light_get_version(RID p_light) const = 0;	/* PROBE API */	virtual RID reflection_probe_create() = 0;	virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) = 0;	virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;	virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;	virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) = 0;	virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0;	virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0;	virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;	virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;	virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;	virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;	virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;	virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;	virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;	virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0;	virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0;	virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0;	virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0;	virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0;	virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0;	virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;	virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0;	virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0;	virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;	virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;	/* GI PROBE API */	virtual RID gi_probe_create() = 0;	virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) = 0;	virtual AABB gi_probe_get_bounds(RID p_probe) const = 0;	virtual void gi_probe_set_cell_size(RID p_probe, float p_range) = 0;	virtual float gi_probe_get_cell_size(RID p_probe) const = 0;	virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) = 0;	virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const = 0;	virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) = 0;	virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const = 0;	virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range) = 0;	virtual int gi_probe_get_dynamic_range(RID p_probe) const = 0;	virtual void gi_probe_set_energy(RID p_probe, float p_range) = 0;	virtual float gi_probe_get_energy(RID p_probe) const = 0;	virtual void gi_probe_set_bias(RID p_probe, float p_range) = 0;	virtual float gi_probe_get_bias(RID p_probe) const = 0;	virtual void gi_probe_set_normal_bias(RID p_probe, float p_range) = 0;	virtual float gi_probe_get_normal_bias(RID p_probe) const = 0;	virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0;	virtual float gi_probe_get_propagation(RID p_probe) const = 0;	virtual void gi_probe_set_interior(RID p_probe, bool p_enable) = 0;	virtual bool gi_probe_is_interior(RID p_probe) const = 0;	virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0;	virtual bool gi_probe_is_compressed(RID p_probe) const = 0;	virtual uint32_t gi_probe_get_version(RID p_probe) = 0;	enum GIProbeCompression {		GI_PROBE_UNCOMPRESSED,		GI_PROBE_S3TC,		GI_PROBE_ETC2	};	virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const = 0;	virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) = 0;	virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) = 0;	/* LIGHTMAP CAPTURE */	struct LightmapCaptureOctree {		enum {			CHILD_EMPTY = 0xFFFFFFFF		};		uint16_t light[6][3]; //anisotropic light		float alpha;		uint32_t children[8];	};	virtual RID lightmap_capture_create() = 0;	virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0;	virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0;	virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) = 0;	virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const = 0;	virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0;	virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0;	virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0;	virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0;	virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0;	virtual float lightmap_capture_get_energy(RID p_capture) const = 0;	virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const = 0;	/* PARTICLES */	virtual RID particles_create() = 0;	virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;	virtual bool particles_get_emitting(RID p_particles) = 0;	virtual void particles_set_amount(RID p_particles, int p_amount) = 0;	virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0;	virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;	virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0;	virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0;	virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0;	virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;	virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0;	virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;	virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;	virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;	virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;	virtual void particles_restart(RID p_particles) = 0;	virtual bool particles_is_inactive(RID p_particles) const = 0;	virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) = 0;	virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;	virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;	virtual void particles_request_process(RID p_particles) = 0;	virtual AABB particles_get_current_aabb(RID p_particles) = 0;	virtual AABB particles_get_aabb(RID p_particles) const = 0;	virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0;	virtual int particles_get_draw_passes(RID p_particles) const = 0;	virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;	/* RENDER TARGET */	enum RenderTargetFlags {		RENDER_TARGET_VFLIP,		RENDER_TARGET_TRANSPARENT,		RENDER_TARGET_NO_3D_EFFECTS,		RENDER_TARGET_NO_3D,		RENDER_TARGET_NO_SAMPLING,		RENDER_TARGET_HDR,		RENDER_TARGET_KEEP_3D_LINEAR,		RENDER_TARGET_DIRECT_TO_SCREEN,		RENDER_TARGET_FLAG_MAX	};	virtual RID render_target_create() = 0;	virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0;	virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0;	virtual RID render_target_get_texture(RID p_render_target) const = 0;	virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0;	virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;	virtual bool render_target_was_used(RID p_render_target) = 0;	virtual void render_target_clear_used(RID p_render_target) = 0;	virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) = 0;	/* CANVAS SHADOW */	virtual RID canvas_light_shadow_buffer_create(int p_width) = 0;	/* LIGHT SHADOW MAPPING */	virtual RID canvas_light_occluder_create() = 0;	virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) = 0;	virtual VS::InstanceType get_base_type(RID p_rid) const = 0;	virtual bool free(RID p_rid) = 0;	virtual bool has_os_feature(const String &p_feature) const = 0;	virtual void update_dirty_resources() = 0;	virtual void set_debug_generate_wireframes(bool p_generate) = 0;	virtual void render_info_begin_capture() = 0;	virtual void render_info_end_capture() = 0;	virtual int get_captured_render_info(VS::RenderInfo p_info) = 0;	virtual int get_render_info(VS::RenderInfo p_info) = 0;	virtual String get_video_adapter_name() const = 0;	virtual String get_video_adapter_vendor() const = 0;	static RasterizerStorage *base_singleton;	RasterizerStorage();	virtual ~RasterizerStorage() {}};class RasterizerCanvas {public:	enum CanvasRectFlags {		CANVAS_RECT_REGION = 1,		CANVAS_RECT_TILE = 2,		CANVAS_RECT_FLIP_H = 4,		CANVAS_RECT_FLIP_V = 8,		CANVAS_RECT_TRANSPOSE = 16,		CANVAS_RECT_CLIP_UV = 32	};	struct Light : public RID_Data {		bool enabled;		Color color;		Transform2D xform;		float height;		float energy;		float scale;		int z_min;		int z_max;		int layer_min;		int layer_max;		int item_mask;		int item_shadow_mask;		VS::CanvasLightMode mode;		RID texture;		Vector2 texture_offset;		RID canvas;		RID shadow_buffer;		int shadow_buffer_size;		float shadow_gradient_length;		VS::CanvasLightShadowFilter shadow_filter;		Color shadow_color;		float shadow_smooth;		void *texture_cache; // implementation dependent		Rect2 rect_cache;		Transform2D xform_cache;		float radius_cache; //used for shadow far plane		CameraMatrix shadow_matrix_cache;		Transform2D light_shader_xform;		Vector2 light_shader_pos;		Light *shadows_next_ptr;		Light *filter_next_ptr;		Light *next_ptr;		Light *mask_next_ptr;		RID light_internal;		Light() {			enabled = true;			color = Color(1, 1, 1);			shadow_color = Color(0, 0, 0, 0);			height = 0;			z_min = -1024;			z_max = 1024;			layer_min = 0;			layer_max = 0;			item_mask = 1;			scale = 1.0;			energy = 1.0;			item_shadow_mask = -1;			mode = VS::CANVAS_LIGHT_MODE_ADD;			texture_cache = NULL;			next_ptr = NULL;			mask_next_ptr = NULL;			filter_next_ptr = NULL;			shadow_buffer_size = 2048;			shadow_gradient_length = 0;			shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE;			shadow_smooth = 0.0;		}	};	virtual RID light_internal_create() = 0;	virtual void light_internal_update(RID p_rid, Light *p_light) = 0;	virtual void light_internal_free(RID p_rid) = 0;	struct Item : public RID_Data {		struct Command {			enum Type {				TYPE_LINE,				TYPE_POLYLINE,				TYPE_RECT,				TYPE_NINEPATCH,				TYPE_PRIMITIVE,				TYPE_POLYGON,				TYPE_MESH,				TYPE_MULTIMESH,				TYPE_PARTICLES,				TYPE_CIRCLE,				TYPE_TRANSFORM,				TYPE_CLIP_IGNORE,			};			Type type;			virtual ~Command() {}		};		struct CommandLine : public Command {			Point2 from, to;			Color color;			float width;			bool antialiased;			CommandLine() { type = TYPE_LINE; }		};		struct CommandPolyLine : public Command {			bool antialiased;			bool multiline;			Vector<Point2> triangles;			Vector<Color> triangle_colors;			Vector<Point2> lines;			Vector<Color> line_colors;			CommandPolyLine() {				type = TYPE_POLYLINE;				antialiased = false;				multiline = false;			}		};		struct CommandRect : public Command {			Rect2 rect;			RID texture;			RID normal_map;			Color modulate;			Rect2 source;			uint8_t flags;			CommandRect() {				flags = 0;				type = TYPE_RECT;			}		};		struct CommandNinePatch : public Command {			Rect2 rect;			Rect2 source;			RID texture;			RID normal_map;			float margin[4];			bool draw_center;			Color color;			VS::NinePatchAxisMode axis_x;			VS::NinePatchAxisMode axis_y;			CommandNinePatch() {				draw_center = true;				type = TYPE_NINEPATCH;			}		};		struct CommandPrimitive : public Command {			Vector<Point2> points;			Vector<Point2> uvs;			Vector<Color> colors;			RID texture;			RID normal_map;			float width;			CommandPrimitive() {				type = TYPE_PRIMITIVE;				width = 1;			}		};		struct CommandPolygon : public Command {			Vector<int> indices;			Vector<Point2> points;			Vector<Point2> uvs;			Vector<Color> colors;			Vector<int> bones;			Vector<float> weights;			RID texture;			RID normal_map;			int count;			bool antialiased;			bool antialiasing_use_indices;			CommandPolygon() {				type = TYPE_POLYGON;				count = 0;			}		};		struct CommandMesh : public Command {			RID mesh;			RID texture;			RID normal_map;			Transform2D transform;			Color modulate;			CommandMesh() { type = TYPE_MESH; }		};		struct CommandMultiMesh : public Command {			RID multimesh;			RID texture;			RID normal_map;			CommandMultiMesh() { type = TYPE_MULTIMESH; }		};		struct CommandParticles : public Command {			RID particles;			RID texture;			RID normal_map;			CommandParticles() { type = TYPE_PARTICLES; }		};		struct CommandCircle : public Command {			Point2 pos;			float radius;			Color color;			CommandCircle() { type = TYPE_CIRCLE; }		};		struct CommandTransform : public Command {			Transform2D xform;			CommandTransform() { type = TYPE_TRANSFORM; }		};		struct CommandClipIgnore : public Command {			bool ignore;			CommandClipIgnore() {				type = TYPE_CLIP_IGNORE;				ignore = false;			}		};		struct ViewportRender {			VisualServer *owner;			void *udata;			Rect2 rect;		};		Transform2D xform;		bool clip;		bool visible;		bool behind;		bool update_when_visible;		//VS::MaterialBlendMode blend_mode;		int light_mask;		Vector<Command *> commands;		mutable bool custom_rect;		mutable bool rect_dirty;		mutable Rect2 rect;		RID material;		RID skeleton;		Item *next;		struct CopyBackBuffer {			Rect2 rect;			Rect2 screen_rect;			bool full;		};		CopyBackBuffer *copy_back_buffer;		Color final_modulate;		Transform2D final_transform;		Rect2 final_clip_rect;		Item *final_clip_owner;		Item *material_owner;		ViewportRender *vp_render;		bool distance_field;		bool light_masked;		Rect2 global_rect_cache;		const Rect2 &get_rect() const {			if (custom_rect || (!rect_dirty && !update_when_visible))				return rect;			//must update rect			int s = commands.size();			if (s == 0) {				rect = Rect2();				rect_dirty = false;				return rect;			}			Transform2D xf;			bool found_xform = false;			bool first = true;			const Item::Command *const *cmd = &commands[0];			for (int i = 0; i < s; i++) {				const Item::Command *c = cmd[i];				Rect2 r;				switch (c->type) {					case Item::Command::TYPE_LINE: {						const Item::CommandLine *line = static_cast<const Item::CommandLine *>(c);						r.position = line->from;						r.expand_to(line->to);					} break;					case Item::Command::TYPE_POLYLINE: {						const Item::CommandPolyLine *pline = static_cast<const Item::CommandPolyLine *>(c);						if (pline->triangles.size()) {							for (int j = 0; j < pline->triangles.size(); j++) {								if (j == 0) {									r.position = pline->triangles[j];								} else {									r.expand_to(pline->triangles[j]);								}							}						} else {							for (int j = 0; j < pline->lines.size(); j++) {								if (j == 0) {									r.position = pline->lines[j];								} else {									r.expand_to(pline->lines[j]);								}							}						}					} break;					case Item::Command::TYPE_RECT: {						const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c);						r = crect->rect;					} break;					case Item::Command::TYPE_NINEPATCH: {						const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c);						r = style->rect;					} break;					case Item::Command::TYPE_PRIMITIVE: {						const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);						r.position = primitive->points[0];						for (int j = 1; j < primitive->points.size(); j++) {							r.expand_to(primitive->points[j]);						}					} break;					case Item::Command::TYPE_POLYGON: {						const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);						int l = polygon->points.size();						const Point2 *pp = &polygon->points[0];						r.position = pp[0];						for (int j = 1; j < l; j++) {							r.expand_to(pp[j]);						}					} break;					case Item::Command::TYPE_MESH: {						const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);						AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());						r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);					} break;					case Item::Command::TYPE_MULTIMESH: {						const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);						AABB aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh);						r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);					} break;					case Item::Command::TYPE_PARTICLES: {						const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);						if (particles_cmd->particles.is_valid()) {							AABB aabb = RasterizerStorage::base_singleton->particles_get_aabb(particles_cmd->particles);							r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);						}					} break;					case Item::Command::TYPE_CIRCLE: {						const Item::CommandCircle *circle = static_cast<const Item::CommandCircle *>(c);						r.position = Point2(-circle->radius, -circle->radius) + circle->pos;						r.size = Point2(circle->radius * 2.0, circle->radius * 2.0);					} break;					case Item::Command::TYPE_TRANSFORM: {						const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);						xf = transform->xform;						found_xform = true;						continue;					} break;					case Item::Command::TYPE_CLIP_IGNORE: {					} break;				}				if (found_xform) {					r = xf.xform(r);					found_xform = false;				}				if (first) {					rect = r;					first = false;				} else					rect = rect.merge(r);			}			rect_dirty = false;			return rect;		}		void clear() {			for (int i = 0; i < commands.size(); i++)				memdelete(commands[i]);			commands.clear();			clip = false;			rect_dirty = true;			final_clip_owner = NULL;			material_owner = NULL;			light_masked = false;		}		Item() {			light_mask = 1;			vp_render = NULL;			next = NULL;			final_clip_owner = NULL;			clip = false;			final_modulate = Color(1, 1, 1, 1);			visible = true;			rect_dirty = true;			custom_rect = false;			behind = false;			material_owner = NULL;			copy_back_buffer = NULL;			distance_field = false;			light_masked = false;			update_when_visible = false;		}		virtual ~Item() {			clear();			if (copy_back_buffer) memdelete(copy_back_buffer);		}	};	virtual void canvas_begin() = 0;	virtual void canvas_end() = 0;	virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) = 0;	virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;	struct LightOccluderInstance : public RID_Data {		bool enabled;		RID canvas;		RID polygon;		RID polygon_buffer;		Rect2 aabb_cache;		Transform2D xform;		Transform2D xform_cache;		int light_mask;		VS::CanvasOccluderPolygonCullMode cull_cache;		LightOccluderInstance *next;		LightOccluderInstance() {			enabled = true;			next = NULL;			light_mask = 1;			cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;		}	};	virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) = 0;	virtual void reset_canvas() = 0;	virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;	virtual ~RasterizerCanvas() {}};class Rasterizer {protected:	static Rasterizer *(*_create_func)();public:	static Rasterizer *create();	virtual RasterizerStorage *get_storage() = 0;	virtual RasterizerCanvas *get_canvas() = 0;	virtual RasterizerScene *get_scene() = 0;	virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;	virtual void initialize() = 0;	virtual void begin_frame(double frame_step) = 0;	virtual void set_current_render_target(RID p_render_target) = 0;	virtual void restore_render_target(bool p_3d) = 0;	virtual void clear_render_target(const Color &p_color) = 0;	virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) = 0;	virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) = 0;	virtual void end_frame(bool p_swap_buffers) = 0;	virtual void finalize() = 0;	virtual bool is_low_end() const = 0;	virtual ~Rasterizer() {}};#endif // RASTERIZER_H
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