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path: root/scene/resources/particles_material.cpp
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Diffstat (limited to 'scene/resources/particles_material.cpp')
-rw-r--r--scene/resources/particles_material.cpp116
1 files changed, 58 insertions, 58 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index f18e8956f1..63766c1756 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -121,7 +121,7 @@ void ParticlesMaterial::_update_shader() {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
- VS::get_singleton()->free(shader_map[current_key].shader);
+ RS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
@@ -130,7 +130,7 @@ void ParticlesMaterial::_update_shader() {
if (shader_map.has(mk)) {
- VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
+ RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
@@ -592,14 +592,14 @@ void ParticlesMaterial::_update_shader() {
code += "\n";
ShaderData shader_data;
- shader_data.shader = VS::get_singleton()->shader_create();
+ shader_data.shader = RS::get_singleton()->shader_create();
shader_data.users = 1;
- VS::get_singleton()->shader_set_code(shader_data.shader, code);
+ RS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
- VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
+ RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void ParticlesMaterial::flush_changes() {
@@ -631,7 +631,7 @@ bool ParticlesMaterial::_is_shader_dirty() const {
void ParticlesMaterial::set_direction(Vector3 p_direction) {
direction = p_direction;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
}
Vector3 ParticlesMaterial::get_direction() const {
@@ -642,7 +642,7 @@ Vector3 ParticlesMaterial::get_direction() const {
void ParticlesMaterial::set_spread(float p_spread) {
spread = p_spread;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
}
float ParticlesMaterial::get_spread() const {
@@ -653,7 +653,7 @@ float ParticlesMaterial::get_spread() const {
void ParticlesMaterial::set_flatness(float p_flatness) {
flatness = p_flatness;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
}
float ParticlesMaterial::get_flatness() const {
@@ -668,40 +668,40 @@ void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
} break;
case PARAM_DAMPING: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
} break;
case PARAM_ANGLE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
} break;
case PARAM_SCALE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
} break;
case PARAM_HUE_VARIATION: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
} break;
case PARAM_ANIM_SPEED: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
} break;
case PARAM_ANIM_OFFSET: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
} break;
case PARAM_MAX: break; // Can't happen, but silences warning
}
@@ -721,40 +721,40 @@ void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
} break;
case PARAM_DAMPING: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
} break;
case PARAM_ANGLE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
} break;
case PARAM_SCALE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
} break;
case PARAM_HUE_VARIATION: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
} break;
case PARAM_ANIM_SPEED: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
} break;
case PARAM_ANIM_OFFSET: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
} break;
case PARAM_MAX: break; // Can't happen, but silences warning
}
@@ -786,47 +786,47 @@ void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D
//do none for this one
} break;
case PARAM_ANGULAR_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture);
_adjust_curve_range(p_texture, -360, 360);
} break;
case PARAM_ORBIT_VELOCITY: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture);
_adjust_curve_range(p_texture, -500, 500);
} break;
case PARAM_LINEAR_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_RADIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_TANGENTIAL_ACCEL: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture);
_adjust_curve_range(p_texture, -200, 200);
} break;
case PARAM_DAMPING: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture);
_adjust_curve_range(p_texture, 0, 100);
} break;
case PARAM_ANGLE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture);
_adjust_curve_range(p_texture, -360, 360);
} break;
case PARAM_SCALE: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture);
_adjust_curve_range(p_texture, 0, 1);
} break;
case PARAM_HUE_VARIATION: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture);
_adjust_curve_range(p_texture, -1, 1);
} break;
case PARAM_ANIM_SPEED: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture);
_adjust_curve_range(p_texture, 0, 200);
} break;
case PARAM_ANIM_OFFSET: {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture);
} break;
case PARAM_MAX: break; // Can't happen, but silences warning
}
@@ -842,7 +842,7 @@ Ref<Texture2D> ParticlesMaterial::get_param_texture(Parameter p_param) const {
void ParticlesMaterial::set_color(const Color &p_color) {
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
color = p_color;
}
@@ -854,7 +854,7 @@ Color ParticlesMaterial::get_color() const {
void ParticlesMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
color_ramp = p_texture;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture);
_queue_shader_change();
_change_notify();
}
@@ -888,38 +888,38 @@ void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
void ParticlesMaterial::set_emission_sphere_radius(float p_radius) {
emission_sphere_radius = p_radius;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
emission_box_extents = p_extents;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
}
void ParticlesMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
emission_point_texture = p_points;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, p_points);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, p_points);
}
void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
emission_normal_texture = p_normals;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, p_normals);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, p_normals);
}
void ParticlesMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
emission_color_texture = p_colors;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, p_colors);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, p_colors);
_queue_shader_change();
}
void ParticlesMaterial::set_emission_point_count(int p_count) {
emission_point_count = p_count;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
}
ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
@@ -957,7 +957,7 @@ int ParticlesMaterial::get_emission_point_count() const {
void ParticlesMaterial::set_trail_divisor(int p_divisor) {
trail_divisor = p_divisor;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor);
}
int ParticlesMaterial::get_trail_divisor() const {
@@ -974,7 +974,7 @@ void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail
curve->ensure_default_setup();
}
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, curve);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, curve);
_queue_shader_change();
}
@@ -986,7 +986,7 @@ Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const {
void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) {
trail_color_modifier = p_trail_color_modifier;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, p_trail_color_modifier);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, p_trail_color_modifier);
_queue_shader_change();
}
@@ -1002,7 +1002,7 @@ void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
if (gset == Vector3()) {
gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations
}
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
}
Vector3 ParticlesMaterial::get_gravity() const {
@@ -1013,7 +1013,7 @@ Vector3 ParticlesMaterial::get_gravity() const {
void ParticlesMaterial::set_lifetime_randomness(float p_lifetime) {
lifetime_randomness = p_lifetime;
- VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
}
float ParticlesMaterial::get_lifetime_randomness() const {
@@ -1280,10 +1280,10 @@ ParticlesMaterial::~ParticlesMaterial() {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
- VS::get_singleton()->free(shader_map[current_key].shader);
+ RS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
- VS::get_singleton()->material_set_shader(_get_material(), RID());
+ RS::get_singleton()->material_set_shader(_get_material(), RID());
}
}