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-rw-r--r--scene/resources/box_shape_3d.cpp6
-rw-r--r--scene/resources/capsule_shape_2d.cpp10
-rw-r--r--scene/resources/capsule_shape_3d.cpp6
-rw-r--r--scene/resources/circle_shape_2d.cpp10
-rw-r--r--scene/resources/concave_polygon_shape_2d.cpp12
-rw-r--r--scene/resources/concave_polygon_shape_3d.cpp8
-rw-r--r--scene/resources/convex_polygon_shape_2d.cpp10
-rw-r--r--scene/resources/convex_polygon_shape_3d.cpp6
-rw-r--r--scene/resources/cylinder_shape_3d.cpp6
-rw-r--r--scene/resources/dynamic_font.cpp2
-rw-r--r--scene/resources/environment.cpp166
-rw-r--r--scene/resources/environment.h2
-rw-r--r--scene/resources/font.cpp2
-rw-r--r--scene/resources/height_map_shape_3d.cpp6
-rw-r--r--scene/resources/line_shape_2d.cpp12
-rw-r--r--scene/resources/material.cpp120
-rw-r--r--scene/resources/material.h8
-rw-r--r--scene/resources/mesh.cpp66
-rw-r--r--scene/resources/mesh.h44
-rw-r--r--scene/resources/multimesh.cpp36
-rw-r--r--scene/resources/multimesh.h6
-rw-r--r--scene/resources/particles_material.cpp116
-rw-r--r--scene/resources/physics_material.h2
-rw-r--r--scene/resources/primitive_meshes.cpp102
-rw-r--r--scene/resources/ray_shape_3d.cpp6
-rw-r--r--scene/resources/rectangle_shape_2d.cpp10
-rw-r--r--scene/resources/segment_shape_2d.cpp18
-rw-r--r--scene/resources/shader.cpp18
-rw-r--r--scene/resources/shader.h2
-rw-r--r--scene/resources/shape_2d.cpp14
-rw-r--r--scene/resources/shape_3d.cpp6
-rw-r--r--scene/resources/sky.cpp10
-rw-r--r--scene/resources/sky_material.cpp74
-rw-r--r--scene/resources/sphere_shape_3d.cpp6
-rw-r--r--scene/resources/style_box.cpp6
-rw-r--r--scene/resources/style_box.h2
-rw-r--r--scene/resources/surface_tool.cpp108
-rw-r--r--scene/resources/texture.cpp206
-rw-r--r--scene/resources/texture.h52
-rw-r--r--scene/resources/tile_set.cpp2
-rw-r--r--scene/resources/visual_shader.cpp20
-rw-r--r--scene/resources/world_2d.cpp26
-rw-r--r--scene/resources/world_2d.h4
-rw-r--r--scene/resources/world_3d.cpp34
-rw-r--r--scene/resources/world_3d.h6
-rw-r--r--scene/resources/world_margin_shape_3d.cpp6
46 files changed, 700 insertions, 700 deletions
diff --git a/scene/resources/box_shape_3d.cpp b/scene/resources/box_shape_3d.cpp
index 3ac29642d7..64c821a011 100644
--- a/scene/resources/box_shape_3d.cpp
+++ b/scene/resources/box_shape_3d.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "box_shape_3d.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> BoxShape3D::get_debug_mesh_lines() {
@@ -54,7 +54,7 @@ real_t BoxShape3D::get_enclosing_radius() const {
void BoxShape3D::_update_shape() {
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), extents);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), extents);
Shape3D::_update_shape();
}
@@ -80,7 +80,7 @@ void BoxShape3D::_bind_methods() {
}
BoxShape3D::BoxShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_BOX)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_BOX)) {
set_extents(Vector3(1, 1, 1));
}
diff --git a/scene/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp
index 9b8083de97..ab2657c892 100644
--- a/scene/resources/capsule_shape_2d.cpp
+++ b/scene/resources/capsule_shape_2d.cpp
@@ -30,8 +30,8 @@
#include "capsule_shape_2d.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
Vector<Vector2> CapsuleShape2D::_get_points() const {
@@ -54,7 +54,7 @@ bool CapsuleShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_
void CapsuleShape2D::_update_shape() {
- Physics2DServer::get_singleton()->shape_set_data(get_rid(), Vector2(radius, height));
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), Vector2(radius, height));
emit_changed();
}
@@ -85,7 +85,7 @@ void CapsuleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector<Vector2> points = _get_points();
Vector<Color> col;
col.push_back(p_color);
- VisualServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
+ RenderingServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
}
Rect2 CapsuleShape2D::get_rect() const {
@@ -114,7 +114,7 @@ void CapsuleShape2D::_bind_methods() {
}
CapsuleShape2D::CapsuleShape2D() :
- Shape2D(Physics2DServer::get_singleton()->capsule_shape_create()) {
+ Shape2D(PhysicsServer2D::get_singleton()->capsule_shape_create()) {
radius = 10;
height = 20;
diff --git a/scene/resources/capsule_shape_3d.cpp b/scene/resources/capsule_shape_3d.cpp
index a929caa275..da3ffcb306 100644
--- a/scene/resources/capsule_shape_3d.cpp
+++ b/scene/resources/capsule_shape_3d.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "capsule_shape_3d.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> CapsuleShape3D::get_debug_mesh_lines() {
@@ -78,7 +78,7 @@ void CapsuleShape3D::_update_shape() {
Dictionary d;
d["radius"] = radius;
d["height"] = height;
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
Shape3D::_update_shape();
}
@@ -120,7 +120,7 @@ void CapsuleShape3D::_bind_methods() {
}
CapsuleShape3D::CapsuleShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CAPSULE)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CAPSULE)) {
radius = 1.0;
height = 1.0;
diff --git a/scene/resources/circle_shape_2d.cpp b/scene/resources/circle_shape_2d.cpp
index 37874e17ef..afb7597280 100644
--- a/scene/resources/circle_shape_2d.cpp
+++ b/scene/resources/circle_shape_2d.cpp
@@ -30,8 +30,8 @@
#include "circle_shape_2d.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
bool CircleShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
@@ -40,7 +40,7 @@ bool CircleShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_t
void CircleShape2D::_update_shape() {
- Physics2DServer::get_singleton()->shape_set_data(get_rid(), radius);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), radius);
emit_changed();
}
@@ -84,11 +84,11 @@ void CircleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector<Color> col;
col.push_back(p_color);
- VisualServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
+ RenderingServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
}
CircleShape2D::CircleShape2D() :
- Shape2D(Physics2DServer::get_singleton()->circle_shape_create()) {
+ Shape2D(PhysicsServer2D::get_singleton()->circle_shape_create()) {
radius = 10;
_update_shape();
diff --git a/scene/resources/concave_polygon_shape_2d.cpp b/scene/resources/concave_polygon_shape_2d.cpp
index c3e9e19721..c8fec3b72d 100644
--- a/scene/resources/concave_polygon_shape_2d.cpp
+++ b/scene/resources/concave_polygon_shape_2d.cpp
@@ -30,8 +30,8 @@
#include "concave_polygon_shape_2d.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
bool ConcavePolygonShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
@@ -52,13 +52,13 @@ bool ConcavePolygonShape2D::_edit_is_selected_on_click(const Point2 &p_point, do
void ConcavePolygonShape2D::set_segments(const Vector<Vector2> &p_segments) {
- Physics2DServer::get_singleton()->shape_set_data(get_rid(), p_segments);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), p_segments);
emit_changed();
}
Vector<Vector2> ConcavePolygonShape2D::get_segments() const {
- return Physics2DServer::get_singleton()->shape_get_data(get_rid());
+ return PhysicsServer2D::get_singleton()->shape_get_data(get_rid());
}
void ConcavePolygonShape2D::draw(const RID &p_to_rid, const Color &p_color) {
@@ -70,7 +70,7 @@ void ConcavePolygonShape2D::draw(const RID &p_to_rid, const Color &p_color) {
const Vector2 *r = s.ptr();
for (int i = 0; i < len; i += 2) {
- VisualServer::get_singleton()->canvas_item_add_line(p_to_rid, r[i], r[i + 1], p_color, 2);
+ RenderingServer::get_singleton()->canvas_item_add_line(p_to_rid, r[i], r[i + 1], p_color, 2);
}
}
@@ -113,7 +113,7 @@ void ConcavePolygonShape2D::_bind_methods() {
}
ConcavePolygonShape2D::ConcavePolygonShape2D() :
- Shape2D(Physics2DServer::get_singleton()->concave_polygon_shape_create()) {
+ Shape2D(PhysicsServer2D::get_singleton()->concave_polygon_shape_create()) {
Vector<Vector2> empty;
set_segments(empty);
}
diff --git a/scene/resources/concave_polygon_shape_3d.cpp b/scene/resources/concave_polygon_shape_3d.cpp
index 6be4a087ad..42e06a49b6 100644
--- a/scene/resources/concave_polygon_shape_3d.cpp
+++ b/scene/resources/concave_polygon_shape_3d.cpp
@@ -30,7 +30,7 @@
#include "concave_polygon_shape_3d.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> ConcavePolygonShape3D::get_debug_mesh_lines() {
@@ -80,13 +80,13 @@ void ConcavePolygonShape3D::_update_shape() {
void ConcavePolygonShape3D::set_faces(const Vector<Vector3> &p_faces) {
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), p_faces);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), p_faces);
notify_change_to_owners();
}
Vector<Vector3> ConcavePolygonShape3D::get_faces() const {
- return PhysicsServer::get_singleton()->shape_get_data(get_shape());
+ return PhysicsServer3D::get_singleton()->shape_get_data(get_shape());
}
void ConcavePolygonShape3D::_bind_methods() {
@@ -97,7 +97,7 @@ void ConcavePolygonShape3D::_bind_methods() {
}
ConcavePolygonShape3D::ConcavePolygonShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON)) {
//set_planes(Vector3(1,1,1));
}
diff --git a/scene/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp
index 95967429c9..6b1ddec507 100644
--- a/scene/resources/convex_polygon_shape_2d.cpp
+++ b/scene/resources/convex_polygon_shape_2d.cpp
@@ -31,8 +31,8 @@
#include "convex_polygon_shape_2d.h"
#include "core/math/geometry.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
bool ConvexPolygonShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
@@ -45,7 +45,7 @@ void ConvexPolygonShape2D::_update_shape() {
if (Geometry::is_polygon_clockwise(final_points)) { //needs to be counter clockwise
final_points.invert();
}
- Physics2DServer::get_singleton()->shape_set_data(get_rid(), final_points);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), final_points);
emit_changed();
}
@@ -81,7 +81,7 @@ void ConvexPolygonShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector<Color> col;
col.push_back(p_color);
- VisualServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
+ RenderingServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
}
Rect2 ConvexPolygonShape2D::get_rect() const {
@@ -106,5 +106,5 @@ real_t ConvexPolygonShape2D::get_enclosing_radius() const {
}
ConvexPolygonShape2D::ConvexPolygonShape2D() :
- Shape2D(Physics2DServer::get_singleton()->convex_polygon_shape_create()) {
+ Shape2D(PhysicsServer2D::get_singleton()->convex_polygon_shape_create()) {
}
diff --git a/scene/resources/convex_polygon_shape_3d.cpp b/scene/resources/convex_polygon_shape_3d.cpp
index e25301b2eb..ec9ab68015 100644
--- a/scene/resources/convex_polygon_shape_3d.cpp
+++ b/scene/resources/convex_polygon_shape_3d.cpp
@@ -30,7 +30,7 @@
#include "convex_polygon_shape_3d.h"
#include "core/math/quick_hull.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> ConvexPolygonShape3D::get_debug_mesh_lines() {
@@ -67,7 +67,7 @@ real_t ConvexPolygonShape3D::get_enclosing_radius() const {
void ConvexPolygonShape3D::_update_shape() {
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), points);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), points);
Shape3D::_update_shape();
}
@@ -92,5 +92,5 @@ void ConvexPolygonShape3D::_bind_methods() {
}
ConvexPolygonShape3D::ConvexPolygonShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CONVEX_POLYGON)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CONVEX_POLYGON)) {
}
diff --git a/scene/resources/cylinder_shape_3d.cpp b/scene/resources/cylinder_shape_3d.cpp
index 7636c55346..19f0542818 100644
--- a/scene/resources/cylinder_shape_3d.cpp
+++ b/scene/resources/cylinder_shape_3d.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "cylinder_shape_3d.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> CylinderShape3D::get_debug_mesh_lines() {
@@ -71,7 +71,7 @@ void CylinderShape3D::_update_shape() {
Dictionary d;
d["radius"] = radius;
d["height"] = height;
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
Shape3D::_update_shape();
}
@@ -113,7 +113,7 @@ void CylinderShape3D::_bind_methods() {
}
CylinderShape3D::CylinderShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CYLINDER)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CYLINDER)) {
radius = 1.0;
height = 2.0;
diff --git a/scene/resources/dynamic_font.cpp b/scene/resources/dynamic_font.cpp
index 410c4990a2..107f07ec7d 100644
--- a/scene/resources/dynamic_font.cpp
+++ b/scene/resources/dynamic_font.cpp
@@ -336,7 +336,7 @@ float DynamicFontAtSize::draw_char(RID p_canvas_item, const Point2 &p_pos, CharT
modulate.r = modulate.g = modulate.b = 1.0;
}
RID texture = font->textures[ch->texture_idx].texture->get_rid();
- VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, ch->rect.size), texture, ch->rect_uv, modulate, false, RID(), RID(), Color(1, 1, 1, 1), false);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, ch->rect.size), texture, ch->rect_uv, modulate, false, RID(), RID(), Color(1, 1, 1, 1), false);
}
advance = ch->advance;
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index d407dd3722..89937238c1 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -30,7 +30,7 @@
#include "environment.h"
#include "core/project_settings.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
#include "texture.h"
RID Environment::get_rid() const {
@@ -41,7 +41,7 @@ RID Environment::get_rid() const {
void Environment::set_background(BGMode p_bg) {
bg_mode = p_bg;
- VS::get_singleton()->environment_set_background(environment, VS::EnvironmentBG(p_bg));
+ RS::get_singleton()->environment_set_background(environment, RS::EnvironmentBG(p_bg));
_change_notify();
}
@@ -53,56 +53,56 @@ void Environment::set_sky(const Ref<Sky> &p_sky) {
if (bg_sky.is_valid())
sb_rid = bg_sky->get_rid();
- VS::get_singleton()->environment_set_sky(environment, sb_rid);
+ RS::get_singleton()->environment_set_sky(environment, sb_rid);
}
void Environment::set_sky_custom_fov(float p_scale) {
bg_sky_custom_fov = p_scale;
- VS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale);
+ RS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale);
}
void Environment::set_bg_color(const Color &p_color) {
bg_color = p_color;
- VS::get_singleton()->environment_set_bg_color(environment, p_color);
+ RS::get_singleton()->environment_set_bg_color(environment, p_color);
}
void Environment::set_bg_energy(float p_energy) {
bg_energy = p_energy;
- VS::get_singleton()->environment_set_bg_energy(environment, p_energy);
+ RS::get_singleton()->environment_set_bg_energy(environment, p_energy);
}
void Environment::set_canvas_max_layer(int p_max_layer) {
bg_canvas_max_layer = p_max_layer;
- VS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer);
+ RS::get_singleton()->environment_set_canvas_max_layer(environment, p_max_layer);
}
void Environment::set_ambient_light_color(const Color &p_color) {
ambient_color = p_color;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, RS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, RS::EnvironmentReflectionSource(reflection_source), ao_color);
}
void Environment::set_ambient_light_energy(float p_energy) {
ambient_energy = p_energy;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, RS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, RS::EnvironmentReflectionSource(reflection_source), ao_color);
}
void Environment::set_ambient_light_sky_contribution(float p_energy) {
ambient_sky_contribution = p_energy;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, RS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, RS::EnvironmentReflectionSource(reflection_source), ao_color);
}
void Environment::set_camera_feed_id(int p_camera_feed_id) {
camera_feed_id = p_camera_feed_id;
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
- VS::get_singleton()->environment_set_camera_feed_id(environment, camera_feed_id);
+ RS::get_singleton()->environment_set_camera_feed_id(environment, camera_feed_id);
#endif
};
void Environment::set_ambient_source(AmbientSource p_source) {
ambient_source = p_source;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, RS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, RS::EnvironmentReflectionSource(reflection_source), ao_color);
}
Environment::AmbientSource Environment::get_ambient_source() const {
@@ -110,7 +110,7 @@ Environment::AmbientSource Environment::get_ambient_source() const {
}
void Environment::set_reflection_source(ReflectionSource p_source) {
reflection_source = p_source;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, RS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, RS::EnvironmentReflectionSource(reflection_source), ao_color);
}
Environment::ReflectionSource Environment::get_reflection_source() const {
return reflection_source;
@@ -132,7 +132,7 @@ float Environment::get_sky_custom_fov() const {
void Environment::set_sky_rotation(const Vector3 &p_rotation) {
sky_rotation = p_rotation;
- VS::get_singleton()->environment_set_sky_orientation(environment, Basis(p_rotation));
+ RS::get_singleton()->environment_set_sky_orientation(environment, Basis(p_rotation));
}
Vector3 Environment::get_sky_rotation() const {
@@ -172,7 +172,7 @@ int Environment::get_camera_feed_id(void) const {
void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
tone_mapper = p_tone_mapper;
- VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
}
Environment::ToneMapper Environment::get_tonemapper() const {
@@ -183,7 +183,7 @@ Environment::ToneMapper Environment::get_tonemapper() const {
void Environment::set_tonemap_exposure(float p_exposure) {
tonemap_exposure = p_exposure;
- VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_exposure() const {
@@ -194,7 +194,7 @@ float Environment::get_tonemap_exposure() const {
void Environment::set_tonemap_white(float p_white) {
tonemap_white = p_white;
- VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_white() const {
@@ -204,7 +204,7 @@ float Environment::get_tonemap_white() const {
void Environment::set_tonemap_auto_exposure(bool p_enabled) {
tonemap_auto_exposure = p_enabled;
- VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
_change_notify();
}
bool Environment::get_tonemap_auto_exposure() const {
@@ -215,7 +215,7 @@ bool Environment::get_tonemap_auto_exposure() const {
void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
tonemap_auto_exposure_max = p_auto_exposure_max;
- VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_auto_exposure_max() const {
@@ -225,7 +225,7 @@ float Environment::get_tonemap_auto_exposure_max() const {
void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
tonemap_auto_exposure_min = p_auto_exposure_min;
- VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_auto_exposure_min() const {
@@ -235,7 +235,7 @@ float Environment::get_tonemap_auto_exposure_min() const {
void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
tonemap_auto_exposure_speed = p_auto_exposure_speed;
- VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_auto_exposure_speed() const {
@@ -245,7 +245,7 @@ float Environment::get_tonemap_auto_exposure_speed() const {
void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) {
tonemap_auto_exposure_grey = p_auto_exposure_grey;
- VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
+ RS::get_singleton()->environment_set_tonemap(environment, RS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_auto_exposure_grey() const {
@@ -255,7 +255,7 @@ float Environment::get_tonemap_auto_exposure_grey() const {
void Environment::set_adjustment_enable(bool p_enable) {
adjustment_enabled = p_enable;
- VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
+ RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
_change_notify();
}
@@ -267,7 +267,7 @@ bool Environment::is_adjustment_enabled() const {
void Environment::set_adjustment_brightness(float p_brightness) {
adjustment_brightness = p_brightness;
- VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
+ RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
}
float Environment::get_adjustment_brightness() const {
@@ -277,7 +277,7 @@ float Environment::get_adjustment_brightness() const {
void Environment::set_adjustment_contrast(float p_contrast) {
adjustment_contrast = p_contrast;
- VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
+ RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
}
float Environment::get_adjustment_contrast() const {
@@ -287,7 +287,7 @@ float Environment::get_adjustment_contrast() const {
void Environment::set_adjustment_saturation(float p_saturation) {
adjustment_saturation = p_saturation;
- VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
+ RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
}
float Environment::get_adjustment_saturation() const {
@@ -297,7 +297,7 @@ float Environment::get_adjustment_saturation() const {
void Environment::set_adjustment_color_correction(const Ref<Texture2D> &p_ramp) {
adjustment_color_correction = p_ramp;
- VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
+ RS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
}
Ref<Texture2D> Environment::get_adjustment_color_correction() const {
@@ -371,7 +371,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
prefixes++;
}
- if (VisualServer::get_singleton()->is_low_end()) {
+ if (RenderingServer::get_singleton()->is_low_end()) {
prefixes = high_end_prefixes;
while (*prefixes) {
String prefix = String(*prefixes);
@@ -389,7 +389,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
void Environment::set_ssr_enabled(bool p_enable) {
ssr_enabled = p_enable;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
_change_notify();
}
@@ -401,7 +401,7 @@ bool Environment::is_ssr_enabled() const {
void Environment::set_ssr_max_steps(int p_steps) {
ssr_max_steps = p_steps;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
int Environment::get_ssr_max_steps() const {
@@ -411,7 +411,7 @@ int Environment::get_ssr_max_steps() const {
void Environment::set_ssr_fade_in(float p_fade_in) {
ssr_fade_in = p_fade_in;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
float Environment::get_ssr_fade_in() const {
@@ -421,7 +421,7 @@ float Environment::get_ssr_fade_in() const {
void Environment::set_ssr_fade_out(float p_fade_out) {
ssr_fade_out = p_fade_out;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
float Environment::get_ssr_fade_out() const {
@@ -431,7 +431,7 @@ float Environment::get_ssr_fade_out() const {
void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) {
ssr_depth_tolerance = p_depth_tolerance;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
float Environment::get_ssr_depth_tolerance() const {
@@ -441,7 +441,7 @@ float Environment::get_ssr_depth_tolerance() const {
void Environment::set_ssr_rough(bool p_enable) {
ssr_roughness = p_enable;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
+ RS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
bool Environment::is_ssr_rough() const {
@@ -451,7 +451,7 @@ bool Environment::is_ssr_rough() const {
void Environment::set_ssao_enabled(bool p_enable) {
ssao_enabled = p_enable;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
_change_notify();
}
@@ -463,7 +463,7 @@ bool Environment::is_ssao_enabled() const {
void Environment::set_ssao_radius(float p_radius) {
ssao_radius = p_radius;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_radius() const {
@@ -473,7 +473,7 @@ float Environment::get_ssao_radius() const {
void Environment::set_ssao_intensity(float p_intensity) {
ssao_intensity = p_intensity;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_intensity() const {
@@ -484,7 +484,7 @@ float Environment::get_ssao_intensity() const {
void Environment::set_ssao_bias(float p_bias) {
ssao_bias = p_bias;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_bias() const {
@@ -494,7 +494,7 @@ float Environment::get_ssao_bias() const {
void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
ssao_direct_light_affect = p_direct_light_affect;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_direct_light_affect() const {
@@ -504,7 +504,7 @@ float Environment::get_ssao_direct_light_affect() const {
void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {
ssao_ao_channel_affect = p_ao_channel_affect;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_ao_channel_affect() const {
@@ -514,7 +514,7 @@ float Environment::get_ssao_ao_channel_affect() const {
void Environment::set_ao_color(const Color &p_color) {
ao_color = p_color;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
+ RS::get_singleton()->environment_set_ambient_light(environment, ambient_color, RS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, RS::EnvironmentReflectionSource(reflection_source), ao_color);
}
Color Environment::get_ao_color() const {
@@ -525,7 +525,7 @@ Color Environment::get_ao_color() const {
void Environment::set_ssao_blur(SSAOBlur p_blur) {
ssao_blur = p_blur;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
Environment::SSAOBlur Environment::get_ssao_blur() const {
@@ -535,7 +535,7 @@ Environment::SSAOBlur Environment::get_ssao_blur() const {
void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
ssao_edge_sharpness = p_edge_sharpness;
- VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
+ RS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, RS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_edge_sharpness() const {
@@ -546,7 +546,7 @@ float Environment::get_ssao_edge_sharpness() const {
void Environment::set_glow_enabled(bool p_enabled) {
glow_enabled = p_enabled;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
_change_notify();
}
@@ -557,18 +557,18 @@ bool Environment::is_glow_enabled() const {
void Environment::set_glow_level(int p_level, bool p_enabled) {
- ERR_FAIL_INDEX(p_level, VS::MAX_GLOW_LEVELS);
+ ERR_FAIL_INDEX(p_level, RS::MAX_GLOW_LEVELS);
if (p_enabled)
glow_levels |= (1 << p_level);
else
glow_levels &= ~(1 << p_level);
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
bool Environment::is_glow_level_enabled(int p_level) const {
- ERR_FAIL_INDEX_V(p_level, VS::MAX_GLOW_LEVELS, false);
+ ERR_FAIL_INDEX_V(p_level, RS::MAX_GLOW_LEVELS, false);
return glow_levels & (1 << p_level);
}
@@ -577,7 +577,7 @@ void Environment::set_glow_intensity(float p_intensity) {
glow_intensity = p_intensity;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_intensity() const {
@@ -587,7 +587,7 @@ float Environment::get_glow_intensity() const {
void Environment::set_glow_strength(float p_strength) {
glow_strength = p_strength;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_strength() const {
@@ -597,7 +597,7 @@ float Environment::get_glow_strength() const {
void Environment::set_glow_mix(float p_mix) {
glow_mix = p_mix;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_mix() const {
@@ -608,7 +608,7 @@ void Environment::set_glow_bloom(float p_threshold) {
glow_bloom = p_threshold;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_bloom() const {
@@ -619,7 +619,7 @@ void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
glow_blend_mode = p_mode;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
_change_notify();
}
Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
@@ -631,7 +631,7 @@ void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
glow_hdr_bleed_threshold = p_threshold;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_hdr_bleed_threshold() const {
@@ -642,7 +642,7 @@ void Environment::set_glow_hdr_luminance_cap(float p_amount) {
glow_hdr_luminance_cap = p_amount;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_hdr_luminance_cap() const {
@@ -653,7 +653,7 @@ void Environment::set_glow_hdr_bleed_scale(float p_scale) {
glow_hdr_bleed_scale = p_scale;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
float Environment::get_glow_hdr_bleed_scale() const {
@@ -663,7 +663,7 @@ float Environment::get_glow_hdr_bleed_scale() const {
void Environment::set_glow_bicubic_upscale(bool p_enable) {
glow_bicubic_upscale = p_enable;
- VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
+ RS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_mix, glow_bloom, RS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
}
bool Environment::is_glow_bicubic_upscale_enabled() const {
@@ -674,7 +674,7 @@ bool Environment::is_glow_bicubic_upscale_enabled() const {
void Environment::set_fog_enabled(bool p_enabled) {
fog_enabled = p_enabled;
- VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+ RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
_change_notify();
}
@@ -686,7 +686,7 @@ bool Environment::is_fog_enabled() const {
void Environment::set_fog_color(const Color &p_color) {
fog_color = p_color;
- VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+ RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
}
Color Environment::get_fog_color() const {
@@ -696,7 +696,7 @@ Color Environment::get_fog_color() const {
void Environment::set_fog_sun_color(const Color &p_color) {
fog_sun_color = p_color;
- VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+ RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
}
Color Environment::get_fog_sun_color() const {
@@ -706,7 +706,7 @@ Color Environment::get_fog_sun_color() const {
void Environment::set_fog_sun_amount(float p_amount) {
fog_sun_amount = p_amount;
- VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+ RS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
}
float Environment::get_fog_sun_amount() const {
@@ -716,7 +716,7 @@ float Environment::get_fog_sun_amount() const {
void Environment::set_fog_depth_enabled(bool p_enabled) {
fog_depth_enabled = p_enabled;
- VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+ RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
}
bool Environment::is_fog_depth_enabled() const {
@@ -726,7 +726,7 @@ bool Environment::is_fog_depth_enabled() const {
void Environment::set_fog_depth_begin(float p_distance) {
fog_depth_begin = p_distance;
- VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+ RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
}
float Environment::get_fog_depth_begin() const {
@@ -736,7 +736,7 @@ float Environment::get_fog_depth_begin() const {
void Environment::set_fog_depth_end(float p_distance) {
fog_depth_end = p_distance;
- VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+ RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
}
float Environment::get_fog_depth_end() const {
@@ -747,7 +747,7 @@ float Environment::get_fog_depth_end() const {
void Environment::set_fog_depth_curve(float p_curve) {
fog_depth_curve = p_curve;
- VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+ RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
}
float Environment::get_fog_depth_curve() const {
@@ -757,7 +757,7 @@ float Environment::get_fog_depth_curve() const {
void Environment::set_fog_transmit_enabled(bool p_enabled) {
fog_transmit_enabled = p_enabled;
- VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+ RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
}
bool Environment::is_fog_transmit_enabled() const {
@@ -767,7 +767,7 @@ bool Environment::is_fog_transmit_enabled() const {
void Environment::set_fog_transmit_curve(float p_curve) {
fog_transmit_curve = p_curve;
- VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+ RS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
}
float Environment::get_fog_transmit_curve() const {
@@ -777,7 +777,7 @@ float Environment::get_fog_transmit_curve() const {
void Environment::set_fog_height_enabled(bool p_enabled) {
fog_height_enabled = p_enabled;
- VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
+ RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
}
bool Environment::is_fog_height_enabled() const {
@@ -787,7 +787,7 @@ bool Environment::is_fog_height_enabled() const {
void Environment::set_fog_height_min(float p_distance) {
fog_height_min = p_distance;
- VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
+ RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
}
float Environment::get_fog_height_min() const {
@@ -797,7 +797,7 @@ float Environment::get_fog_height_min() const {
void Environment::set_fog_height_max(float p_distance) {
fog_height_max = p_distance;
- VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
+ RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
}
float Environment::get_fog_height_max() const {
@@ -807,7 +807,7 @@ float Environment::get_fog_height_max() const {
void Environment::set_fog_height_curve(float p_distance) {
fog_height_curve = p_distance;
- VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
+ RS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
}
float Environment::get_fog_height_curve() const {
@@ -1152,7 +1152,7 @@ Environment::Environment() :
ssao_blur(SSAO_BLUR_3x3),
glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE) {
- environment = VS::get_singleton()->environment_create();
+ environment = RS::get_singleton()->environment_create();
bg_mode = BG_CLEAR_COLOR;
bg_sky_custom_fov = 0;
@@ -1236,7 +1236,7 @@ Environment::Environment() :
Environment::~Environment() {
- VS::get_singleton()->free(environment);
+ RS::get_singleton()->free(environment);
}
//////////////////////
@@ -1244,7 +1244,7 @@ Environment::~Environment() {
void CameraEffects::set_dof_blur_far_enabled(bool p_enable) {
dof_blur_far_enabled = p_enable;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
bool CameraEffects::is_dof_blur_far_enabled() const {
@@ -1255,7 +1255,7 @@ bool CameraEffects::is_dof_blur_far_enabled() const {
void CameraEffects::set_dof_blur_far_distance(float p_distance) {
dof_blur_far_distance = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_far_distance() const {
@@ -1265,7 +1265,7 @@ float CameraEffects::get_dof_blur_far_distance() const {
void CameraEffects::set_dof_blur_far_transition(float p_distance) {
dof_blur_far_transition = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_far_transition() const {
@@ -1275,7 +1275,7 @@ float CameraEffects::get_dof_blur_far_transition() const {
void CameraEffects::set_dof_blur_near_enabled(bool p_enable) {
dof_blur_near_enabled = p_enable;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
_change_notify();
}
@@ -1287,7 +1287,7 @@ bool CameraEffects::is_dof_blur_near_enabled() const {
void CameraEffects::set_dof_blur_near_distance(float p_distance) {
dof_blur_near_distance = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_near_distance() const {
@@ -1298,7 +1298,7 @@ float CameraEffects::get_dof_blur_near_distance() const {
void CameraEffects::set_dof_blur_near_transition(float p_distance) {
dof_blur_near_transition = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_near_transition() const {
@@ -1309,7 +1309,7 @@ float CameraEffects::get_dof_blur_near_transition() const {
void CameraEffects::set_dof_blur_amount(float p_amount) {
dof_blur_amount = p_amount;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
+ RS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_amount() const {
@@ -1318,7 +1318,7 @@ float CameraEffects::get_dof_blur_amount() const {
void CameraEffects::set_override_exposure_enabled(bool p_enabled) {
override_exposure_enabled = p_enabled;
- VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
+ RS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
}
bool CameraEffects::is_override_exposure_enabled() const {
@@ -1327,7 +1327,7 @@ bool CameraEffects::is_override_exposure_enabled() const {
void CameraEffects::set_override_exposure(float p_exposure) {
override_exposure = p_exposure;
- VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
+ RS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
}
float CameraEffects::get_override_exposure() const {
@@ -1382,7 +1382,7 @@ void CameraEffects::_bind_methods() {
CameraEffects::CameraEffects() {
- camera_effects = VS::get_singleton()->camera_effects_create();
+ camera_effects = RS::get_singleton()->camera_effects_create();
dof_blur_far_enabled = false;
dof_blur_far_distance = 10;
@@ -1400,5 +1400,5 @@ CameraEffects::CameraEffects() {
CameraEffects::~CameraEffects() {
- VS::get_singleton()->free(camera_effects);
+ RS::get_singleton()->free(camera_effects);
}
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index f9fe26f792..657c7190e5 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -34,7 +34,7 @@
#include "core/resource.h"
#include "scene/resources/sky.h"
#include "scene/resources/texture.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
class Environment : public Resource {
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index 1f5e4b647a..8914cf8097 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -556,7 +556,7 @@ float BitmapFont::draw_char(RID p_canvas_item, const Point2 &p_pos, CharType p_c
cpos.x += c->h_align;
cpos.y -= ascent;
cpos.y += c->v_align;
- VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, c->rect.size), textures[c->texture_idx]->get_rid(), c->rect, p_modulate, false, RID(), RID(), Color(1, 1, 1, 1), false);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, c->rect.size), textures[c->texture_idx]->get_rid(), c->rect, p_modulate, false, RID(), RID(), Color(1, 1, 1, 1), false);
}
return get_char_size(p_char, p_next).width;
diff --git a/scene/resources/height_map_shape_3d.cpp b/scene/resources/height_map_shape_3d.cpp
index 85c081238d..33b6063299 100644
--- a/scene/resources/height_map_shape_3d.cpp
+++ b/scene/resources/height_map_shape_3d.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "height_map_shape_3d.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() {
Vector<Vector3> points;
@@ -88,7 +88,7 @@ void HeightMapShape3D::_update_shape() {
d["heights"] = map_data;
d["min_height"] = min_height;
d["max_height"] = max_height;
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
Shape3D::_update_shape();
}
@@ -192,7 +192,7 @@ void HeightMapShape3D::_bind_methods() {
}
HeightMapShape3D::HeightMapShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_HEIGHTMAP)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_HEIGHTMAP)) {
map_width = 2;
map_depth = 2;
diff --git a/scene/resources/line_shape_2d.cpp b/scene/resources/line_shape_2d.cpp
index 3b30b4528a..a1c1b2f9f4 100644
--- a/scene/resources/line_shape_2d.cpp
+++ b/scene/resources/line_shape_2d.cpp
@@ -30,8 +30,8 @@
#include "line_shape_2d.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
bool LineShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
@@ -52,7 +52,7 @@ void LineShape2D::_update_shape() {
Array arr;
arr.push_back(normal);
arr.push_back(d);
- Physics2DServer::get_singleton()->shape_set_data(get_rid(), arr);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), arr);
emit_changed();
}
@@ -82,9 +82,9 @@ void LineShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector2 point = get_d() * get_normal();
Vector2 l1[2] = { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 };
- VS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3);
+ RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3);
Vector2 l2[2] = { point, point + get_normal() * 30 };
- VS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3);
+ RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3);
}
Rect2 LineShape2D::get_rect() const {
@@ -117,7 +117,7 @@ void LineShape2D::_bind_methods() {
}
LineShape2D::LineShape2D() :
- Shape2D(Physics2DServer::get_singleton()->line_shape_create()) {
+ Shape2D(PhysicsServer2D::get_singleton()->line_shape_create()) {
normal = Vector2(0, 1);
d = 0;
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index d387a39dbe..f52b755ed3 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -51,7 +51,7 @@ void Material::set_next_pass(const Ref<Material> &p_pass) {
RID next_pass_rid;
if (next_pass.is_valid())
next_pass_rid = next_pass->get_rid();
- VS::get_singleton()->material_set_next_pass(material, next_pass_rid);
+ RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
}
Ref<Material> Material::get_next_pass() const {
@@ -64,7 +64,7 @@ void Material::set_render_priority(int p_priority) {
ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
render_priority = p_priority;
- VS::get_singleton()->material_set_render_priority(material, p_priority);
+ RS::get_singleton()->material_set_render_priority(material, p_priority);
}
int Material::get_render_priority() const {
@@ -100,13 +100,13 @@ void Material::_bind_methods() {
Material::Material() {
- material = VisualServer::get_singleton()->material_create();
+ material = RenderingServer::get_singleton()->material_create();
render_priority = 0;
}
Material::~Material() {
- VisualServer::get_singleton()->free(material);
+ RenderingServer::get_singleton()->free(material);
}
///////////////////////////////////
@@ -126,7 +126,7 @@ bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
}
}
if (pr) {
- VisualServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
return true;
}
}
@@ -150,7 +150,7 @@ bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
}
if (pr) {
- r_ret = VisualServer::get_singleton()->material_get_param(_get_material(), pr);
+ r_ret = RenderingServer::get_singleton()->material_get_param(_get_material(), pr);
return true;
}
}
@@ -171,7 +171,7 @@ bool ShaderMaterial::property_can_revert(const String &p_name) {
StringName pr = shader->remap_param(p_name);
if (pr) {
- Variant default_value = VisualServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
+ Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
Variant current_value;
_get(p_name, current_value);
return default_value.get_type() != Variant::NIL && default_value != current_value;
@@ -185,7 +185,7 @@ Variant ShaderMaterial::property_get_revert(const String &p_name) {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
- r_ret = VisualServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
+ r_ret = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
}
}
return r_ret;
@@ -211,7 +211,7 @@ void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
}
}
- VS::get_singleton()->material_set_shader(_get_material(), rid);
+ RS::get_singleton()->material_set_shader(_get_material(), rid);
_change_notify(); //properties for shader exposed
emit_changed();
}
@@ -223,12 +223,12 @@ Ref<Shader> ShaderMaterial::get_shader() const {
void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
- VS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
+ RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
}
Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
- return VS::get_singleton()->material_get_param(_get_material(), p_param);
+ return RS::get_singleton()->material_get_param(_get_material(), p_param);
}
void ShaderMaterial::_shader_changed() {
@@ -392,7 +392,7 @@ void BaseMaterial3D::_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);
}
}
@@ -401,7 +401,7 @@ void BaseMaterial3D::_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;
}
@@ -773,7 +773,7 @@ void BaseMaterial3D::_update_shader() {
code += "\tvec2 base_uv2 = UV2;\n";
}
- if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
+ if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
code += "\t{\n";
code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
@@ -953,7 +953,7 @@ void BaseMaterial3D::_update_shader() {
if (distance_fade != DISTANCE_FADE_DISABLED) {
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
- if (!VisualServer::get_singleton()->is_low_end()) {
+ if (!RenderingServer::get_singleton()->is_low_end()) {
code += "\t{\n";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
@@ -1112,14 +1112,14 @@ void BaseMaterial3D::_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 BaseMaterial3D::flush_changes() {
@@ -1151,7 +1151,7 @@ void BaseMaterial3D::set_albedo(const Color &p_albedo) {
albedo = p_albedo;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
Color BaseMaterial3D::get_albedo() const {
@@ -1162,7 +1162,7 @@ Color BaseMaterial3D::get_albedo() const {
void BaseMaterial3D::set_specular(float p_specular) {
specular = p_specular;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
float BaseMaterial3D::get_specular() const {
@@ -1173,7 +1173,7 @@ float BaseMaterial3D::get_specular() const {
void BaseMaterial3D::set_roughness(float p_roughness) {
roughness = p_roughness;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
float BaseMaterial3D::get_roughness() const {
@@ -1184,7 +1184,7 @@ float BaseMaterial3D::get_roughness() const {
void BaseMaterial3D::set_metallic(float p_metallic) {
metallic = p_metallic;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
float BaseMaterial3D::get_metallic() const {
@@ -1195,7 +1195,7 @@ float BaseMaterial3D::get_metallic() const {
void BaseMaterial3D::set_emission(const Color &p_emission) {
emission = p_emission;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
Color BaseMaterial3D::get_emission() const {
@@ -1205,7 +1205,7 @@ Color BaseMaterial3D::get_emission() const {
void BaseMaterial3D::set_emission_energy(float p_emission_energy) {
emission_energy = p_emission_energy;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
}
float BaseMaterial3D::get_emission_energy() const {
@@ -1215,7 +1215,7 @@ float BaseMaterial3D::get_emission_energy() const {
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
normal_scale = p_normal_scale;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
float BaseMaterial3D::get_normal_scale() const {
@@ -1225,7 +1225,7 @@ float BaseMaterial3D::get_normal_scale() const {
void BaseMaterial3D::set_rim(float p_rim) {
rim = p_rim;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
float BaseMaterial3D::get_rim() const {
@@ -1235,7 +1235,7 @@ float BaseMaterial3D::get_rim() const {
void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
rim_tint = p_rim_tint;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
float BaseMaterial3D::get_rim_tint() const {
@@ -1245,7 +1245,7 @@ float BaseMaterial3D::get_rim_tint() const {
void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
ao_light_affect = p_ao_light_affect;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
}
float BaseMaterial3D::get_ao_light_affect() const {
@@ -1255,7 +1255,7 @@ float BaseMaterial3D::get_ao_light_affect() const {
void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
clearcoat = p_clearcoat;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
float BaseMaterial3D::get_clearcoat() const {
@@ -1266,7 +1266,7 @@ float BaseMaterial3D::get_clearcoat() const {
void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) {
clearcoat_gloss = p_clearcoat_gloss;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
}
float BaseMaterial3D::get_clearcoat_gloss() const {
@@ -1277,7 +1277,7 @@ float BaseMaterial3D::get_clearcoat_gloss() const {
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
anisotropy = p_anisotropy;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
float BaseMaterial3D::get_anisotropy() const {
@@ -1287,7 +1287,7 @@ float BaseMaterial3D::get_anisotropy() const {
void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
heightmap_scale = p_heightmap_scale;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
}
float BaseMaterial3D::get_heightmap_scale() const {
@@ -1298,7 +1298,7 @@ float BaseMaterial3D::get_heightmap_scale() const {
void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
subsurface_scattering_strength = p_subsurface_scattering_strength;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
float BaseMaterial3D::get_subsurface_scattering_strength() const {
@@ -1309,7 +1309,7 @@ float BaseMaterial3D::get_subsurface_scattering_strength() const {
void BaseMaterial3D::set_transmission(const Color &p_transmission) {
transmission = p_transmission;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission);
}
Color BaseMaterial3D::get_transmission() const {
@@ -1320,7 +1320,7 @@ Color BaseMaterial3D::get_transmission() const {
void BaseMaterial3D::set_refraction(float p_refraction) {
refraction = p_refraction;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
}
float BaseMaterial3D::get_refraction() const {
@@ -1488,7 +1488,7 @@ void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_t
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
textures[p_param] = p_texture;
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
- VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
_change_notify();
_queue_shader_change();
}
@@ -1637,7 +1637,7 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
void BaseMaterial3D::set_point_size(float p_point_size) {
point_size = p_point_size;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
}
float BaseMaterial3D::get_point_size() const {
@@ -1648,7 +1648,7 @@ float BaseMaterial3D::get_point_size() const {
void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
uv1_scale = p_scale;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv1_scale() const {
@@ -1659,7 +1659,7 @@ Vector3 BaseMaterial3D::get_uv1_scale() const {
void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
uv1_offset = p_offset;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv1_offset() const {
@@ -1669,7 +1669,7 @@ Vector3 BaseMaterial3D::get_uv1_offset() const {
void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
uv1_triplanar_sharpness = p_sharpness;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
}
float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
@@ -1680,7 +1680,7 @@ float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
uv2_scale = p_scale;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv2_scale() const {
@@ -1691,7 +1691,7 @@ Vector3 BaseMaterial3D::get_uv2_scale() const {
void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
uv2_offset = p_offset;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv2_offset() const {
@@ -1702,7 +1702,7 @@ Vector3 BaseMaterial3D::get_uv2_offset() const {
void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
uv2_triplanar_sharpness = p_sharpness;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
}
float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
@@ -1725,7 +1725,7 @@ BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int BaseMaterial3D::get_particles_anim_h_frames() const {
@@ -1735,7 +1735,7 @@ int BaseMaterial3D::get_particles_anim_h_frames() const {
void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int BaseMaterial3D::get_particles_anim_v_frames() const {
@@ -1746,7 +1746,7 @@ int BaseMaterial3D::get_particles_anim_v_frames() const {
void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
particles_anim_loop = p_loop;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
bool BaseMaterial3D::get_particles_anim_loop() const {
@@ -1769,7 +1769,7 @@ bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
deep_parallax_min_layers = p_layer;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
}
int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
@@ -1779,7 +1779,7 @@ int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
deep_parallax_max_layers = p_layer;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
}
int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
@@ -1789,7 +1789,7 @@ int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
heightmap_parallax_flip_tangent = p_flip;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
@@ -1800,7 +1800,7 @@ bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
heightmap_parallax_flip_binormal = p_flip;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
@@ -1820,7 +1820,7 @@ bool BaseMaterial3D::is_grow_enabled() const {
void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
alpha_scissor_threshold = p_threshold;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
}
float BaseMaterial3D::get_alpha_scissor_threshold() const {
@@ -1830,7 +1830,7 @@ float BaseMaterial3D::get_alpha_scissor_threshold() const {
void BaseMaterial3D::set_grow(float p_grow) {
grow = p_grow;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
}
float BaseMaterial3D::get_grow() const {
@@ -1853,7 +1853,7 @@ static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
metallic_texture_channel = p_channel;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
@@ -1875,7 +1875,7 @@ void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
ao_texture_channel = p_channel;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
@@ -1886,7 +1886,7 @@ void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
refraction_texture_channel = p_channel;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
@@ -1954,7 +1954,7 @@ bool BaseMaterial3D::is_proximity_fade_enabled() const {
void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
proximity_fade_distance = p_distance;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
}
float BaseMaterial3D::get_proximity_fade_distance() const {
@@ -1975,7 +1975,7 @@ BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
distance_fade_max_distance = p_distance;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
}
float BaseMaterial3D::get_distance_fade_max_distance() const {
@@ -1985,7 +1985,7 @@ float BaseMaterial3D::get_distance_fade_max_distance() const {
void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
distance_fade_min_distance = p_distance;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
}
float BaseMaterial3D::get_distance_fade_min_distance() const {
@@ -2561,11 +2561,11 @@ BaseMaterial3D::~BaseMaterial3D() {
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());
}
}
diff --git a/scene/resources/material.h b/scene/resources/material.h
index fc77226fb9..0c9352baf4 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -35,8 +35,8 @@
#include "core/self_list.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
-#include "servers/visual/shader_language.h"
-#include "servers/visual_server.h"
+#include "servers/rendering/shader_language.h"
+#include "servers/rendering_server.h"
class Material : public Resource {
@@ -57,8 +57,8 @@ protected:
public:
enum {
- RENDER_PRIORITY_MAX = VS::MATERIAL_RENDER_PRIORITY_MAX,
- RENDER_PRIORITY_MIN = VS::MATERIAL_RENDER_PRIORITY_MIN,
+ RENDER_PRIORITY_MAX = RS::MATERIAL_RENDER_PRIORITY_MAX,
+ RENDER_PRIORITY_MIN = RS::MATERIAL_RENDER_PRIORITY_MIN,
};
void set_next_pass(const Ref<Material> &p_pass);
Ref<Material> get_next_pass() const;
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 0d32fdb0fa..b37b7f9751 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -169,20 +169,20 @@ Vector<Face3> Mesh::get_faces() const {
/*
for (int i=0;i<surfaces.size();i++) {
- if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
+ if (RenderingServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != RenderingServer::PRIMITIVE_TRIANGLES )
continue;
Vector<int> indices;
Vector<Vector3> vertices;
- vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);
+ vertices=RenderingServer::get_singleton()->mesh_surface_get_array(mesh, i,RenderingServer::ARRAY_VERTEX);
- int len=VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
+ int len=RenderingServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
bool has_indices;
if (len>0) {
- indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
+ indices=RenderingServer::get_singleton()->mesh_surface_get_array(mesh, i,RenderingServer::ARRAY_INDEX);
has_indices=true;
} else {
@@ -846,7 +846,7 @@ Array ArrayMesh::_get_surfaces() const {
Array ret;
for (int i = 0; i < surfaces.size(); i++) {
- VisualServer::SurfaceData surface = VS::get_singleton()->mesh_get_surface(mesh, i);
+ RenderingServer::SurfaceData surface = RS::get_singleton()->mesh_get_surface(mesh, i);
Dictionary data;
data["format"] = surface.format;
data["primitive"] = surface.primitive;
@@ -902,20 +902,20 @@ Array ArrayMesh::_get_surfaces() const {
void ArrayMesh::_create_if_empty() const {
if (!mesh.is_valid()) {
- mesh = VS::get_singleton()->mesh_create();
- VS::get_singleton()->mesh_set_blend_shape_mode(mesh, (VS::BlendShapeMode)blend_shape_mode);
+ mesh = RS::get_singleton()->mesh_create();
+ RS::get_singleton()->mesh_set_blend_shape_mode(mesh, (RS::BlendShapeMode)blend_shape_mode);
}
}
void ArrayMesh::_set_surfaces(const Array &p_surfaces) {
- Vector<VS::SurfaceData> surface_data;
+ Vector<RS::SurfaceData> surface_data;
Vector<Ref<Material>> surface_materials;
Vector<String> surface_names;
Vector<bool> surface_2d;
for (int i = 0; i < p_surfaces.size(); i++) {
- VS::SurfaceData surface;
+ RS::SurfaceData surface;
Dictionary d = p_surfaces[i];
ERR_FAIL_COND(!d.has("format"));
ERR_FAIL_COND(!d.has("primitive"));
@@ -923,7 +923,7 @@ void ArrayMesh::_set_surfaces(const Array &p_surfaces) {
ERR_FAIL_COND(!d.has("vertex_count"));
ERR_FAIL_COND(!d.has("aabb"));
surface.format = d["format"];
- surface.primitive = VS::PrimitiveType(int(d["primitive"]));
+ surface.primitive = RS::PrimitiveType(int(d["primitive"]));
surface.vertex_data = d["vertex_data"];
surface.vertex_count = d["vertex_count"];
surface.aabb = d["aabb"];
@@ -938,7 +938,7 @@ void ArrayMesh::_set_surfaces(const Array &p_surfaces) {
Array lods = d["lods"];
ERR_FAIL_COND(lods.size() & 1); //must be even
for (int j = 0; j < lods.size(); j += 2) {
- VS::SurfaceData::LOD lod;
+ RS::SurfaceData::LOD lod;
lod.edge_length = lods[j + 0];
lod.index_data = lods[j + 1];
surface.lods.push_back(lod);
@@ -993,15 +993,15 @@ void ArrayMesh::_set_surfaces(const Array &p_surfaces) {
if (mesh.is_valid()) {
//if mesh exists, it needs to be updated
- VS::get_singleton()->mesh_clear(mesh);
+ RS::get_singleton()->mesh_clear(mesh);
for (int i = 0; i < surface_data.size(); i++) {
- VS::get_singleton()->mesh_add_surface(mesh, surface_data[i]);
+ RS::get_singleton()->mesh_add_surface(mesh, surface_data[i]);
}
} else {
// if mesh does not exist (first time this is loaded, most likely),
// we can create it with a single call, which is a lot more efficient and thread friendly
- mesh = VS::get_singleton()->mesh_create_from_surfaces(surface_data);
- VS::get_singleton()->mesh_set_blend_shape_mode(mesh, (VS::BlendShapeMode)blend_shape_mode);
+ mesh = RS::get_singleton()->mesh_create_from_surfaces(surface_data);
+ RS::get_singleton()->mesh_set_blend_shape_mode(mesh, (RS::BlendShapeMode)blend_shape_mode);
}
surfaces.clear();
@@ -1102,7 +1102,7 @@ void ArrayMesh::_recompute_aabb() {
#ifndef _MSC_VER
#warning need to add binding to add_surface using future MeshSurfaceData object
#endif
-void ArrayMesh::add_surface(uint32_t p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes, const Vector<AABB> &p_bone_aabb, const Vector<VS::SurfaceData::LOD> &p_lods) {
+void ArrayMesh::add_surface(uint32_t p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes, const Vector<AABB> &p_bone_aabb, const Vector<RS::SurfaceData::LOD> &p_lods) {
_create_if_empty();
@@ -1117,9 +1117,9 @@ void ArrayMesh::add_surface(uint32_t p_format, PrimitiveType p_primitive, const
surfaces.push_back(s);
_recompute_aabb();
- VS::SurfaceData sd;
+ RS::SurfaceData sd;
sd.format = p_format;
- sd.primitive = VS::PrimitiveType(p_primitive);
+ sd.primitive = RS::PrimitiveType(p_primitive);
sd.aabb = p_aabb;
sd.vertex_count = p_vertex_count;
sd.vertex_data = p_array;
@@ -1129,7 +1129,7 @@ void ArrayMesh::add_surface(uint32_t p_format, PrimitiveType p_primitive, const
sd.bone_aabbs = p_bone_aabb;
sd.lods = p_lods;
- VisualServer::get_singleton()->mesh_add_surface(mesh, sd);
+ RenderingServer::get_singleton()->mesh_add_surface(mesh, sd);
clear_cache();
_change_notify();
@@ -1140,9 +1140,9 @@ void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &
ERR_FAIL_COND(p_arrays.size() != ARRAY_MAX);
- VS::SurfaceData surface;
+ RS::SurfaceData surface;
- Error err = VS::get_singleton()->mesh_create_surface_data_from_arrays(&surface, (VisualServer::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_lods, p_flags);
+ Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&surface, (RenderingServer::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_lods, p_flags);
ERR_FAIL_COND(err != OK);
/* print_line("format: " + itos(surface.format));
@@ -1159,16 +1159,16 @@ void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &
Array ArrayMesh::surface_get_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
- return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, p_surface);
+ return RenderingServer::get_singleton()->mesh_surface_get_arrays(mesh, p_surface);
}
Array ArrayMesh::surface_get_blend_shape_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
- return VisualServer::get_singleton()->mesh_surface_get_blend_shape_arrays(mesh, p_surface);
+ return RenderingServer::get_singleton()->mesh_surface_get_blend_shape_arrays(mesh, p_surface);
}
Dictionary ArrayMesh::surface_get_lods(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Dictionary());
- return VisualServer::get_singleton()->mesh_surface_get_lods(mesh, p_surface);
+ return RenderingServer::get_singleton()->mesh_surface_get_lods(mesh, p_surface);
}
int ArrayMesh::get_surface_count() const {
@@ -1193,7 +1193,7 @@ void ArrayMesh::add_blend_shape(const StringName &p_name) {
}
blend_shapes.push_back(name);
- //VS::get_singleton()->mesh_set_blend_shape_count(mesh, blend_shapes.size());
+ //RS::get_singleton()->mesh_set_blend_shape_count(mesh, blend_shapes.size());
}
int ArrayMesh::get_blend_shape_count() const {
@@ -1215,7 +1215,7 @@ void ArrayMesh::set_blend_shape_mode(BlendShapeMode p_mode) {
blend_shape_mode = p_mode;
if (mesh.is_valid()) {
- VS::get_singleton()->mesh_set_blend_shape_mode(mesh, (VS::BlendShapeMode)p_mode);
+ RS::get_singleton()->mesh_set_blend_shape_mode(mesh, (RS::BlendShapeMode)p_mode);
}
}
@@ -1254,7 +1254,7 @@ void ArrayMesh::surface_set_material(int p_idx, const Ref<Material> &p_material)
if (surfaces[p_idx].material == p_material)
return;
surfaces.write[p_idx].material = p_material;
- VisualServer::get_singleton()->mesh_surface_set_material(mesh, p_idx, p_material.is_null() ? RID() : p_material->get_rid());
+ RenderingServer::get_singleton()->mesh_surface_set_material(mesh, p_idx, p_material.is_null() ? RID() : p_material->get_rid());
_change_notify("material");
emit_changed();
@@ -1286,7 +1286,7 @@ String ArrayMesh::surface_get_name(int p_idx) const {
void ArrayMesh::surface_update_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
ERR_FAIL_INDEX(p_surface, surfaces.size());
- VS::get_singleton()->mesh_surface_update_region(mesh, p_surface, p_offset, p_data);
+ RS::get_singleton()->mesh_surface_update_region(mesh, p_surface, p_offset, p_data);
emit_changed();
}
@@ -1318,7 +1318,7 @@ void ArrayMesh::clear_surfaces() {
if (!mesh.is_valid()) {
return;
}
- VS::get_singleton()->mesh_clear(mesh);
+ RS::get_singleton()->mesh_clear(mesh);
surfaces.clear();
aabb = AABB();
}
@@ -1327,7 +1327,7 @@ void ArrayMesh::set_custom_aabb(const AABB &p_custom) {
_create_if_empty();
custom_aabb = p_custom;
- VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
+ RS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
emit_changed();
}
@@ -1609,7 +1609,7 @@ void ArrayMesh::_bind_methods() {
}
void ArrayMesh::reload_from_file() {
- VisualServer::get_singleton()->mesh_clear(mesh);
+ RenderingServer::get_singleton()->mesh_clear(mesh);
surfaces.clear();
clear_blend_shapes();
clear_cache();
@@ -1622,13 +1622,13 @@ void ArrayMesh::reload_from_file() {
ArrayMesh::ArrayMesh() {
//mesh is now created on demand
- //mesh = VisualServer::get_singleton()->mesh_create();
+ //mesh = RenderingServer::get_singleton()->mesh_create();
blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE;
}
ArrayMesh::~ArrayMesh() {
if (mesh.is_valid()) {
- VisualServer::get_singleton()->free(mesh);
+ RenderingServer::get_singleton()->free(mesh);
}
}
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index e5f87dbbe5..25a9722046 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -36,7 +36,7 @@
#include "core/resource.h"
#include "scene/resources/material.h"
#include "scene/resources/shape_3d.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
class Mesh : public Resource {
GDCLASS(Mesh, Resource);
@@ -51,22 +51,22 @@ protected:
public:
enum {
- NO_INDEX_ARRAY = VisualServer::NO_INDEX_ARRAY,
- ARRAY_WEIGHTS_SIZE = VisualServer::ARRAY_WEIGHTS_SIZE
+ NO_INDEX_ARRAY = RenderingServer::NO_INDEX_ARRAY,
+ ARRAY_WEIGHTS_SIZE = RenderingServer::ARRAY_WEIGHTS_SIZE
};
enum ArrayType {
- ARRAY_VERTEX = VisualServer::ARRAY_VERTEX,
- ARRAY_NORMAL = VisualServer::ARRAY_NORMAL,
- ARRAY_TANGENT = VisualServer::ARRAY_TANGENT,
- ARRAY_COLOR = VisualServer::ARRAY_COLOR,
- ARRAY_TEX_UV = VisualServer::ARRAY_TEX_UV,
- ARRAY_TEX_UV2 = VisualServer::ARRAY_TEX_UV2,
- ARRAY_BONES = VisualServer::ARRAY_BONES,
- ARRAY_WEIGHTS = VisualServer::ARRAY_WEIGHTS,
- ARRAY_INDEX = VisualServer::ARRAY_INDEX,
- ARRAY_MAX = VisualServer::ARRAY_MAX
+ ARRAY_VERTEX = RenderingServer::ARRAY_VERTEX,
+ ARRAY_NORMAL = RenderingServer::ARRAY_NORMAL,
+ ARRAY_TANGENT = RenderingServer::ARRAY_TANGENT,
+ ARRAY_COLOR = RenderingServer::ARRAY_COLOR,
+ ARRAY_TEX_UV = RenderingServer::ARRAY_TEX_UV,
+ ARRAY_TEX_UV2 = RenderingServer::ARRAY_TEX_UV2,
+ ARRAY_BONES = RenderingServer::ARRAY_BONES,
+ ARRAY_WEIGHTS = RenderingServer::ARRAY_WEIGHTS,
+ ARRAY_INDEX = RenderingServer::ARRAY_INDEX,
+ ARRAY_MAX = RenderingServer::ARRAY_MAX
};
@@ -98,18 +98,18 @@ public:
};
enum PrimitiveType {
- PRIMITIVE_POINTS = VisualServer::PRIMITIVE_POINTS,
- PRIMITIVE_LINES = VisualServer::PRIMITIVE_LINES,
- PRIMITIVE_LINE_STRIP = VisualServer::PRIMITIVE_LINE_STRIP,
- PRIMITIVE_TRIANGLES = VisualServer::PRIMITIVE_TRIANGLES,
- PRIMITIVE_TRIANGLE_STRIP = VisualServer::PRIMITIVE_TRIANGLE_STRIP,
- PRIMITIVE_MAX = VisualServer::PRIMITIVE_MAX,
+ PRIMITIVE_POINTS = RenderingServer::PRIMITIVE_POINTS,
+ PRIMITIVE_LINES = RenderingServer::PRIMITIVE_LINES,
+ PRIMITIVE_LINE_STRIP = RenderingServer::PRIMITIVE_LINE_STRIP,
+ PRIMITIVE_TRIANGLES = RenderingServer::PRIMITIVE_TRIANGLES,
+ PRIMITIVE_TRIANGLE_STRIP = RenderingServer::PRIMITIVE_TRIANGLE_STRIP,
+ PRIMITIVE_MAX = RenderingServer::PRIMITIVE_MAX,
};
enum BlendShapeMode {
- BLEND_SHAPE_MODE_NORMALIZED = VS::BLEND_SHAPE_MODE_NORMALIZED,
- BLEND_SHAPE_MODE_RELATIVE = VS::BLEND_SHAPE_MODE_RELATIVE,
+ BLEND_SHAPE_MODE_NORMALIZED = RS::BLEND_SHAPE_MODE_NORMALIZED,
+ BLEND_SHAPE_MODE_RELATIVE = RS::BLEND_SHAPE_MODE_RELATIVE,
};
virtual int get_surface_count() const = 0;
@@ -193,7 +193,7 @@ protected:
public:
void add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_flags = ARRAY_COMPRESS_DEFAULT);
- void add_surface(uint32_t p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes = Vector<Vector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>(), const Vector<VS::SurfaceData::LOD> &p_lods = Vector<VS::SurfaceData::LOD>());
+ void add_surface(uint32_t p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes = Vector<Vector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>(), const Vector<RS::SurfaceData::LOD> &p_lods = Vector<RS::SurfaceData::LOD>());
Array surface_get_arrays(int p_surface) const;
Array surface_get_blend_shape_arrays(int p_surface) const;
diff --git a/scene/resources/multimesh.cpp b/scene/resources/multimesh.cpp
index aa8be326f5..ce561bfaaf 100644
--- a/scene/resources/multimesh.cpp
+++ b/scene/resources/multimesh.cpp
@@ -30,7 +30,7 @@
#include "multimesh.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
#ifndef DISABLE_DEPRECATED
// Kept for compatibility from 3.x to 4.0.
@@ -198,20 +198,20 @@ Vector<Color> MultiMesh::_get_custom_data_array() const {
#endif // DISABLE_DEPRECATED
void MultiMesh::set_buffer(const Vector<float> &p_buffer) {
- VS::get_singleton()->multimesh_set_buffer(multimesh, p_buffer);
+ RS::get_singleton()->multimesh_set_buffer(multimesh, p_buffer);
}
Vector<float> MultiMesh::get_buffer() const {
- return VS::get_singleton()->multimesh_get_buffer(multimesh);
+ return RS::get_singleton()->multimesh_get_buffer(multimesh);
}
void MultiMesh::set_mesh(const Ref<Mesh> &p_mesh) {
mesh = p_mesh;
if (!mesh.is_null())
- VisualServer::get_singleton()->multimesh_set_mesh(multimesh, mesh->get_rid());
+ RenderingServer::get_singleton()->multimesh_set_mesh(multimesh, mesh->get_rid());
else
- VisualServer::get_singleton()->multimesh_set_mesh(multimesh, RID());
+ RenderingServer::get_singleton()->multimesh_set_mesh(multimesh, RID());
}
Ref<Mesh> MultiMesh::get_mesh() const {
@@ -221,7 +221,7 @@ Ref<Mesh> MultiMesh::get_mesh() const {
void MultiMesh::set_instance_count(int p_count) {
ERR_FAIL_COND(p_count < 0);
- VisualServer::get_singleton()->multimesh_allocate(multimesh, p_count, VS::MultimeshTransformFormat(transform_format), use_colors, use_custom_data);
+ RenderingServer::get_singleton()->multimesh_allocate(multimesh, p_count, RS::MultimeshTransformFormat(transform_format), use_colors, use_custom_data);
instance_count = p_count;
}
int MultiMesh::get_instance_count() const {
@@ -232,7 +232,7 @@ int MultiMesh::get_instance_count() const {
void MultiMesh::set_visible_instance_count(int p_count) {
ERR_FAIL_COND(p_count < -1);
ERR_FAIL_COND(p_count > instance_count);
- VisualServer::get_singleton()->multimesh_set_visible_instances(multimesh, p_count);
+ RenderingServer::get_singleton()->multimesh_set_visible_instances(multimesh, p_count);
visible_instance_count = p_count;
}
int MultiMesh::get_visible_instance_count() const {
@@ -242,45 +242,45 @@ int MultiMesh::get_visible_instance_count() const {
void MultiMesh::set_instance_transform(int p_instance, const Transform &p_transform) {
- VisualServer::get_singleton()->multimesh_instance_set_transform(multimesh, p_instance, p_transform);
+ RenderingServer::get_singleton()->multimesh_instance_set_transform(multimesh, p_instance, p_transform);
}
void MultiMesh::set_instance_transform_2d(int p_instance, const Transform2D &p_transform) {
- VisualServer::get_singleton()->multimesh_instance_set_transform_2d(multimesh, p_instance, p_transform);
+ RenderingServer::get_singleton()->multimesh_instance_set_transform_2d(multimesh, p_instance, p_transform);
}
Transform MultiMesh::get_instance_transform(int p_instance) const {
- return VisualServer::get_singleton()->multimesh_instance_get_transform(multimesh, p_instance);
+ return RenderingServer::get_singleton()->multimesh_instance_get_transform(multimesh, p_instance);
}
Transform2D MultiMesh::get_instance_transform_2d(int p_instance) const {
- return VisualServer::get_singleton()->multimesh_instance_get_transform_2d(multimesh, p_instance);
+ return RenderingServer::get_singleton()->multimesh_instance_get_transform_2d(multimesh, p_instance);
}
void MultiMesh::set_instance_color(int p_instance, const Color &p_color) {
- VisualServer::get_singleton()->multimesh_instance_set_color(multimesh, p_instance, p_color);
+ RenderingServer::get_singleton()->multimesh_instance_set_color(multimesh, p_instance, p_color);
}
Color MultiMesh::get_instance_color(int p_instance) const {
- return VisualServer::get_singleton()->multimesh_instance_get_color(multimesh, p_instance);
+ return RenderingServer::get_singleton()->multimesh_instance_get_color(multimesh, p_instance);
}
void MultiMesh::set_instance_custom_data(int p_instance, const Color &p_custom_data) {
- VisualServer::get_singleton()->multimesh_instance_set_custom_data(multimesh, p_instance, p_custom_data);
+ RenderingServer::get_singleton()->multimesh_instance_set_custom_data(multimesh, p_instance, p_custom_data);
}
Color MultiMesh::get_instance_custom_data(int p_instance) const {
- return VisualServer::get_singleton()->multimesh_instance_get_custom_data(multimesh, p_instance);
+ return RenderingServer::get_singleton()->multimesh_instance_get_custom_data(multimesh, p_instance);
}
AABB MultiMesh::get_aabb() const {
- return VisualServer::get_singleton()->multimesh_get_aabb(multimesh);
+ return RenderingServer::get_singleton()->multimesh_get_aabb(multimesh);
}
RID MultiMesh::get_rid() const {
@@ -375,7 +375,7 @@ void MultiMesh::_bind_methods() {
MultiMesh::MultiMesh() {
- multimesh = VisualServer::get_singleton()->multimesh_create();
+ multimesh = RenderingServer::get_singleton()->multimesh_create();
use_colors = false;
use_custom_data = false;
transform_format = TRANSFORM_2D;
@@ -385,5 +385,5 @@ MultiMesh::MultiMesh() {
MultiMesh::~MultiMesh() {
- VisualServer::get_singleton()->free(multimesh);
+ RenderingServer::get_singleton()->free(multimesh);
}
diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h
index 8ca30a5b88..c1e52bc981 100644
--- a/scene/resources/multimesh.h
+++ b/scene/resources/multimesh.h
@@ -32,7 +32,7 @@
#define MULTIMESH_H
#include "scene/resources/mesh.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
class MultiMesh : public Resource {
@@ -41,8 +41,8 @@ class MultiMesh : public Resource {
public:
enum TransformFormat {
- TRANSFORM_2D = VS::MULTIMESH_TRANSFORM_2D,
- TRANSFORM_3D = VS::MULTIMESH_TRANSFORM_3D
+ TRANSFORM_2D = RS::MULTIMESH_TRANSFORM_2D,
+ TRANSFORM_3D = RS::MULTIMESH_TRANSFORM_3D
};
private:
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());
}
}
diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h
index 2f7f4424b2..f4a77d9854 100644
--- a/scene/resources/physics_material.h
+++ b/scene/resources/physics_material.h
@@ -32,7 +32,7 @@
#define physics_material_override_H
#include "core/resource.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
class PhysicsMaterial : public Resource {
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 959ee214a2..0792af2143 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "primitive_meshes.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
/**
PrimitiveMesh
@@ -37,10 +37,10 @@
void PrimitiveMesh::_update() const {
Array arr;
- arr.resize(VS::ARRAY_MAX);
+ arr.resize(RS::ARRAY_MAX);
_create_mesh_array(arr);
- Vector<Vector3> points = arr[VS::ARRAY_VERTEX];
+ Vector<Vector3> points = arr[RS::ARRAY_VERTEX];
aabb = AABB();
@@ -57,10 +57,10 @@ void PrimitiveMesh::_update() const {
}
}
- Vector<int> indices = arr[VS::ARRAY_INDEX];
+ Vector<int> indices = arr[RS::ARRAY_INDEX];
if (flip_faces) {
- Vector<Vector3> normals = arr[VS::ARRAY_NORMAL];
+ Vector<Vector3> normals = arr[RS::ARRAY_NORMAL];
if (normals.size() && indices.size()) {
@@ -79,17 +79,17 @@ void PrimitiveMesh::_update() const {
SWAP(w[i + 0], w[i + 1]);
}
}
- arr[VS::ARRAY_NORMAL] = normals;
- arr[VS::ARRAY_INDEX] = indices;
+ arr[RS::ARRAY_NORMAL] = normals;
+ arr[RS::ARRAY_INDEX] = indices;
}
}
array_len = pc;
index_array_len = indices.size();
// in with the new
- VisualServer::get_singleton()->mesh_clear(mesh);
- VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr);
- VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
+ RenderingServer::get_singleton()->mesh_clear(mesh);
+ RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (RenderingServer::PrimitiveType)primitive_type, arr);
+ RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
pending_request = false;
@@ -136,7 +136,7 @@ Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
_update();
}
- return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
+ return RenderingServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
}
Dictionary PrimitiveMesh::surface_get_lods(int p_surface) const {
@@ -150,7 +150,7 @@ Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const {
uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, 1, 0);
- return VS::ARRAY_FORMAT_VERTEX | VS::ARRAY_FORMAT_NORMAL | VS::ARRAY_FORMAT_TANGENT | VS::ARRAY_FORMAT_TEX_UV | VS::ARRAY_FORMAT_INDEX | VS::ARRAY_COMPRESS_DEFAULT;
+ return RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX | RS::ARRAY_COMPRESS_DEFAULT;
}
Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
@@ -215,7 +215,7 @@ void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
material = p_material;
if (!pending_request) {
// just apply it, else it'll happen when _update is called.
- VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
+ RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
_change_notify();
emit_changed();
};
@@ -232,7 +232,7 @@ Array PrimitiveMesh::get_mesh_arrays() const {
void PrimitiveMesh::set_custom_aabb(const AABB &p_custom) {
custom_aabb = p_custom;
- VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
+ RS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
emit_changed();
}
@@ -254,7 +254,7 @@ PrimitiveMesh::PrimitiveMesh() {
flip_faces = false;
// defaults
- mesh = VisualServer::get_singleton()->mesh_create();
+ mesh = RenderingServer::get_singleton()->mesh_create();
// assume primitive triangles as the type, correct for all but one and it will change this :)
primitive_type = Mesh::PRIMITIVE_TRIANGLES;
@@ -267,7 +267,7 @@ PrimitiveMesh::PrimitiveMesh() {
}
PrimitiveMesh::~PrimitiveMesh() {
- VisualServer::get_singleton()->free(mesh);
+ RenderingServer::get_singleton()->free(mesh);
}
/**
@@ -413,11 +413,11 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
};
- p_arr[VS::ARRAY_VERTEX] = points;
- p_arr[VS::ARRAY_NORMAL] = normals;
- p_arr[VS::ARRAY_TANGENT] = tangents;
- p_arr[VS::ARRAY_TEX_UV] = uvs;
- p_arr[VS::ARRAY_INDEX] = indices;
+ p_arr[RS::ARRAY_VERTEX] = points;
+ p_arr[RS::ARRAY_NORMAL] = normals;
+ p_arr[RS::ARRAY_TANGENT] = tangents;
+ p_arr[RS::ARRAY_TEX_UV] = uvs;
+ p_arr[RS::ARRAY_INDEX] = indices;
}
void CapsuleMesh::_bind_methods() {
@@ -670,11 +670,11 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
};
- p_arr[VS::ARRAY_VERTEX] = points;
- p_arr[VS::ARRAY_NORMAL] = normals;
- p_arr[VS::ARRAY_TANGENT] = tangents;
- p_arr[VS::ARRAY_TEX_UV] = uvs;
- p_arr[VS::ARRAY_INDEX] = indices;
+ p_arr[RS::ARRAY_VERTEX] = points;
+ p_arr[RS::ARRAY_NORMAL] = normals;
+ p_arr[RS::ARRAY_TANGENT] = tangents;
+ p_arr[RS::ARRAY_TEX_UV] = uvs;
+ p_arr[RS::ARRAY_INDEX] = indices;
}
void CubeMesh::_bind_methods() {
@@ -871,11 +871,11 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
};
};
- p_arr[VS::ARRAY_VERTEX] = points;
- p_arr[VS::ARRAY_NORMAL] = normals;
- p_arr[VS::ARRAY_TANGENT] = tangents;
- p_arr[VS::ARRAY_TEX_UV] = uvs;
- p_arr[VS::ARRAY_INDEX] = indices;
+ p_arr[RS::ARRAY_VERTEX] = points;
+ p_arr[RS::ARRAY_NORMAL] = normals;
+ p_arr[RS::ARRAY_TANGENT] = tangents;
+ p_arr[RS::ARRAY_TEX_UV] = uvs;
+ p_arr[RS::ARRAY_INDEX] = indices;
}
void CylinderMesh::_bind_methods() {
@@ -1010,11 +1010,11 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
};
- p_arr[VS::ARRAY_VERTEX] = points;
- p_arr[VS::ARRAY_NORMAL] = normals;
- p_arr[VS::ARRAY_TANGENT] = tangents;
- p_arr[VS::ARRAY_TEX_UV] = uvs;
- p_arr[VS::ARRAY_INDEX] = indices;
+ p_arr[RS::ARRAY_VERTEX] = points;
+ p_arr[RS::ARRAY_NORMAL] = normals;
+ p_arr[RS::ARRAY_TANGENT] = tangents;
+ p_arr[RS::ARRAY_TEX_UV] = uvs;
+ p_arr[RS::ARRAY_INDEX] = indices;
}
void PlaneMesh::_bind_methods() {
@@ -1270,11 +1270,11 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
};
- p_arr[VS::ARRAY_VERTEX] = points;
- p_arr[VS::ARRAY_NORMAL] = normals;
- p_arr[VS::ARRAY_TANGENT] = tangents;
- p_arr[VS::ARRAY_TEX_UV] = uvs;
- p_arr[VS::ARRAY_INDEX] = indices;
+ p_arr[RS::ARRAY_VERTEX] = points;
+ p_arr[RS::ARRAY_NORMAL] = normals;
+ p_arr[RS::ARRAY_TANGENT] = tangents;
+ p_arr[RS::ARRAY_TEX_UV] = uvs;
+ p_arr[RS::ARRAY_INDEX] = indices;
}
void PrismMesh::_bind_methods() {
@@ -1401,10 +1401,10 @@ void QuadMesh::_create_mesh_array(Array &p_arr) const {
uvs.set(i, quad_uv[j]);
}
- p_arr[VS::ARRAY_VERTEX] = faces;
- p_arr[VS::ARRAY_NORMAL] = normals;
- p_arr[VS::ARRAY_TANGENT] = tangents;
- p_arr[VS::ARRAY_TEX_UV] = uvs;
+ p_arr[RS::ARRAY_VERTEX] = faces;
+ p_arr[RS::ARRAY_NORMAL] = normals;
+ p_arr[RS::ARRAY_TANGENT] = tangents;
+ p_arr[RS::ARRAY_TEX_UV] = uvs;
}
void QuadMesh::_bind_methods() {
@@ -1494,11 +1494,11 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
};
- p_arr[VS::ARRAY_VERTEX] = points;
- p_arr[VS::ARRAY_NORMAL] = normals;
- p_arr[VS::ARRAY_TANGENT] = tangents;
- p_arr[VS::ARRAY_TEX_UV] = uvs;
- p_arr[VS::ARRAY_INDEX] = indices;
+ p_arr[RS::ARRAY_VERTEX] = points;
+ p_arr[RS::ARRAY_NORMAL] = normals;
+ p_arr[RS::ARRAY_TANGENT] = tangents;
+ p_arr[RS::ARRAY_TEX_UV] = uvs;
+ p_arr[RS::ARRAY_INDEX] = indices;
}
void SphereMesh::_bind_methods() {
@@ -1585,7 +1585,7 @@ void PointMesh::_create_mesh_array(Array &p_arr) const {
faces.resize(1);
faces.set(0, Vector3(0.0, 0.0, 0.0));
- p_arr[VS::ARRAY_VERTEX] = faces;
+ p_arr[RS::ARRAY_VERTEX] = faces;
}
PointMesh::PointMesh() {
diff --git a/scene/resources/ray_shape_3d.cpp b/scene/resources/ray_shape_3d.cpp
index ad927afd58..0211c55f46 100644
--- a/scene/resources/ray_shape_3d.cpp
+++ b/scene/resources/ray_shape_3d.cpp
@@ -30,7 +30,7 @@
#include "ray_shape_3d.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> RayShape3D::get_debug_mesh_lines() {
@@ -50,7 +50,7 @@ void RayShape3D::_update_shape() {
Dictionary d;
d["length"] = length;
d["slips_on_slope"] = slips_on_slope;
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
Shape3D::_update_shape();
}
@@ -92,7 +92,7 @@ void RayShape3D::_bind_methods() {
}
RayShape3D::RayShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_RAY)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_RAY)) {
length = 1.0;
slips_on_slope = false;
diff --git a/scene/resources/rectangle_shape_2d.cpp b/scene/resources/rectangle_shape_2d.cpp
index f8c8ffb289..19e72a65b0 100644
--- a/scene/resources/rectangle_shape_2d.cpp
+++ b/scene/resources/rectangle_shape_2d.cpp
@@ -30,11 +30,11 @@
#include "rectangle_shape_2d.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
void RectangleShape2D::_update_shape() {
- Physics2DServer::get_singleton()->shape_set_data(get_rid(), extents);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), extents);
emit_changed();
}
@@ -51,7 +51,7 @@ Vector2 RectangleShape2D::get_extents() const {
void RectangleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
- VisualServer::get_singleton()->canvas_item_add_rect(p_to_rid, Rect2(-extents, extents * 2.0), p_color);
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_to_rid, Rect2(-extents, extents * 2.0), p_color);
}
Rect2 RectangleShape2D::get_rect() const {
@@ -72,7 +72,7 @@ void RectangleShape2D::_bind_methods() {
}
RectangleShape2D::RectangleShape2D() :
- Shape2D(Physics2DServer::get_singleton()->rectangle_shape_create()) {
+ Shape2D(PhysicsServer2D::get_singleton()->rectangle_shape_create()) {
extents = Vector2(10, 10);
_update_shape();
diff --git a/scene/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp
index 2e78a4fccf..814c349784 100644
--- a/scene/resources/segment_shape_2d.cpp
+++ b/scene/resources/segment_shape_2d.cpp
@@ -30,8 +30,8 @@
#include "segment_shape_2d.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
bool SegmentShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
@@ -45,7 +45,7 @@ void SegmentShape2D::_update_shape() {
Rect2 r;
r.position = a;
r.size = b;
- Physics2DServer::get_singleton()->shape_set_data(get_rid(), r);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), r);
emit_changed();
}
@@ -71,7 +71,7 @@ Vector2 SegmentShape2D::get_b() const {
void SegmentShape2D::draw(const RID &p_to_rid, const Color &p_color) {
- VisualServer::get_singleton()->canvas_item_add_line(p_to_rid, a, b, p_color, 3);
+ RenderingServer::get_singleton()->canvas_item_add_line(p_to_rid, a, b, p_color, 3);
}
Rect2 SegmentShape2D::get_rect() const {
@@ -99,7 +99,7 @@ void SegmentShape2D::_bind_methods() {
}
SegmentShape2D::SegmentShape2D() :
- Shape2D(Physics2DServer::get_singleton()->segment_shape_create()) {
+ Shape2D(PhysicsServer2D::get_singleton()->segment_shape_create()) {
a = Vector2();
b = Vector2(0, 10);
@@ -113,14 +113,14 @@ void RayShape2D::_update_shape() {
Dictionary d;
d["length"] = length;
d["slips_on_slope"] = slips_on_slope;
- Physics2DServer::get_singleton()->shape_set_data(get_rid(), d);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), d);
emit_changed();
}
void RayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector2 tip = Vector2(0, get_length());
- VS::get_singleton()->canvas_item_add_line(p_to_rid, Vector2(), tip, p_color, 3);
+ RS::get_singleton()->canvas_item_add_line(p_to_rid, Vector2(), tip, p_color, 3);
Vector<Vector2> pts;
float tsize = 4;
pts.push_back(tip + Vector2(0, tsize));
@@ -130,7 +130,7 @@ void RayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
for (int i = 0; i < 3; i++)
cols.push_back(p_color);
- VS::get_singleton()->canvas_item_add_primitive(p_to_rid, pts, cols, Vector<Point2>(), RID());
+ RS::get_singleton()->canvas_item_add_primitive(p_to_rid, pts, cols, Vector<Point2>(), RID());
}
Rect2 RayShape2D::get_rect() const {
@@ -179,7 +179,7 @@ bool RayShape2D::get_slips_on_slope() const {
}
RayShape2D::RayShape2D() :
- Shape2D(Physics2DServer::get_singleton()->ray_shape_create()) {
+ Shape2D(PhysicsServer2D::get_singleton()->ray_shape_create()) {
length = 20;
slips_on_slope = false;
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index 47f6d673ae..a62e7ded16 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -31,8 +31,8 @@
#include "shader.h"
#include "core/os/file_access.h"
#include "scene/scene_string_names.h"
-#include "servers/visual/shader_language.h"
-#include "servers/visual_server.h"
+#include "servers/rendering/shader_language.h"
+#include "servers/rendering_server.h"
#include "texture.h"
Shader::Mode Shader::get_mode() const {
@@ -54,7 +54,7 @@ void Shader::set_code(const String &p_code) {
mode = MODE_SPATIAL;
}
- VisualServer::get_singleton()->shader_set_code(shader, p_code);
+ RenderingServer::get_singleton()->shader_set_code(shader, p_code);
params_cache_dirty = true;
emit_changed();
@@ -63,7 +63,7 @@ void Shader::set_code(const String &p_code) {
String Shader::get_code() const {
_update_shader();
- return VisualServer::get_singleton()->shader_get_code(shader);
+ return RenderingServer::get_singleton()->shader_get_code(shader);
}
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
@@ -71,7 +71,7 @@ void Shader::get_param_list(List<PropertyInfo> *p_params) const {
_update_shader();
List<PropertyInfo> local;
- VisualServer::get_singleton()->shader_get_param_list(shader, &local);
+ RenderingServer::get_singleton()->shader_get_param_list(shader, &local);
params_cache.clear();
params_cache_dirty = false;
@@ -104,10 +104,10 @@ void Shader::set_default_texture_param(const StringName &p_param, const Ref<Text
if (p_texture.is_valid()) {
default_textures[p_param] = p_texture;
- VS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
+ RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
} else {
default_textures.erase(p_param);
- VS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
+ RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
}
emit_changed();
@@ -166,13 +166,13 @@ void Shader::_bind_methods() {
Shader::Shader() {
mode = MODE_SPATIAL;
- shader = VisualServer::get_singleton()->shader_create();
+ shader = RenderingServer::get_singleton()->shader_create();
params_cache_dirty = true;
}
Shader::~Shader() {
- VisualServer::get_singleton()->free(shader);
+ RenderingServer::get_singleton()->free(shader);
}
////////////
diff --git a/scene/resources/shader.h b/scene/resources/shader.h
index 5804fe8fef..e65457ed76 100644
--- a/scene/resources/shader.h
+++ b/scene/resources/shader.h
@@ -56,7 +56,7 @@ private:
Mode mode;
// hack the name of performance
- // shaders keep a list of ShaderMaterial -> VisualServer name translations, to make
+ // shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make
// conversion fast and save memory.
mutable bool params_cache_dirty;
mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
diff --git a/scene/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp
index 64930c3117..7984dadbc5 100644
--- a/scene/resources/shape_2d.cpp
+++ b/scene/resources/shape_2d.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "shape_2d.h"
-#include "servers/physics_2d_server.h"
+#include "servers/physics_server_2d.h"
RID Shape2D::get_rid() const {
return shape;
@@ -38,7 +38,7 @@ RID Shape2D::get_rid() const {
void Shape2D::set_custom_solver_bias(real_t p_bias) {
custom_bias = p_bias;
- Physics2DServer::get_singleton()->shape_set_custom_solver_bias(shape, custom_bias);
+ PhysicsServer2D::get_singleton()->shape_set_custom_solver_bias(shape, custom_bias);
}
real_t Shape2D::get_custom_solver_bias() const {
@@ -50,13 +50,13 @@ bool Shape2D::collide_with_motion(const Transform2D &p_local_xform, const Vector
ERR_FAIL_COND_V(p_shape.is_null(), false);
int r;
- return Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, p_local_motion, p_shape->get_rid(), p_shape_xform, p_shape_motion, NULL, 0, r);
+ return PhysicsServer2D::get_singleton()->shape_collide(get_rid(), p_local_xform, p_local_motion, p_shape->get_rid(), p_shape_xform, p_shape_motion, NULL, 0, r);
}
bool Shape2D::collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform) {
ERR_FAIL_COND_V(p_shape.is_null(), false);
int r;
- return Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), NULL, 0, r);
+ return PhysicsServer2D::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), NULL, 0, r);
}
Array Shape2D::collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion) {
@@ -66,7 +66,7 @@ Array Shape2D::collide_with_motion_and_get_contacts(const Transform2D &p_local_x
Vector2 result[max_contacts * 2];
int contacts = 0;
- if (!Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, p_local_motion, p_shape->get_rid(), p_shape_xform, p_shape_motion, result, max_contacts, contacts))
+ if (!PhysicsServer2D::get_singleton()->shape_collide(get_rid(), p_local_xform, p_local_motion, p_shape->get_rid(), p_shape_xform, p_shape_motion, result, max_contacts, contacts))
return Array();
Array results;
@@ -84,7 +84,7 @@ Array Shape2D::collide_and_get_contacts(const Transform2D &p_local_xform, const
Vector2 result[max_contacts * 2];
int contacts = 0;
- if (!Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), result, max_contacts, contacts))
+ if (!PhysicsServer2D::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), result, max_contacts, contacts))
return Array();
Array results;
@@ -115,5 +115,5 @@ Shape2D::Shape2D(const RID &p_rid) {
Shape2D::~Shape2D() {
- Physics2DServer::get_singleton()->free(shape);
+ PhysicsServer2D::get_singleton()->free(shape);
}
diff --git a/scene/resources/shape_3d.cpp b/scene/resources/shape_3d.cpp
index c3aeba857a..f4a5d91e52 100644
--- a/scene/resources/shape_3d.cpp
+++ b/scene/resources/shape_3d.cpp
@@ -33,7 +33,7 @@
#include "core/os/os.h"
#include "scene/main/scene_tree.h"
#include "scene/resources/mesh.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform &p_xform) {
@@ -56,7 +56,7 @@ real_t Shape3D::get_margin() const {
void Shape3D::set_margin(real_t p_margin) {
margin = p_margin;
- PhysicsServer::get_singleton()->shape_set_margin(shape, margin);
+ PhysicsServer3D::get_singleton()->shape_set_margin(shape, margin);
}
Ref<ArrayMesh> Shape3D::get_debug_mesh() {
@@ -123,5 +123,5 @@ Shape3D::Shape3D(RID p_shape) :
Shape3D::~Shape3D() {
- PhysicsServer::get_singleton()->free(shape);
+ PhysicsServer3D::get_singleton()->free(shape);
}
diff --git a/scene/resources/sky.cpp b/scene/resources/sky.cpp
index 1185b693b7..cbe86b16b2 100644
--- a/scene/resources/sky.cpp
+++ b/scene/resources/sky.cpp
@@ -39,7 +39,7 @@ void Sky::set_radiance_size(RadianceSize p_size) {
static const int size[RADIANCE_SIZE_MAX] = {
32, 64, 128, 256, 512, 1024, 2048
};
- VS::get_singleton()->sky_set_radiance_size(sky, size[radiance_size]);
+ RS::get_singleton()->sky_set_radiance_size(sky, size[radiance_size]);
}
Sky::RadianceSize Sky::get_radiance_size() const {
@@ -49,7 +49,7 @@ Sky::RadianceSize Sky::get_radiance_size() const {
void Sky::set_process_mode(ProcessMode p_mode) {
mode = p_mode;
- VS::get_singleton()->sky_set_mode(sky, VS::SkyMode(mode));
+ RS::get_singleton()->sky_set_mode(sky, RS::SkyMode(mode));
}
Sky::ProcessMode Sky::get_process_mode() const {
@@ -61,7 +61,7 @@ void Sky::set_material(const Ref<Material> &p_material) {
RID material_rid;
if (sky_material.is_valid())
material_rid = sky_material->get_rid();
- VS::get_singleton()->sky_set_material(sky, material_rid);
+ RS::get_singleton()->sky_set_material(sky, material_rid);
}
Ref<Material> Sky::get_material() const {
@@ -104,10 +104,10 @@ void Sky::_bind_methods() {
Sky::Sky() {
mode = PROCESS_MODE_QUALITY;
radiance_size = RADIANCE_SIZE_256;
- sky = VS::get_singleton()->sky_create();
+ sky = RS::get_singleton()->sky_create();
}
Sky::~Sky() {
- VS::get_singleton()->free(sky);
+ RS::get_singleton()->free(sky);
} \ No newline at end of file
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index c3e51460c6..cf11da784d 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -33,7 +33,7 @@
void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
sky_top_color = p_sky_top;
- VS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear());
+ RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear());
}
Color ProceduralSkyMaterial::get_sky_top_color() const {
@@ -44,7 +44,7 @@ Color ProceduralSkyMaterial::get_sky_top_color() const {
void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {
sky_horizon_color = p_sky_horizon;
- VS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear());
+ RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear());
}
Color ProceduralSkyMaterial::get_sky_horizon_color() const {
@@ -54,7 +54,7 @@ Color ProceduralSkyMaterial::get_sky_horizon_color() const {
void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
sky_curve = p_curve;
- VS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
+ RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
}
float ProceduralSkyMaterial::get_sky_curve() const {
@@ -64,7 +64,7 @@ float ProceduralSkyMaterial::get_sky_curve() const {
void ProceduralSkyMaterial::set_sky_energy(float p_energy) {
sky_energy = p_energy;
- VS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
+ RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
}
float ProceduralSkyMaterial::get_sky_energy() const {
@@ -74,7 +74,7 @@ float ProceduralSkyMaterial::get_sky_energy() const {
void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {
ground_bottom_color = p_ground_bottom;
- VS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear());
+ RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear());
}
Color ProceduralSkyMaterial::get_ground_bottom_color() const {
@@ -84,7 +84,7 @@ Color ProceduralSkyMaterial::get_ground_bottom_color() const {
void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {
ground_horizon_color = p_ground_horizon;
- VS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear());
+ RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear());
}
Color ProceduralSkyMaterial::get_ground_horizon_color() const {
@@ -94,7 +94,7 @@ Color ProceduralSkyMaterial::get_ground_horizon_color() const {
void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
ground_curve = p_curve;
- VS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
+ RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
}
float ProceduralSkyMaterial::get_ground_curve() const {
@@ -104,7 +104,7 @@ float ProceduralSkyMaterial::get_ground_curve() const {
void ProceduralSkyMaterial::set_ground_energy(float p_energy) {
ground_energy = p_energy;
- VS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
+ RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
}
float ProceduralSkyMaterial::get_ground_energy() const {
@@ -114,7 +114,7 @@ float ProceduralSkyMaterial::get_ground_energy() const {
void ProceduralSkyMaterial::set_sun_angle_min(float p_angle) {
sun_angle_min = p_angle;
- VS::get_singleton()->material_set_param(_get_material(), "sun_angle_min", Math::deg2rad(sun_angle_min));
+ RS::get_singleton()->material_set_param(_get_material(), "sun_angle_min", Math::deg2rad(sun_angle_min));
}
float ProceduralSkyMaterial::get_sun_angle_min() const {
@@ -124,7 +124,7 @@ float ProceduralSkyMaterial::get_sun_angle_min() const {
void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
sun_angle_max = p_angle;
- VS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
+ RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
}
float ProceduralSkyMaterial::get_sun_angle_max() const {
@@ -134,7 +134,7 @@ float ProceduralSkyMaterial::get_sun_angle_max() const {
void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
sun_curve = p_curve;
- VS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
+ RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
}
float ProceduralSkyMaterial::get_sun_curve() const {
@@ -271,11 +271,11 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() {
code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n";
code += "}\n";
- shader = VS::get_singleton()->shader_create();
+ shader = RS::get_singleton()->shader_create();
- VS::get_singleton()->shader_set_code(shader, code);
+ RS::get_singleton()->shader_set_code(shader, code);
- VS::get_singleton()->material_set_shader(_get_material(), shader);
+ RS::get_singleton()->material_set_shader(_get_material(), shader);
set_sky_top_color(Color(0.35, 0.46, 0.71));
set_sky_horizon_color(Color(0.55, 0.69, 0.81));
@@ -293,8 +293,8 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() {
}
ProceduralSkyMaterial::~ProceduralSkyMaterial() {
- VS::get_singleton()->free(shader);
- VS::get_singleton()->material_set_shader(_get_material(), RID());
+ RS::get_singleton()->free(shader);
+ RS::get_singleton()->material_set_shader(_get_material(), RID());
}
/////////////////////////////////////////
@@ -303,7 +303,7 @@ ProceduralSkyMaterial::~ProceduralSkyMaterial() {
void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
panorama = p_panorama;
- VS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama);
+ RS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama);
}
Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
@@ -341,16 +341,16 @@ PanoramaSkyMaterial::PanoramaSkyMaterial() {
code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n";
code += "}";
- shader = VS::get_singleton()->shader_create();
+ shader = RS::get_singleton()->shader_create();
- VS::get_singleton()->shader_set_code(shader, code);
+ RS::get_singleton()->shader_set_code(shader, code);
- VS::get_singleton()->material_set_shader(_get_material(), shader);
+ RS::get_singleton()->material_set_shader(_get_material(), shader);
}
PanoramaSkyMaterial::~PanoramaSkyMaterial() {
- VS::get_singleton()->free(shader);
- VS::get_singleton()->material_set_shader(_get_material(), RID());
+ RS::get_singleton()->free(shader);
+ RS::get_singleton()->material_set_shader(_get_material(), RID());
}
//////////////////////////////////
/* PhysicalSkyMaterial */
@@ -358,7 +358,7 @@ PanoramaSkyMaterial::~PanoramaSkyMaterial() {
void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
rayleigh = p_rayleigh;
- VS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
+ RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
}
float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
@@ -368,7 +368,7 @@ float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
rayleigh_color = p_rayleigh_color;
- VS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
+ RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
}
Color PhysicalSkyMaterial::get_rayleigh_color() const {
@@ -378,7 +378,7 @@ Color PhysicalSkyMaterial::get_rayleigh_color() const {
void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {
mie = p_mie;
- VS::get_singleton()->material_set_param(_get_material(), "mie", mie);
+ RS::get_singleton()->material_set_param(_get_material(), "mie", mie);
}
float PhysicalSkyMaterial::get_mie_coefficient() const {
@@ -388,7 +388,7 @@ float PhysicalSkyMaterial::get_mie_coefficient() const {
void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {
mie_eccentricity = p_eccentricity;
- VS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
+ RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
}
float PhysicalSkyMaterial::get_mie_eccentricity() const {
@@ -398,7 +398,7 @@ float PhysicalSkyMaterial::get_mie_eccentricity() const {
void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {
mie_color = p_mie_color;
- VS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
+ RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
}
Color PhysicalSkyMaterial::get_mie_color() const {
return mie_color;
@@ -407,7 +407,7 @@ Color PhysicalSkyMaterial::get_mie_color() const {
void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {
turbidity = p_turbidity;
- VS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
+ RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
}
float PhysicalSkyMaterial::get_turbidity() const {
@@ -417,7 +417,7 @@ float PhysicalSkyMaterial::get_turbidity() const {
void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {
sun_disk_scale = p_sun_disk_scale;
- VS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
+ RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
}
float PhysicalSkyMaterial::get_sun_disk_scale() const {
@@ -427,7 +427,7 @@ float PhysicalSkyMaterial::get_sun_disk_scale() const {
void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {
ground_color = p_ground_color;
- VS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
+ RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
}
Color PhysicalSkyMaterial::get_ground_color() const {
@@ -437,7 +437,7 @@ Color PhysicalSkyMaterial::get_ground_color() const {
void PhysicalSkyMaterial::set_exposure(float p_exposure) {
exposure = p_exposure;
- VS::get_singleton()->material_set_param(_get_material(), "exposure", exposure);
+ RS::get_singleton()->material_set_param(_get_material(), "exposure", exposure);
}
float PhysicalSkyMaterial::get_exposure() const {
@@ -447,7 +447,7 @@ float PhysicalSkyMaterial::get_exposure() const {
void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) {
dither_strength = p_dither_strength;
- VS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
+ RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
}
float PhysicalSkyMaterial::get_dither_strength() const {
@@ -604,11 +604,11 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n";
code += "}\n";
- shader = VS::get_singleton()->shader_create();
+ shader = RS::get_singleton()->shader_create();
- VS::get_singleton()->shader_set_code(shader, code);
+ RS::get_singleton()->shader_set_code(shader, code);
- VS::get_singleton()->material_set_shader(_get_material(), shader);
+ RS::get_singleton()->material_set_shader(_get_material(), shader);
set_rayleigh_coefficient(2.0);
set_rayleigh_color(Color(0.056, 0.14, 0.3));
@@ -623,6 +623,6 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
}
PhysicalSkyMaterial::~PhysicalSkyMaterial() {
- VS::get_singleton()->free(shader);
- VS::get_singleton()->material_set_shader(_get_material(), RID());
+ RS::get_singleton()->free(shader);
+ RS::get_singleton()->material_set_shader(_get_material(), RID());
}
diff --git a/scene/resources/sphere_shape_3d.cpp b/scene/resources/sphere_shape_3d.cpp
index 46f7c96ce1..153db4c291 100644
--- a/scene/resources/sphere_shape_3d.cpp
+++ b/scene/resources/sphere_shape_3d.cpp
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "sphere_shape_3d.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> SphereShape3D::get_debug_mesh_lines() {
@@ -61,7 +61,7 @@ real_t SphereShape3D::get_enclosing_radius() const {
void SphereShape3D::_update_shape() {
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), radius);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), radius);
Shape3D::_update_shape();
}
@@ -87,7 +87,7 @@ void SphereShape3D::_bind_methods() {
}
SphereShape3D::SphereShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_SPHERE)) {
set_radius(1.0);
}
diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp
index 0cd2bed71d..56fb5d441f 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -202,7 +202,7 @@ void StyleBoxTexture::draw(RID p_canvas_item, const Rect2 &p_rect) const {
if (normal_map.is_valid())
normal_rid = normal_map->get_rid();
- VisualServer::get_singleton()->canvas_item_add_nine_patch(p_canvas_item, rect, src_rect, texture->get_rid(), Vector2(margin[MARGIN_LEFT], margin[MARGIN_TOP]), Vector2(margin[MARGIN_RIGHT], margin[MARGIN_BOTTOM]), VS::NinePatchAxisMode(axis_h), VS::NinePatchAxisMode(axis_v), draw_center, modulate, normal_rid);
+ RenderingServer::get_singleton()->canvas_item_add_nine_patch(p_canvas_item, rect, src_rect, texture->get_rid(), Vector2(margin[MARGIN_LEFT], margin[MARGIN_TOP]), Vector2(margin[MARGIN_RIGHT], margin[MARGIN_BOTTOM]), RS::NinePatchAxisMode(axis_h), RS::NinePatchAxisMode(axis_v), draw_center, modulate, normal_rid);
}
void StyleBoxTexture::set_draw_center(bool p_enabled) {
@@ -853,7 +853,7 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
}
//DRAWING
- VisualServer *vs = VisualServer::get_singleton();
+ RenderingServer *vs = RenderingServer::get_singleton();
vs->canvas_item_add_triangle_array(p_canvas_item, indices, verts, colors, uvs);
}
@@ -1050,7 +1050,7 @@ Size2 StyleBoxLine::get_center_size() const {
}
void StyleBoxLine::draw(RID p_canvas_item, const Rect2 &p_rect) const {
- VisualServer *vs = VisualServer::get_singleton();
+ RenderingServer *vs = RenderingServer::get_singleton();
Rect2i r = p_rect;
if (vertical) {
diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h
index 1aa1a00c55..f19b93d00d 100644
--- a/scene/resources/style_box.h
+++ b/scene/resources/style_box.h
@@ -33,7 +33,7 @@
#include "core/resource.h"
#include "scene/resources/texture.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
class CanvasItem;
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index fa177d03fb..fee6bd1b54 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -519,7 +519,7 @@ void SurfaceTool::deindex() {
void SurfaceTool::_create_list(const Ref<Mesh> &p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index, int &lformat) {
Array arr = p_existing->surface_get_arrays(p_surface);
- ERR_FAIL_COND(arr.size() != VS::ARRAY_MAX);
+ ERR_FAIL_COND(arr.size() != RS::ARRAY_MAX);
_create_list_from_arrays(arr, r_vertex, r_index, lformat);
}
@@ -527,14 +527,14 @@ Vector<SurfaceTool::Vertex> SurfaceTool::create_vertex_array_from_triangle_array
Vector<SurfaceTool::Vertex> ret;
- Vector<Vector3> varr = p_arrays[VS::ARRAY_VERTEX];
- Vector<Vector3> narr = p_arrays[VS::ARRAY_NORMAL];
- Vector<float> tarr = p_arrays[VS::ARRAY_TANGENT];
- Vector<Color> carr = p_arrays[VS::ARRAY_COLOR];
- Vector<Vector2> uvarr = p_arrays[VS::ARRAY_TEX_UV];
- Vector<Vector2> uv2arr = p_arrays[VS::ARRAY_TEX_UV2];
- Vector<int> barr = p_arrays[VS::ARRAY_BONES];
- Vector<float> warr = p_arrays[VS::ARRAY_WEIGHTS];
+ Vector<Vector3> varr = p_arrays[RS::ARRAY_VERTEX];
+ Vector<Vector3> narr = p_arrays[RS::ARRAY_NORMAL];
+ Vector<float> tarr = p_arrays[RS::ARRAY_TANGENT];
+ Vector<Color> carr = p_arrays[RS::ARRAY_COLOR];
+ Vector<Vector2> uvarr = p_arrays[RS::ARRAY_TEX_UV];
+ Vector<Vector2> uv2arr = p_arrays[RS::ARRAY_TEX_UV2];
+ Vector<int> barr = p_arrays[RS::ARRAY_BONES];
+ Vector<float> warr = p_arrays[RS::ARRAY_WEIGHTS];
int vc = varr.size();
if (vc == 0)
@@ -542,48 +542,48 @@ Vector<SurfaceTool::Vertex> SurfaceTool::create_vertex_array_from_triangle_array
int lformat = 0;
if (varr.size()) {
- lformat |= VS::ARRAY_FORMAT_VERTEX;
+ lformat |= RS::ARRAY_FORMAT_VERTEX;
}
if (narr.size()) {
- lformat |= VS::ARRAY_FORMAT_NORMAL;
+ lformat |= RS::ARRAY_FORMAT_NORMAL;
}
if (tarr.size()) {
- lformat |= VS::ARRAY_FORMAT_TANGENT;
+ lformat |= RS::ARRAY_FORMAT_TANGENT;
}
if (carr.size()) {
- lformat |= VS::ARRAY_FORMAT_COLOR;
+ lformat |= RS::ARRAY_FORMAT_COLOR;
}
if (uvarr.size()) {
- lformat |= VS::ARRAY_FORMAT_TEX_UV;
+ lformat |= RS::ARRAY_FORMAT_TEX_UV;
}
if (uv2arr.size()) {
- lformat |= VS::ARRAY_FORMAT_TEX_UV2;
+ lformat |= RS::ARRAY_FORMAT_TEX_UV2;
}
if (barr.size()) {
- lformat |= VS::ARRAY_FORMAT_BONES;
+ lformat |= RS::ARRAY_FORMAT_BONES;
}
if (warr.size()) {
- lformat |= VS::ARRAY_FORMAT_WEIGHTS;
+ lformat |= RS::ARRAY_FORMAT_WEIGHTS;
}
for (int i = 0; i < vc; i++) {
Vertex v;
- if (lformat & VS::ARRAY_FORMAT_VERTEX)
+ if (lformat & RS::ARRAY_FORMAT_VERTEX)
v.vertex = varr[i];
- if (lformat & VS::ARRAY_FORMAT_NORMAL)
+ if (lformat & RS::ARRAY_FORMAT_NORMAL)
v.normal = narr[i];
- if (lformat & VS::ARRAY_FORMAT_TANGENT) {
+ if (lformat & RS::ARRAY_FORMAT_TANGENT) {
Plane p(tarr[i * 4 + 0], tarr[i * 4 + 1], tarr[i * 4 + 2], tarr[i * 4 + 3]);
v.tangent = p.normal;
v.binormal = p.normal.cross(v.tangent).normalized() * p.d;
}
- if (lformat & VS::ARRAY_FORMAT_COLOR)
+ if (lformat & RS::ARRAY_FORMAT_COLOR)
v.color = carr[i];
- if (lformat & VS::ARRAY_FORMAT_TEX_UV)
+ if (lformat & RS::ARRAY_FORMAT_TEX_UV)
v.uv = uvarr[i];
- if (lformat & VS::ARRAY_FORMAT_TEX_UV2)
+ if (lformat & RS::ARRAY_FORMAT_TEX_UV2)
v.uv2 = uv2arr[i];
- if (lformat & VS::ARRAY_FORMAT_BONES) {
+ if (lformat & RS::ARRAY_FORMAT_BONES) {
Vector<int> b;
b.resize(4);
b.write[0] = barr[i * 4 + 0];
@@ -592,7 +592,7 @@ Vector<SurfaceTool::Vertex> SurfaceTool::create_vertex_array_from_triangle_array
b.write[3] = barr[i * 4 + 3];
v.bones = b;
}
- if (lformat & VS::ARRAY_FORMAT_WEIGHTS) {
+ if (lformat & RS::ARRAY_FORMAT_WEIGHTS) {
Vector<float> w;
w.resize(4);
w.write[0] = warr[i * 4 + 0];
@@ -610,14 +610,14 @@ Vector<SurfaceTool::Vertex> SurfaceTool::create_vertex_array_from_triangle_array
void SurfaceTool::_create_list_from_arrays(Array arr, List<Vertex> *r_vertex, List<int> *r_index, int &lformat) {
- Vector<Vector3> varr = arr[VS::ARRAY_VERTEX];
- Vector<Vector3> narr = arr[VS::ARRAY_NORMAL];
- Vector<float> tarr = arr[VS::ARRAY_TANGENT];
- Vector<Color> carr = arr[VS::ARRAY_COLOR];
- Vector<Vector2> uvarr = arr[VS::ARRAY_TEX_UV];
- Vector<Vector2> uv2arr = arr[VS::ARRAY_TEX_UV2];
- Vector<int> barr = arr[VS::ARRAY_BONES];
- Vector<float> warr = arr[VS::ARRAY_WEIGHTS];
+ Vector<Vector3> varr = arr[RS::ARRAY_VERTEX];
+ Vector<Vector3> narr = arr[RS::ARRAY_NORMAL];
+ Vector<float> tarr = arr[RS::ARRAY_TANGENT];
+ Vector<Color> carr = arr[RS::ARRAY_COLOR];
+ Vector<Vector2> uvarr = arr[RS::ARRAY_TEX_UV];
+ Vector<Vector2> uv2arr = arr[RS::ARRAY_TEX_UV2];
+ Vector<int> barr = arr[RS::ARRAY_BONES];
+ Vector<float> warr = arr[RS::ARRAY_WEIGHTS];
int vc = varr.size();
if (vc == 0)
@@ -625,48 +625,48 @@ void SurfaceTool::_create_list_from_arrays(Array arr, List<Vertex> *r_vertex, Li
lformat = 0;
if (varr.size()) {
- lformat |= VS::ARRAY_FORMAT_VERTEX;
+ lformat |= RS::ARRAY_FORMAT_VERTEX;
}
if (narr.size()) {
- lformat |= VS::ARRAY_FORMAT_NORMAL;
+ lformat |= RS::ARRAY_FORMAT_NORMAL;
}
if (tarr.size()) {
- lformat |= VS::ARRAY_FORMAT_TANGENT;
+ lformat |= RS::ARRAY_FORMAT_TANGENT;
}
if (carr.size()) {
- lformat |= VS::ARRAY_FORMAT_COLOR;
+ lformat |= RS::ARRAY_FORMAT_COLOR;
}
if (uvarr.size()) {
- lformat |= VS::ARRAY_FORMAT_TEX_UV;
+ lformat |= RS::ARRAY_FORMAT_TEX_UV;
}
if (uv2arr.size()) {
- lformat |= VS::ARRAY_FORMAT_TEX_UV2;
+ lformat |= RS::ARRAY_FORMAT_TEX_UV2;
}
if (barr.size()) {
- lformat |= VS::ARRAY_FORMAT_BONES;
+ lformat |= RS::ARRAY_FORMAT_BONES;
}
if (warr.size()) {
- lformat |= VS::ARRAY_FORMAT_WEIGHTS;
+ lformat |= RS::ARRAY_FORMAT_WEIGHTS;
}
for (int i = 0; i < vc; i++) {
Vertex v;
- if (lformat & VS::ARRAY_FORMAT_VERTEX)
+ if (lformat & RS::ARRAY_FORMAT_VERTEX)
v.vertex = varr[i];
- if (lformat & VS::ARRAY_FORMAT_NORMAL)
+ if (lformat & RS::ARRAY_FORMAT_NORMAL)
v.normal = narr[i];
- if (lformat & VS::ARRAY_FORMAT_TANGENT) {
+ if (lformat & RS::ARRAY_FORMAT_TANGENT) {
Plane p(tarr[i * 4 + 0], tarr[i * 4 + 1], tarr[i * 4 + 2], tarr[i * 4 + 3]);
v.tangent = p.normal;
v.binormal = p.normal.cross(v.tangent).normalized() * p.d;
}
- if (lformat & VS::ARRAY_FORMAT_COLOR)
+ if (lformat & RS::ARRAY_FORMAT_COLOR)
v.color = carr[i];
- if (lformat & VS::ARRAY_FORMAT_TEX_UV)
+ if (lformat & RS::ARRAY_FORMAT_TEX_UV)
v.uv = uvarr[i];
- if (lformat & VS::ARRAY_FORMAT_TEX_UV2)
+ if (lformat & RS::ARRAY_FORMAT_TEX_UV2)
v.uv2 = uv2arr[i];
- if (lformat & VS::ARRAY_FORMAT_BONES) {
+ if (lformat & RS::ARRAY_FORMAT_BONES) {
Vector<int> b;
b.resize(4);
b.write[0] = barr[i * 4 + 0];
@@ -675,7 +675,7 @@ void SurfaceTool::_create_list_from_arrays(Array arr, List<Vertex> *r_vertex, Li
b.write[3] = barr[i * 4 + 3];
v.bones = b;
}
- if (lformat & VS::ARRAY_FORMAT_WEIGHTS) {
+ if (lformat & RS::ARRAY_FORMAT_WEIGHTS) {
Vector<float> w;
w.resize(4);
w.write[0] = warr[i * 4 + 0];
@@ -690,11 +690,11 @@ void SurfaceTool::_create_list_from_arrays(Array arr, List<Vertex> *r_vertex, Li
//indices
- Vector<int> idx = arr[VS::ARRAY_INDEX];
+ Vector<int> idx = arr[RS::ARRAY_INDEX];
int is = idx.size();
if (is) {
- lformat |= VS::ARRAY_FORMAT_INDEX;
+ lformat |= RS::ARRAY_FORMAT_INDEX;
const int *iarr = idx.ptr();
for (int i = 0; i < is; i++) {
r_index->push_back(iarr[i]);
@@ -733,7 +733,7 @@ void SurfaceTool::create_from_blend_shape(const Ref<Mesh> &p_existing, int p_sur
ERR_FAIL_COND(shape_idx == -1);
ERR_FAIL_COND(shape_idx >= arr.size());
Array mesh = arr[shape_idx];
- ERR_FAIL_COND(mesh.size() != VS::ARRAY_MAX);
+ ERR_FAIL_COND(mesh.size() != RS::ARRAY_MAX);
_create_list_from_arrays(arr[shape_idx], &vertex_array, &index_array, format);
}
@@ -755,10 +755,10 @@ void SurfaceTool::append_from(const Ref<Mesh> &p_existing, int p_surface, const
Vertex v = E->get();
v.vertex = p_xform.xform(v.vertex);
- if (nformat & VS::ARRAY_FORMAT_NORMAL) {
+ if (nformat & RS::ARRAY_FORMAT_NORMAL) {
v.normal = p_xform.basis.xform(v.normal);
}
- if (nformat & VS::ARRAY_FORMAT_TANGENT) {
+ if (nformat & RS::ARRAY_FORMAT_TANGENT) {
v.tangent = p_xform.basis.xform(v.tangent);
v.binormal = p_xform.basis.xform(v.binormal);
}
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 1c5b2abad2..74b6a16d41 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -47,25 +47,25 @@ bool Texture2D::is_pixel_opaque(int p_x, int p_y) const {
return true;
}
-void Texture2D::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void Texture2D::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, get_size()), get_rid(), false, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, get_size()), get_rid(), false, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
-void Texture2D::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void Texture2D::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, get_rid(), p_tile, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, get_rid(), p_tile, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
-void Texture2D::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
+void Texture2D::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, get_rid(), p_src_rect, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_clip_uv, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, get_rid(), p_src_rect, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_clip_uv, p_texture_filter, p_texture_repeat);
}
bool Texture2D::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const {
@@ -82,9 +82,9 @@ void Texture2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_height"), &Texture2D::get_height);
ClassDB::bind_method(D_METHOD("get_size"), &Texture2D::get_size);
ClassDB::bind_method(D_METHOD("has_alpha"), &Texture2D::has_alpha);
- ClassDB::bind_method(D_METHOD("draw", "canvas_item", "position", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat"), &Texture2D::draw, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT));
- ClassDB::bind_method(D_METHOD("draw_rect", "canvas_item", "rect", "tile", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat"), &Texture2D::draw_rect, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT));
- ClassDB::bind_method(D_METHOD("draw_rect_region", "canvas_item", "rect", "src_rect", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat", "clip_uv"), &Texture2D::draw_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT), DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("draw", "canvas_item", "position", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat"), &Texture2D::draw, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT));
+ ClassDB::bind_method(D_METHOD("draw_rect", "canvas_item", "rect", "tile", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat"), &Texture2D::draw_rect, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT));
+ ClassDB::bind_method(D_METHOD("draw_rect_region", "canvas_item", "rect", "src_rect", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat", "clip_uv"), &Texture2D::draw_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT), DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_data"), &Texture2D::get_data);
ADD_GROUP("", "");
@@ -121,7 +121,7 @@ bool ImageTexture::_set(const StringName &p_name, const Variant &p_value) {
Size2 s = p_value;
w = s.width;
h = s.height;
- VisualServer::get_singleton()->texture_set_size_override(texture, w, h);
+ RenderingServer::get_singleton()->texture_set_size_override(texture, w, h);
} else
return false;
@@ -158,8 +158,8 @@ void ImageTexture::_reload_hook(const RID &p_hook) {
ERR_FAIL_COND_MSG(err != OK, "Cannot load image from path '" + path + "'.");
- RID new_texture = VisualServer::get_singleton()->texture_2d_create(img);
- VisualServer::get_singleton()->texture_replace(texture, new_texture);
+ RID new_texture = RenderingServer::get_singleton()->texture_2d_create(img);
+ RenderingServer::get_singleton()->texture_replace(texture, new_texture);
_change_notify();
emit_changed();
@@ -174,10 +174,10 @@ void ImageTexture::create_from_image(const Ref<Image> &p_image) {
mipmaps = p_image->has_mipmaps();
if (texture.is_null()) {
- texture = VisualServer::get_singleton()->texture_2d_create(p_image);
+ texture = RenderingServer::get_singleton()->texture_2d_create(p_image);
} else {
- RID new_texture = VisualServer::get_singleton()->texture_2d_create(p_image);
- VisualServer::get_singleton()->texture_replace(texture, new_texture);
+ RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_image);
+ RenderingServer::get_singleton()->texture_replace(texture, new_texture);
}
_change_notify();
emit_changed();
@@ -199,9 +199,9 @@ void ImageTexture::update(const Ref<Image> &p_image, bool p_immediate) {
ERR_FAIL_COND(mipmaps != p_image->has_mipmaps());
if (p_immediate) {
- VisualServer::get_singleton()->texture_2d_update_immediate(texture, p_image);
+ RenderingServer::get_singleton()->texture_2d_update_immediate(texture, p_image);
} else {
- VisualServer::get_singleton()->texture_2d_update(texture, p_image);
+ RenderingServer::get_singleton()->texture_2d_update(texture, p_image);
}
_change_notify();
@@ -219,7 +219,7 @@ void ImageTexture::_resource_path_changed() {
Ref<Image> ImageTexture::get_data() const {
if (image_stored) {
- return VisualServer::get_singleton()->texture_2d_get(texture);
+ return RenderingServer::get_singleton()->texture_2d_get(texture);
} else {
return Ref<Image>();
}
@@ -239,7 +239,7 @@ RID ImageTexture::get_rid() const {
if (texture.is_null()) {
//we are in trouble, create something temporary
- texture = VisualServer::get_singleton()->texture_2d_placeholder_create();
+ texture = RenderingServer::get_singleton()->texture_2d_placeholder_create();
}
return texture;
}
@@ -249,29 +249,29 @@ bool ImageTexture::has_alpha() const {
return (format == Image::FORMAT_LA8 || format == Image::FORMAT_RGBA8);
}
-void ImageTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void ImageTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
if ((w | h) == 0)
return;
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
-void ImageTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void ImageTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
if ((w | h) == 0)
return;
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
-void ImageTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
+void ImageTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
if ((w | h) == 0)
return;
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_clip_uv, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_clip_uv, p_texture_filter, p_texture_repeat);
}
bool ImageTexture::is_pixel_opaque(int p_x, int p_y) const {
@@ -316,13 +316,13 @@ void ImageTexture::set_size_override(const Size2 &p_size) {
w = s.x;
if (s.y != 0)
h = s.y;
- VisualServer::get_singleton()->texture_set_size_override(texture, w, h);
+ RenderingServer::get_singleton()->texture_set_size_override(texture, w, h);
}
void ImageTexture::set_path(const String &p_path, bool p_take_over) {
if (texture.is_valid()) {
- VisualServer::get_singleton()->texture_set_path(texture, p_path);
+ RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
Resource::set_path(p_path, p_take_over);
@@ -349,7 +349,7 @@ ImageTexture::ImageTexture() {
ImageTexture::~ImageTexture() {
if (texture.is_valid()) {
- VisualServer::get_singleton()->free(texture);
+ RenderingServer::get_singleton()->free(texture);
}
}
@@ -495,7 +495,7 @@ Ref<Image> StreamTexture::load_image_from_file(FileAccess *f, int p_size_limit)
void StreamTexture::set_path(const String &p_path, bool p_take_over) {
if (texture.is_valid()) {
- VisualServer::get_singleton()->texture_set_path(texture, p_path);
+ RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
Resource::set_path(p_path, p_take_over);
@@ -509,7 +509,7 @@ void StreamTexture::_requested_3d(void *p_ud) {
request_3d_callback(stex);
}
-void StreamTexture::_requested_roughness(void *p_ud, const String &p_normal_path, VS::TextureDetectRoughnessChannel p_roughness_channel) {
+void StreamTexture::_requested_roughness(void *p_ud, const String &p_normal_path, RS::TextureDetectRoughnessChannel p_roughness_channel) {
StreamTexture *st = (StreamTexture *)p_ud;
Ref<StreamTexture> stex(st);
@@ -611,13 +611,13 @@ Error StreamTexture::load(const String &p_path) {
return err;
if (texture.is_valid()) {
- RID new_texture = VS::get_singleton()->texture_2d_create(image);
- VS::get_singleton()->texture_replace(texture, new_texture);
+ RID new_texture = RS::get_singleton()->texture_2d_create(image);
+ RS::get_singleton()->texture_replace(texture, new_texture);
} else {
- texture = VS::get_singleton()->texture_2d_create(image);
+ texture = RS::get_singleton()->texture_2d_create(image);
}
if (lwc || lhc) {
- VS::get_singleton()->texture_set_size_override(texture, lwc, lhc);
+ RS::get_singleton()->texture_set_size_override(texture, lwc, lhc);
}
w = lwc ? lwc : lw;
@@ -627,33 +627,33 @@ Error StreamTexture::load(const String &p_path) {
if (get_path() == String()) {
//temporarily set path if no path set for resource, helps find errors
- VisualServer::get_singleton()->texture_set_path(texture, p_path);
+ RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
#ifdef TOOLS_ENABLED
if (request_3d) {
//print_line("request detect 3D at " + p_path);
- VS::get_singleton()->texture_set_detect_3d_callback(texture, _requested_3d, this);
+ RS::get_singleton()->texture_set_detect_3d_callback(texture, _requested_3d, this);
} else {
//print_line("not requesting detect 3D at " + p_path);
- VS::get_singleton()->texture_set_detect_3d_callback(texture, NULL, NULL);
+ RS::get_singleton()->texture_set_detect_3d_callback(texture, NULL, NULL);
}
if (request_roughness) {
//print_line("request detect srgb at " + p_path);
- VS::get_singleton()->texture_set_detect_roughness_callback(texture, _requested_roughness, this);
+ RS::get_singleton()->texture_set_detect_roughness_callback(texture, _requested_roughness, this);
} else {
//print_line("not requesting detect srgb at " + p_path);
- VS::get_singleton()->texture_set_detect_roughness_callback(texture, NULL, NULL);
+ RS::get_singleton()->texture_set_detect_roughness_callback(texture, NULL, NULL);
}
if (request_normal) {
//print_line("request detect srgb at " + p_path);
- VS::get_singleton()->texture_set_detect_normal_callback(texture, _requested_normal, this);
+ RS::get_singleton()->texture_set_detect_normal_callback(texture, _requested_normal, this);
} else {
//print_line("not requesting detect normal at " + p_path);
- VS::get_singleton()->texture_set_detect_normal_callback(texture, NULL, NULL);
+ RS::get_singleton()->texture_set_detect_normal_callback(texture, NULL, NULL);
}
#endif
@@ -677,34 +677,34 @@ int StreamTexture::get_height() const {
RID StreamTexture::get_rid() const {
if (!texture.is_valid()) {
- texture = VS::get_singleton()->texture_2d_placeholder_create();
+ texture = RS::get_singleton()->texture_2d_placeholder_create();
}
return texture;
}
-void StreamTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void StreamTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
if ((w | h) == 0)
return;
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
-void StreamTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void StreamTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
if ((w | h) == 0)
return;
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
-void StreamTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
+void StreamTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
if ((w | h) == 0)
return;
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_clip_uv, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_clip_uv, p_texture_filter, p_texture_repeat);
}
bool StreamTexture::has_alpha() const {
@@ -715,7 +715,7 @@ bool StreamTexture::has_alpha() const {
Ref<Image> StreamTexture::get_data() const {
if (texture.is_valid()) {
- return VS::get_singleton()->texture_2d_get(texture);
+ return RS::get_singleton()->texture_2d_get(texture);
} else {
return Ref<Image>();
}
@@ -792,7 +792,7 @@ StreamTexture::StreamTexture() {
StreamTexture::~StreamTexture() {
if (texture.is_valid()) {
- VS::get_singleton()->free(texture);
+ RS::get_singleton()->free(texture);
}
}
@@ -935,7 +935,7 @@ void AtlasTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter_clip"), "set_filter_clip", "has_filter_clip");
}
-void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
if (!atlas.is_valid())
return;
@@ -952,10 +952,10 @@ void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_m
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(p_pos + margin.position, rc.size), atlas->get_rid(), rc, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, filter_clip, p_texture_filter, p_texture_repeat);
+ RS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(p_pos + margin.position, rc.size), atlas->get_rid(), rc, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, filter_clip, p_texture_filter, p_texture_repeat);
}
-void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
if (!atlas.is_valid())
return;
@@ -975,9 +975,9 @@ void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), rc, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, filter_clip, p_texture_filter, p_texture_repeat);
+ RS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), rc, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, filter_clip, p_texture_filter, p_texture_repeat);
}
-void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
+void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
//this might not necessarily work well if using a rect, needs to be fixed properly
if (!atlas.is_valid())
@@ -989,7 +989,7 @@ void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, cons
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), src_c, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, filter_clip, p_texture_filter, p_texture_repeat);
+ RS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), src_c, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, filter_clip, p_texture_filter, p_texture_repeat);
}
bool AtlasTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const {
@@ -1087,7 +1087,7 @@ Ref<Texture2D> MeshTexture::get_base_texture() const {
return base_texture;
}
-void MeshTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void MeshTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
if (mesh.is_null() || base_texture.is_null()) {
return;
@@ -1100,9 +1100,9 @@ void MeshTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_mo
}
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_mesh(p_canvas_item, mesh->get_rid(), xform, p_modulate, base_texture->get_rid(), normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_mesh(p_canvas_item, mesh->get_rid(), xform, p_modulate, base_texture->get_rid(), normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
-void MeshTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void MeshTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
if (mesh.is_null() || base_texture.is_null()) {
return;
}
@@ -1123,9 +1123,9 @@ void MeshTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile,
}
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_mesh(p_canvas_item, mesh->get_rid(), xform, p_modulate, base_texture->get_rid(), normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_mesh(p_canvas_item, mesh->get_rid(), xform, p_modulate, base_texture->get_rid(), normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
-void MeshTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
+void MeshTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
if (mesh.is_null() || base_texture.is_null()) {
return;
@@ -1147,7 +1147,7 @@ void MeshTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const
}
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
- VisualServer::get_singleton()->canvas_item_add_mesh(p_canvas_item, mesh->get_rid(), xform, p_modulate, base_texture->get_rid(), normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
+ RenderingServer::get_singleton()->canvas_item_add_mesh(p_canvas_item, mesh->get_rid(), xform, p_modulate, base_texture->get_rid(), normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
bool MeshTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const {
r_rect = p_rect;
@@ -1300,7 +1300,7 @@ void LargeTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_data", "_get_data");
}
-void LargeTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void LargeTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
for (int i = 0; i < pieces.size(); i++) {
@@ -1309,7 +1309,7 @@ void LargeTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_m
}
}
-void LargeTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
+void LargeTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat) const {
//tiling not supported for this
if (size.x == 0 || size.y == 0)
@@ -1323,7 +1323,7 @@ void LargeTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile
pieces[i].texture->draw_rect(p_canvas_item, Rect2(pieces[i].offset * scale + p_rect.position, pieces[i].texture->get_size() * scale), false, p_modulate, p_transpose, p_normal_map, p_specular_map, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
}
-void LargeTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
+void LargeTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture2D> &p_normal_map, const Ref<Texture2D> &p_specular_map, const Color &p_specular_color_shininess, RS::CanvasItemTextureFilter p_texture_filter, RS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
//tiling not supported for this
if (p_src_rect.size.x == 0 || p_src_rect.size.y == 0)
@@ -1445,10 +1445,10 @@ void CurveTexture::_update() {
Ref<Image> image = memnew(Image(_width, 1, false, Image::FORMAT_RF, data));
if (_texture.is_valid()) {
- RID new_texture = VS::get_singleton()->texture_2d_create(image);
- VS::get_singleton()->texture_replace(_texture, new_texture);
+ RID new_texture = RS::get_singleton()->texture_2d_create(image);
+ RS::get_singleton()->texture_replace(_texture, new_texture);
} else {
- _texture = VS::get_singleton()->texture_2d_create(image);
+ _texture = RS::get_singleton()->texture_2d_create(image);
}
emit_changed();
@@ -1462,7 +1462,7 @@ Ref<Curve> CurveTexture::get_curve() const {
RID CurveTexture::get_rid() const {
if (!_texture.is_valid()) {
- _texture = VS::get_singleton()->texture_2d_placeholder_create();
+ _texture = RS::get_singleton()->texture_2d_placeholder_create();
}
return _texture;
}
@@ -1472,7 +1472,7 @@ CurveTexture::CurveTexture() {
}
CurveTexture::~CurveTexture() {
if (_texture.is_valid()) {
- VS::get_singleton()->free(_texture);
+ RS::get_singleton()->free(_texture);
}
}
//////////////////
@@ -1492,7 +1492,7 @@ GradientTexture::GradientTexture() {
GradientTexture::~GradientTexture() {
if (texture.is_valid()) {
- VS::get_singleton()->free(texture);
+ RS::get_singleton()->free(texture);
}
}
@@ -1564,10 +1564,10 @@ void GradientTexture::_update() {
Ref<Image> image = memnew(Image(width, 1, false, Image::FORMAT_RGBA8, data));
if (texture.is_valid()) {
- RID new_texture = VS::get_singleton()->texture_2d_create(image);
- VS::get_singleton()->texture_replace(texture, new_texture);
+ RID new_texture = RS::get_singleton()->texture_2d_create(image);
+ RS::get_singleton()->texture_replace(texture, new_texture);
} else {
- texture = VS::get_singleton()->texture_2d_create(image);
+ texture = RS::get_singleton()->texture_2d_create(image);
}
emit_changed();
@@ -1587,7 +1587,7 @@ Ref<Image> GradientTexture::get_data() const {
if (!texture.is_valid()) {
return Ref<Image>();
}
- return VisualServer::get_singleton()->texture_2d_get(texture);
+ return RenderingServer::get_singleton()->texture_2d_get(texture);
}
//////////////////////////////////////
@@ -1607,13 +1607,13 @@ void ProxyTexture::set_base(const Ref<Texture2D> &p_texture) {
base = p_texture;
if (base.is_valid()) {
if (proxy_ph.is_valid()) {
- VS::get_singleton()->texture_proxy_update(proxy, base->get_rid());
- VS::get_singleton()->free(proxy_ph);
+ RS::get_singleton()->texture_proxy_update(proxy, base->get_rid());
+ RS::get_singleton()->free(proxy_ph);
proxy_ph = RID();
} else if (proxy.is_valid()) {
- VS::get_singleton()->texture_proxy_update(proxy, base->get_rid());
+ RS::get_singleton()->texture_proxy_update(proxy, base->get_rid());
} else {
- proxy = VS::get_singleton()->texture_proxy_create(base->get_rid());
+ proxy = RS::get_singleton()->texture_proxy_create(base->get_rid());
}
}
}
@@ -1638,8 +1638,8 @@ int ProxyTexture::get_height() const {
RID ProxyTexture::get_rid() const {
if (proxy.is_null()) {
- proxy_ph = VS::get_singleton()->texture_2d_placeholder_create();
- proxy = VS::get_singleton()->texture_proxy_create(proxy_ph);
+ proxy_ph = RS::get_singleton()->texture_2d_placeholder_create();
+ proxy = RS::get_singleton()->texture_proxy_create(proxy_ph);
}
return proxy;
}
@@ -1653,16 +1653,16 @@ bool ProxyTexture::has_alpha() const {
ProxyTexture::ProxyTexture() {
- //proxy = VS::get_singleton()->texture_create();
+ //proxy = RS::get_singleton()->texture_create();
}
ProxyTexture::~ProxyTexture() {
if (proxy_ph.is_valid()) {
- VS::get_singleton()->free(proxy_ph);
+ RS::get_singleton()->free(proxy_ph);
}
if (proxy.is_valid()) {
- VS::get_singleton()->free(proxy);
+ RS::get_singleton()->free(proxy);
}
}
//////////////////////////////////////////////
@@ -1708,7 +1708,7 @@ void AnimatedTexture::_update_proxy() {
}
if (frames[current_frame].texture.is_valid()) {
- VisualServer::get_singleton()->texture_proxy_update(proxy, frames[current_frame].texture->get_rid());
+ RenderingServer::get_singleton()->texture_proxy_update(proxy, frames[current_frame].texture->get_rid());
}
}
@@ -1854,17 +1854,17 @@ void AnimatedTexture::_bind_methods() {
}
AnimatedTexture::AnimatedTexture() {
- //proxy = VS::get_singleton()->texture_create();
- proxy_ph = VS::get_singleton()->texture_2d_placeholder_create();
- proxy = VS::get_singleton()->texture_proxy_create(proxy_ph);
+ //proxy = RS::get_singleton()->texture_create();
+ proxy_ph = RS::get_singleton()->texture_2d_placeholder_create();
+ proxy = RS::get_singleton()->texture_proxy_create(proxy_ph);
- VisualServer::get_singleton()->texture_set_force_redraw_if_visible(proxy, true);
+ RenderingServer::get_singleton()->texture_set_force_redraw_if_visible(proxy, true);
time = 0;
frame_count = 1;
fps = 4;
prev_ticks = 0;
current_frame = 0;
- VisualServer::get_singleton()->connect("frame_pre_draw", callable_mp(this, &AnimatedTexture::_update_proxy));
+ RenderingServer::get_singleton()->connect("frame_pre_draw", callable_mp(this, &AnimatedTexture::_update_proxy));
#ifndef NO_THREADS
rw_lock = RWLock::create();
@@ -1874,8 +1874,8 @@ AnimatedTexture::AnimatedTexture() {
}
AnimatedTexture::~AnimatedTexture() {
- VS::get_singleton()->free(proxy);
- VS::get_singleton()->free(proxy_ph);
+ RS::get_singleton()->free(proxy);
+ RS::get_singleton()->free(proxy_ph);
if (rw_lock) {
memdelete(rw_lock);
}
@@ -1921,10 +1921,10 @@ Error TextureLayered::create_from_images(Vector<Ref<Image>> p_images) {
int new_layers = p_images.size();
ERR_FAIL_COND_V(new_layers == 0, ERR_INVALID_PARAMETER);
- if (layered_type == VS::TEXTURE_LAYERED_CUBEMAP) {
+ if (layered_type == RS::TEXTURE_LAYERED_CUBEMAP) {
ERR_FAIL_COND_V_MSG(new_layers != 6, ERR_INVALID_PARAMETER,
"Cubemaps require exactly 6 layers");
- } else if (layered_type == VS::TEXTURE_LAYERED_CUBEMAP_ARRAY) {
+ } else if (layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY) {
ERR_FAIL_COND_V_MSG((new_layers % 6) != 0, ERR_INVALID_PARAMETER,
"Cubemap array layers must be a multiple of 6");
}
@@ -1946,11 +1946,11 @@ Error TextureLayered::create_from_images(Vector<Ref<Image>> p_images) {
}
if (texture.is_valid()) {
- RID new_texture = VS::get_singleton()->texture_2d_layered_create(p_images, layered_type);
+ RID new_texture = RS::get_singleton()->texture_2d_layered_create(p_images, layered_type);
ERR_FAIL_COND_V(!new_texture.is_valid(), ERR_CANT_CREATE);
- VS::get_singleton()->texture_replace(texture, new_texture);
+ RS::get_singleton()->texture_replace(texture, new_texture);
} else {
- texture = VS::get_singleton()->texture_2d_layered_create(p_images, layered_type);
+ texture = RS::get_singleton()->texture_2d_layered_create(p_images, layered_type);
ERR_FAIL_COND_V(!texture.is_valid(), ERR_CANT_CREATE);
}
@@ -1969,24 +1969,24 @@ void TextureLayered::update_layer(const Ref<Image> &p_image, int p_layer) {
ERR_FAIL_COND(p_image->get_width() != width || p_image->get_height() != height);
ERR_FAIL_INDEX(p_layer, layers);
ERR_FAIL_COND(p_image->has_mipmaps() != mipmaps);
- VS::get_singleton()->texture_2d_update(texture, p_image, p_layer);
+ RS::get_singleton()->texture_2d_update(texture, p_image, p_layer);
}
Ref<Image> TextureLayered::get_layer_data(int p_layer) const {
ERR_FAIL_INDEX_V(p_layer, layers, Ref<Image>());
- return VS::get_singleton()->texture_2d_layer_get(texture, p_layer);
+ return RS::get_singleton()->texture_2d_layer_get(texture, p_layer);
}
RID TextureLayered::get_rid() const {
if (texture.is_null()) {
- texture = VS::get_singleton()->texture_2d_layered_placeholder_create();
+ texture = RS::get_singleton()->texture_2d_layered_placeholder_create();
}
return texture;
}
void TextureLayered::set_path(const String &p_path, bool p_take_over) {
if (texture.is_valid()) {
- VS::get_singleton()->texture_set_path(texture, p_path);
+ RS::get_singleton()->texture_set_path(texture, p_path);
}
Resource::set_path(p_path, p_take_over);
@@ -2009,7 +2009,7 @@ void TextureLayered::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_images", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_INTERNAL), "create_from_images", "_get_images");
}
-TextureLayered::TextureLayered(VisualServer::TextureLayeredType p_layered_type) {
+TextureLayered::TextureLayered(RenderingServer::TextureLayeredType p_layered_type) {
layered_type = p_layered_type;
format = Image::FORMAT_MAX;
@@ -2020,7 +2020,7 @@ TextureLayered::TextureLayered(VisualServer::TextureLayeredType p_layered_type)
TextureLayered::~TextureLayered() {
if (texture.is_valid()) {
- VS::get_singleton()->free(texture);
+ RS::get_singleton()->free(texture);
}
}
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index 1fb8742cec..c3bbbd5ee6 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -41,7 +41,7 @@
#include "scene/resources/curve.h"
#include "scene/resources/gradient.h"
#include "servers/camera_server.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
class Texture : public Resource {
GDCLASS(Texture, Resource);
@@ -68,9 +68,9 @@ public:
virtual bool has_alpha() const = 0;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const;
virtual Ref<Image> get_data() const { return Ref<Image>(); }
@@ -118,9 +118,9 @@ public:
virtual RID get_rid() const;
bool has_alpha() const;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
bool is_pixel_opaque(int p_x, int p_y) const;
@@ -171,7 +171,7 @@ private:
virtual void reload_from_file();
static void _requested_3d(void *p_ud);
- static void _requested_roughness(void *p_ud, const String &p_normal_path, VS::TextureDetectRoughnessChannel p_roughness_channel);
+ static void _requested_roughness(void *p_ud, const String &p_normal_path, RS::TextureDetectRoughnessChannel p_roughness_channel);
static void _requested_normal(void *p_ud);
protected:
@@ -182,7 +182,7 @@ public:
static Ref<Image> load_image_from_file(FileAccess *p_file, int p_size_limit);
typedef void (*TextureFormatRequestCallback)(const Ref<StreamTexture> &);
- typedef void (*TextureFormatRoughnessRequestCallback)(const Ref<StreamTexture> &, const String &p_normal_path, VS::TextureDetectRoughnessChannel p_roughness_channel);
+ typedef void (*TextureFormatRoughnessRequestCallback)(const Ref<StreamTexture> &, const String &p_normal_path, RS::TextureDetectRoughnessChannel p_roughness_channel);
static TextureFormatRequestCallback request_3d_callback;
static TextureFormatRoughnessRequestCallback request_roughness_callback;
@@ -198,9 +198,9 @@ public:
virtual void set_path(const String &p_path, bool p_take_over);
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
virtual bool has_alpha() const;
bool is_pixel_opaque(int p_x, int p_y) const;
@@ -251,9 +251,9 @@ public:
void set_filter_clip(const bool p_enable);
bool has_filter_clip() const;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const;
bool is_pixel_opaque(int p_x, int p_y) const;
@@ -291,9 +291,9 @@ public:
void set_base_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_base_texture() const;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const;
bool is_pixel_opaque(int p_x, int p_y) const;
@@ -339,9 +339,9 @@ public:
Ref<Texture2D> get_piece_texture(int p_idx) const;
Ref<Image> to_image() const;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), VS::CanvasItemTextureFilter p_texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), RS::CanvasItemTextureFilter p_texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, bool p_clip_uv = true) const;
bool is_pixel_opaque(int p_x, int p_y) const;
@@ -352,7 +352,7 @@ class TextureLayered : public Texture {
GDCLASS(TextureLayered, Texture);
- VS::TextureLayeredType layered_type;
+ RS::TextureLayeredType layered_type;
mutable RID texture;
Image::Format format;
@@ -383,7 +383,7 @@ public:
virtual RID get_rid() const;
virtual void set_path(const String &p_path, bool p_take_over = false);
- TextureLayered(VS::TextureLayeredType p_layered_type);
+ TextureLayered(RS::TextureLayeredType p_layered_type);
~TextureLayered();
};
@@ -392,7 +392,7 @@ class Texture2DArray : public TextureLayered {
GDCLASS(Texture2DArray, TextureLayered)
public:
Texture2DArray() :
- TextureLayered(VS::TEXTURE_LAYERED_2D_ARRAY) {}
+ TextureLayered(RS::TEXTURE_LAYERED_2D_ARRAY) {}
};
class Cubemap : public TextureLayered {
@@ -401,7 +401,7 @@ class Cubemap : public TextureLayered {
public:
Cubemap() :
- TextureLayered(VS::TEXTURE_LAYERED_CUBEMAP) {}
+ TextureLayered(RS::TEXTURE_LAYERED_CUBEMAP) {}
};
class CubemapArray : public TextureLayered {
@@ -410,7 +410,7 @@ class CubemapArray : public TextureLayered {
public:
CubemapArray() :
- TextureLayered(VS::TEXTURE_LAYERED_CUBEMAP_ARRAY) {}
+ TextureLayered(RS::TEXTURE_LAYERED_CUBEMAP_ARRAY) {}
};
class ResourceFormatLoaderTextureLayered : public ResourceFormatLoader {
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index b312aa054c..27305cfff1 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -362,7 +362,7 @@ void TileSet::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, pre + "shape_one_way", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::FLOAT, pre + "shape_one_way_margin", PROPERTY_HINT_RANGE, "0,128,0.01", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "shapes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::INT, pre + "z_index", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1", PROPERTY_USAGE_NOEDITOR));
+ p_list->push_back(PropertyInfo(Variant::INT, pre + "z_index", PROPERTY_HINT_RANGE, itos(RS::CANVAS_ITEM_Z_MIN) + "," + itos(RS::CANVAS_ITEM_Z_MAX) + ",1", PROPERTY_USAGE_NOEDITOR));
}
}
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index c4a019c728..c47e80c807 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -31,7 +31,7 @@
#include "visual_shader.h"
#include "core/vmap.h"
-#include "servers/visual/shader_types.h"
+#include "servers/rendering/shader_types.h"
#include "visual_shader_nodes.h"
bool VisualShaderNode::is_simple_decl() const {
@@ -1040,8 +1040,8 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
Map<String, String> blend_mode_enums;
Set<String> toggles;
- for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
- String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
+ for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
+ String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
int idx = 0;
bool in_enum = false;
while (render_mode_enums[idx].string) {
@@ -1317,8 +1317,8 @@ void VisualShader::_update_shader() const {
int which = modes[render_mode_enums[idx].string];
int count = 0;
- for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
- String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
+ for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
+ String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
if (mode.begins_with(render_mode_enums[idx].string)) {
if (count == which) {
if (render_mode != String()) {
@@ -1336,9 +1336,9 @@ void VisualShader::_update_shader() const {
}
//fill render mode flags
- for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
+ for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
- String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
+ String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
if (flags.has(mode)) {
if (render_mode != String()) {
render_mode += ", ";
@@ -1358,7 +1358,7 @@ void VisualShader::_update_shader() const {
String global_expressions;
for (int i = 0, index = 0; i < TYPE_MAX; i++) {
- if (!ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader_mode)).has(func_name[i])) {
+ if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
continue;
}
@@ -1378,7 +1378,7 @@ void VisualShader::_update_shader() const {
for (int i = 0; i < TYPE_MAX; i++) {
- if (!ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader_mode)).has(func_name[i])) {
+ if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
continue;
}
@@ -1417,7 +1417,7 @@ void VisualShader::_update_shader() const {
final_code += global_expressions;
String tcode = code;
for (int i = 0; i < TYPE_MAX; i++) {
- if (!ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader_mode)).has(func_name[i])) {
+ if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
continue;
}
tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index 75bdeeac07..ef8067497f 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -34,8 +34,8 @@
#include "scene/2d/camera_2d.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/main/window.h"
-#include "servers/physics_2d_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
struct SpatialIndexer2D {
@@ -379,30 +379,30 @@ void World2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectSpaceState", 0), "", "get_direct_space_state");
}
-Physics2DDirectSpaceState *World2D::get_direct_space_state() {
+PhysicsDirectSpaceState2D *World2D::get_direct_space_state() {
- return Physics2DServer::get_singleton()->space_get_direct_state(space);
+ return PhysicsServer2D::get_singleton()->space_get_direct_state(space);
}
World2D::World2D() {
- canvas = VisualServer::get_singleton()->canvas_create();
- space = Physics2DServer::get_singleton()->space_create();
+ canvas = RenderingServer::get_singleton()->canvas_create();
+ space = PhysicsServer2D::get_singleton()->space_create();
//set space2D to be more friendly with pixels than meters, by adjusting some constants
- Physics2DServer::get_singleton()->space_set_active(space, true);
- Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/2d/default_gravity", 98));
- Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/2d/default_gravity_vector", Vector2(0, 1)));
- Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/2d/default_linear_damp", 0.1));
+ PhysicsServer2D::get_singleton()->space_set_active(space, true);
+ PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/2d/default_gravity", 98));
+ PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/2d/default_gravity_vector", Vector2(0, 1)));
+ PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/2d/default_linear_damp", 0.1));
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
- Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/2d/default_angular_damp", 1.0));
+ PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/2d/default_angular_damp", 1.0));
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
indexer = memnew(SpatialIndexer2D);
}
World2D::~World2D() {
- VisualServer::get_singleton()->free(canvas);
- Physics2DServer::get_singleton()->free(space);
+ RenderingServer::get_singleton()->free(canvas);
+ PhysicsServer2D::get_singleton()->free(space);
memdelete(indexer);
}
diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h
index d837ef58c2..88b4c2594c 100644
--- a/scene/resources/world_2d.h
+++ b/scene/resources/world_2d.h
@@ -33,7 +33,7 @@
#include "core/project_settings.h"
#include "core/resource.h"
-#include "servers/physics_2d_server.h"
+#include "servers/physics_server_2d.h"
class VisibilityNotifier2D;
class Viewport;
@@ -67,7 +67,7 @@ public:
RID get_canvas();
RID get_space();
- Physics2DDirectSpaceState *get_direct_space_state();
+ PhysicsDirectSpaceState2D *get_direct_space_state();
void get_viewport_list(List<Viewport *> *r_viewports);
diff --git a/scene/resources/world_3d.cpp b/scene/resources/world_3d.cpp
index 0a687af803..8e45b22cbf 100644
--- a/scene/resources/world_3d.cpp
+++ b/scene/resources/world_3d.cpp
@@ -275,9 +275,9 @@ void World3D::set_environment(const Ref<Environment> &p_environment) {
environment = p_environment;
if (environment.is_valid())
- VS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
+ RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
else
- VS::get_singleton()->scenario_set_environment(scenario, RID());
+ RS::get_singleton()->scenario_set_environment(scenario, RID());
emit_changed();
}
@@ -294,9 +294,9 @@ void World3D::set_fallback_environment(const Ref<Environment> &p_environment) {
fallback_environment = p_environment;
if (fallback_environment.is_valid())
- VS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
+ RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
else
- VS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
+ RS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
emit_changed();
}
@@ -310,9 +310,9 @@ void World3D::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
camera_effects = p_camera_effects;
if (camera_effects.is_valid())
- VS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
+ RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
else
- VS::get_singleton()->scenario_set_camera_effects(scenario, RID());
+ RS::get_singleton()->scenario_set_camera_effects(scenario, RID());
}
Ref<CameraEffects> World3D::get_camera_effects() const {
@@ -320,9 +320,9 @@ Ref<CameraEffects> World3D::get_camera_effects() const {
return camera_effects;
}
-PhysicsDirectSpaceState *World3D::get_direct_space_state() {
+PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
- return PhysicsServer::get_singleton()->space_get_direct_state(space);
+ return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
}
void World3D::get_camera_list(List<Camera3D *> *r_cameras) {
@@ -353,15 +353,15 @@ void World3D::_bind_methods() {
World3D::World3D() {
- space = PhysicsServer::get_singleton()->space_create();
- scenario = VisualServer::get_singleton()->scenario_create();
+ space = PhysicsServer3D::get_singleton()->space_create();
+ scenario = RenderingServer::get_singleton()->scenario_create();
- PhysicsServer::get_singleton()->space_set_active(space, true);
- PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
- PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
- PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
+ PhysicsServer3D::get_singleton()->space_set_active(space, true);
+ PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
+ PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
+ PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
- PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
+ PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
#ifdef _3D_DISABLED
@@ -373,8 +373,8 @@ World3D::World3D() {
World3D::~World3D() {
- PhysicsServer::get_singleton()->free(space);
- VisualServer::get_singleton()->free(scenario);
+ PhysicsServer3D::get_singleton()->free(space);
+ RenderingServer::get_singleton()->free(scenario);
#ifndef _3D_DISABLED
memdelete(indexer);
diff --git a/scene/resources/world_3d.h b/scene/resources/world_3d.h
index 4c18ba9cea..81a27a7349 100644
--- a/scene/resources/world_3d.h
+++ b/scene/resources/world_3d.h
@@ -33,8 +33,8 @@
#include "core/resource.h"
#include "scene/resources/environment.h"
-#include "servers/physics_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_3d.h"
+#include "servers/rendering_server.h"
class Camera3D;
class VisibilityNotifier3D;
@@ -82,7 +82,7 @@ public:
void get_camera_list(List<Camera3D *> *r_cameras);
- PhysicsDirectSpaceState *get_direct_space_state();
+ PhysicsDirectSpaceState3D *get_direct_space_state();
World3D();
~World3D();
diff --git a/scene/resources/world_margin_shape_3d.cpp b/scene/resources/world_margin_shape_3d.cpp
index 3bea3111ef..aa96f8aa68 100644
--- a/scene/resources/world_margin_shape_3d.cpp
+++ b/scene/resources/world_margin_shape_3d.cpp
@@ -30,7 +30,7 @@
#include "world_margin_shape_3d.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
Vector<Vector3> WorldMarginShape3D::get_debug_mesh_lines() {
@@ -63,7 +63,7 @@ Vector<Vector3> WorldMarginShape3D::get_debug_mesh_lines() {
void WorldMarginShape3D::_update_shape() {
- PhysicsServer::get_singleton()->shape_set_data(get_shape(), plane);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), plane);
Shape3D::_update_shape();
}
@@ -89,7 +89,7 @@ void WorldMarginShape3D::_bind_methods() {
}
WorldMarginShape3D::WorldMarginShape3D() :
- Shape3D(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_PLANE)) {
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_PLANE)) {
set_plane(Plane(0, 1, 0, 0));
}