You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-10 13:00:37 +00:00
Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
This commit is contained in:
@@ -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());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user