Renaming of servers for coherency.

VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
This commit is contained in:
Juan Linietsky 2020-03-27 15:21:27 -03:00
parent 307b1b3a58
commit a6f3bc7c69
390 changed files with 10701 additions and 10702 deletions

View file

@ -328,19 +328,19 @@ Ref<Texture2D> EditorMaterialPreviewPlugin::generate(const RES &p_from, const Si
if (material->get_shader_mode() == Shader::MODE_SPATIAL) {
VS::get_singleton()->mesh_surface_set_material(sphere, 0, material->get_rid());
RS::get_singleton()->mesh_surface_set_material(sphere, 0, material->get_rid());
VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ONCE); //once used for capture
RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_ONCE); //once used for capture
preview_done = false;
VS::get_singleton()->request_frame_drawn_callback(const_cast<EditorMaterialPreviewPlugin *>(this), "_preview_done", Variant());
RS::get_singleton()->request_frame_drawn_callback(const_cast<EditorMaterialPreviewPlugin *>(this), "_preview_done", Variant());
while (!preview_done) {
OS::get_singleton()->delay_usec(10);
}
Ref<Image> img = VS::get_singleton()->texture_2d_get(viewport_texture);
VS::get_singleton()->mesh_surface_set_material(sphere, 0, RID());
Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
RS::get_singleton()->mesh_surface_set_material(sphere, 0, RID());
ERR_FAIL_COND_V(!img.is_valid(), Ref<ImageTexture>());
@ -358,35 +358,35 @@ Ref<Texture2D> EditorMaterialPreviewPlugin::generate(const RES &p_from, const Si
EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
scenario = VS::get_singleton()->scenario_create();
scenario = RS::get_singleton()->scenario_create();
viewport = VS::get_singleton()->viewport_create();
VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_DISABLED);
VS::get_singleton()->viewport_set_scenario(viewport, scenario);
VS::get_singleton()->viewport_set_size(viewport, 128, 128);
VS::get_singleton()->viewport_set_transparent_background(viewport, true);
VS::get_singleton()->viewport_set_active(viewport, true);
viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
viewport = RS::get_singleton()->viewport_create();
RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_DISABLED);
RS::get_singleton()->viewport_set_scenario(viewport, scenario);
RS::get_singleton()->viewport_set_size(viewport, 128, 128);
RS::get_singleton()->viewport_set_transparent_background(viewport, true);
RS::get_singleton()->viewport_set_active(viewport, true);
viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
camera = VS::get_singleton()->camera_create();
VS::get_singleton()->viewport_attach_camera(viewport, camera);
VS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
VS::get_singleton()->camera_set_perspective(camera, 45, 0.1, 10);
camera = RS::get_singleton()->camera_create();
RS::get_singleton()->viewport_attach_camera(viewport, camera);
RS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
RS::get_singleton()->camera_set_perspective(camera, 45, 0.1, 10);
light = VS::get_singleton()->directional_light_create();
light_instance = VS::get_singleton()->instance_create2(light, scenario);
VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
light = RS::get_singleton()->directional_light_create();
light_instance = RS::get_singleton()->instance_create2(light, scenario);
RS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
light2 = VS::get_singleton()->directional_light_create();
VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
//VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
light2 = RS::get_singleton()->directional_light_create();
RS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
//RS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
light_instance2 = RS::get_singleton()->instance_create2(light2, scenario);
VS::get_singleton()->instance_set_transform(light_instance2, Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
RS::get_singleton()->instance_set_transform(light_instance2, Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
sphere = VS::get_singleton()->mesh_create();
sphere_instance = VS::get_singleton()->instance_create2(sphere, scenario);
sphere = RS::get_singleton()->mesh_create();
sphere_instance = RS::get_singleton()->instance_create2(sphere, scenario);
int lats = 32;
int lons = 32;
@ -453,25 +453,25 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
}
Array arr;
arr.resize(VS::ARRAY_MAX);
arr[VS::ARRAY_VERTEX] = vertices;
arr[VS::ARRAY_NORMAL] = normals;
arr[VS::ARRAY_TANGENT] = tangents;
arr[VS::ARRAY_TEX_UV] = uvs;
VS::get_singleton()->mesh_add_surface_from_arrays(sphere, VS::PRIMITIVE_TRIANGLES, arr);
arr.resize(RS::ARRAY_MAX);
arr[RS::ARRAY_VERTEX] = vertices;
arr[RS::ARRAY_NORMAL] = normals;
arr[RS::ARRAY_TANGENT] = tangents;
arr[RS::ARRAY_TEX_UV] = uvs;
RS::get_singleton()->mesh_add_surface_from_arrays(sphere, RS::PRIMITIVE_TRIANGLES, arr);
}
EditorMaterialPreviewPlugin::~EditorMaterialPreviewPlugin() {
VS::get_singleton()->free(sphere);
VS::get_singleton()->free(sphere_instance);
VS::get_singleton()->free(viewport);
VS::get_singleton()->free(light);
VS::get_singleton()->free(light_instance);
VS::get_singleton()->free(light2);
VS::get_singleton()->free(light_instance2);
VS::get_singleton()->free(camera);
VS::get_singleton()->free(scenario);
RS::get_singleton()->free(sphere);
RS::get_singleton()->free(sphere_instance);
RS::get_singleton()->free(viewport);
RS::get_singleton()->free(light);
RS::get_singleton()->free(light_instance);
RS::get_singleton()->free(light2);
RS::get_singleton()->free(light_instance2);
RS::get_singleton()->free(camera);
RS::get_singleton()->free(scenario);
}
///////////////////////////////////////////////////////////////////////////
@ -706,7 +706,7 @@ Ref<Texture2D> EditorMeshPreviewPlugin::generate(const RES &p_from, const Size2
Ref<Mesh> mesh = p_from;
ERR_FAIL_COND_V(mesh.is_null(), Ref<Texture2D>());
VS::get_singleton()->instance_set_base(mesh_instance, mesh->get_rid());
RS::get_singleton()->instance_set_base(mesh_instance, mesh->get_rid());
AABB aabb = mesh->get_aabb();
Vector3 ofs = aabb.position + aabb.size * 0.5;
@ -723,21 +723,21 @@ Ref<Texture2D> EditorMeshPreviewPlugin::generate(const RES &p_from, const Size2
xform.basis.scale(Vector3(m, m, m));
xform.origin = -xform.basis.xform(ofs); //-ofs*m;
xform.origin.z -= rot_aabb.size.z * 2;
VS::get_singleton()->instance_set_transform(mesh_instance, xform);
RS::get_singleton()->instance_set_transform(mesh_instance, xform);
VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ONCE); //once used for capture
RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_ONCE); //once used for capture
preview_done = false;
VS::get_singleton()->request_frame_drawn_callback(const_cast<EditorMeshPreviewPlugin *>(this), "_preview_done", Variant());
RS::get_singleton()->request_frame_drawn_callback(const_cast<EditorMeshPreviewPlugin *>(this), "_preview_done", Variant());
while (!preview_done) {
OS::get_singleton()->delay_usec(10);
}
Ref<Image> img = VS::get_singleton()->texture_2d_get(viewport_texture);
Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
ERR_FAIL_COND_V(img.is_null(), Ref<ImageTexture>());
VS::get_singleton()->instance_set_base(mesh_instance, RID());
RS::get_singleton()->instance_set_base(mesh_instance, RID());
img->convert(Image::FORMAT_RGBA8);
@ -759,49 +759,49 @@ Ref<Texture2D> EditorMeshPreviewPlugin::generate(const RES &p_from, const Size2
EditorMeshPreviewPlugin::EditorMeshPreviewPlugin() {
scenario = VS::get_singleton()->scenario_create();
scenario = RS::get_singleton()->scenario_create();
viewport = VS::get_singleton()->viewport_create();
VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_DISABLED);
VS::get_singleton()->viewport_set_scenario(viewport, scenario);
VS::get_singleton()->viewport_set_size(viewport, 128, 128);
VS::get_singleton()->viewport_set_transparent_background(viewport, true);
VS::get_singleton()->viewport_set_active(viewport, true);
viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
viewport = RS::get_singleton()->viewport_create();
RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_DISABLED);
RS::get_singleton()->viewport_set_scenario(viewport, scenario);
RS::get_singleton()->viewport_set_size(viewport, 128, 128);
RS::get_singleton()->viewport_set_transparent_background(viewport, true);
RS::get_singleton()->viewport_set_active(viewport, true);
viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
camera = VS::get_singleton()->camera_create();
VS::get_singleton()->viewport_attach_camera(viewport, camera);
VS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
//VS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0);
camera = RS::get_singleton()->camera_create();
RS::get_singleton()->viewport_attach_camera(viewport, camera);
RS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
//RS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
RS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0);
light = VS::get_singleton()->directional_light_create();
light_instance = VS::get_singleton()->instance_create2(light, scenario);
VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
light = RS::get_singleton()->directional_light_create();
light_instance = RS::get_singleton()->instance_create2(light, scenario);
RS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
light2 = VS::get_singleton()->directional_light_create();
VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
//VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0));
light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
light2 = RS::get_singleton()->directional_light_create();
RS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
//RS::get_singleton()->light_set_color(light2, RS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0));
light_instance2 = RS::get_singleton()->instance_create2(light2, scenario);
VS::get_singleton()->instance_set_transform(light_instance2, Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
RS::get_singleton()->instance_set_transform(light_instance2, Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
//sphere = VS::get_singleton()->mesh_create();
mesh_instance = VS::get_singleton()->instance_create();
VS::get_singleton()->instance_set_scenario(mesh_instance, scenario);
//sphere = RS::get_singleton()->mesh_create();
mesh_instance = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_scenario(mesh_instance, scenario);
}
EditorMeshPreviewPlugin::~EditorMeshPreviewPlugin() {
//VS::get_singleton()->free(sphere);
VS::get_singleton()->free(mesh_instance);
VS::get_singleton()->free(viewport);
VS::get_singleton()->free(light);
VS::get_singleton()->free(light_instance);
VS::get_singleton()->free(light2);
VS::get_singleton()->free(light_instance2);
VS::get_singleton()->free(camera);
VS::get_singleton()->free(scenario);
//RS::get_singleton()->free(sphere);
RS::get_singleton()->free(mesh_instance);
RS::get_singleton()->free(viewport);
RS::get_singleton()->free(light);
RS::get_singleton()->free(light_instance);
RS::get_singleton()->free(light2);
RS::get_singleton()->free(light_instance2);
RS::get_singleton()->free(camera);
RS::get_singleton()->free(scenario);
}
///////////////////////////////////////////////////////////////////////////
@ -849,16 +849,16 @@ Ref<Texture2D> EditorFontPreviewPlugin::generate_from_path(const String &p_path,
font->draw(canvas_item, pos, sampled_text);
preview_done = false;
VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ONCE); //once used for capture
VS::get_singleton()->request_frame_drawn_callback(const_cast<EditorFontPreviewPlugin *>(this), "_preview_done", Variant());
RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_ONCE); //once used for capture
RS::get_singleton()->request_frame_drawn_callback(const_cast<EditorFontPreviewPlugin *>(this), "_preview_done", Variant());
while (!preview_done) {
OS::get_singleton()->delay_usec(10);
}
VS::get_singleton()->canvas_item_clear(canvas_item);
RS::get_singleton()->canvas_item_clear(canvas_item);
Ref<Image> img = VS::get_singleton()->texture_2d_get(viewport_texture);
Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
ERR_FAIL_COND_V(img.is_null(), Ref<ImageTexture>());
img->convert(Image::FORMAT_RGBA8);
@ -891,22 +891,22 @@ Ref<Texture2D> EditorFontPreviewPlugin::generate(const RES &p_from, const Size2
EditorFontPreviewPlugin::EditorFontPreviewPlugin() {
viewport = VS::get_singleton()->viewport_create();
VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_DISABLED);
VS::get_singleton()->viewport_set_size(viewport, 128, 128);
VS::get_singleton()->viewport_set_active(viewport, true);
viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
viewport = RS::get_singleton()->viewport_create();
RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_DISABLED);
RS::get_singleton()->viewport_set_size(viewport, 128, 128);
RS::get_singleton()->viewport_set_active(viewport, true);
viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
canvas = VS::get_singleton()->canvas_create();
canvas_item = VS::get_singleton()->canvas_item_create();
canvas = RS::get_singleton()->canvas_create();
canvas_item = RS::get_singleton()->canvas_item_create();
VS::get_singleton()->viewport_attach_canvas(viewport, canvas);
VS::get_singleton()->canvas_item_set_parent(canvas_item, canvas);
RS::get_singleton()->viewport_attach_canvas(viewport, canvas);
RS::get_singleton()->canvas_item_set_parent(canvas_item, canvas);
}
EditorFontPreviewPlugin::~EditorFontPreviewPlugin() {
VS::get_singleton()->free(canvas_item);
VS::get_singleton()->free(canvas);
VS::get_singleton()->free(viewport);
RS::get_singleton()->free(canvas_item);
RS::get_singleton()->free(canvas);
RS::get_singleton()->free(viewport);
}