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

@ -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);
}
////////////