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

@ -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());
}