Selaa lähdekoodia

Renaming of servers for coherency.

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

Also renamed corresponding files.
Juan Linietsky 5 vuotta sitten
vanhempi
commit
a6f3bc7c69
100 muutettua tiedostoa jossa 2025 lisäystä ja 2025 poistoa
  1. 1 1
      core/debugger/debugger_marshalls.cpp
  2. 2 2
      core/debugger/debugger_marshalls.h
  3. 9 9
      core/debugger/remote_debugger.cpp
  4. 61 61
      drivers/dummy/rasterizer_dummy.h
  5. 108 108
      drivers/gles2/rasterizer_canvas_gles2.cpp
  6. 1 1
      drivers/gles2/rasterizer_canvas_gles2.h
  7. 2 2
      drivers/gles2/rasterizer_gles2.cpp
  8. 1 1
      drivers/gles2/rasterizer_gles2.h
  9. 152 152
      drivers/gles2/rasterizer_scene_gles2.cpp
  10. 16 16
      drivers/gles2/rasterizer_scene_gles2.h
  11. 149 149
      drivers/gles2/rasterizer_storage_gles2.cpp
  12. 59 59
      drivers/gles2/rasterizer_storage_gles2.h
  13. 173 173
      drivers/gles2/shader_compiler_gles2.cpp
  14. 5 5
      drivers/gles2/shader_compiler_gles2.h
  15. 1 1
      drivers/gles2/shader_gles2.h
  16. 1 1
      drivers/gles2/shaders/blend_shape.glsl
  17. 1 1
      drivers/unix/os_unix.cpp
  18. 1 1
      drivers/vulkan/rendering_device_vulkan.h
  19. 4 4
      editor/animation_track_editor_plugins.cpp
  20. 1 1
      editor/editor_inspector.cpp
  21. 17 17
      editor/editor_node.cpp
  22. 31 31
      editor/editor_plugin.cpp
  23. 1 1
      editor/editor_resource_preview.cpp
  24. 4 4
      editor/import/editor_import_collada.cpp
  25. 1 1
      editor/import/resource_importer_texture.cpp
  26. 4 4
      editor/import/resource_importer_texture.h
  27. 21 21
      editor/node_3d_editor_gizmos.cpp
  28. 35 35
      editor/plugins/animation_player_editor_plugin.cpp
  29. 1 1
      editor/plugins/audio_stream_editor_plugin.cpp
  30. 9 9
      editor/plugins/canvas_item_editor_plugin.cpp
  31. 97 97
      editor/plugins/editor_preview_plugins.cpp
  32. 18 18
      editor/plugins/material_editor_plugin.cpp
  33. 99 99
      editor/plugins/node_3d_editor_plugin.cpp
  34. 1 1
      editor/plugins/node_3d_editor_plugin.h
  35. 2 2
      editor/plugins/polygon_2d_editor_plugin.cpp
  36. 6 6
      editor/plugins/shader_editor_plugin.cpp
  37. 1 1
      editor/plugins/shader_editor_plugin.h
  38. 2 2
      editor/plugins/texture_region_editor_plugin.cpp
  39. 3 3
      editor/plugins/tile_set_editor_plugin.cpp
  40. 2 2
      editor/plugins/visual_shader_editor_plugin.cpp
  41. 1 1
      editor/property_editor.cpp
  42. 1 1
      editor/scene_tree_dock.cpp
  43. 1 1
      gles_builders.py
  44. 42 42
      main/main.cpp
  45. 19 19
      main/performance.cpp
  46. 1 1
      main/tests/test_math.cpp
  47. 65 65
      main/tests/test_physics.cpp
  48. 2 2
      main/tests/test_physics_2d.cpp
  49. 12 12
      main/tests/test_render.cpp
  50. 1 1
      main/tests/test_shader_lang.cpp
  51. 10 10
      modules/assimp/editor_scene_importer_assimp.cpp
  52. 11 11
      modules/basis_universal/register_types.cpp
  53. 5 5
      modules/basis_universal/texture_basisu.cpp
  54. 24 24
      modules/bullet/area_bullet.cpp
  55. 7 7
      modules/bullet/area_bullet.h
  56. 148 148
      modules/bullet/bullet_physics_server.cpp
  57. 9 9
      modules/bullet/bullet_physics_server.h
  58. 1 1
      modules/bullet/collision_object_bullet.cpp
  59. 14 14
      modules/bullet/cone_twist_joint_bullet.cpp
  60. 3 3
      modules/bullet/cone_twist_joint_bullet.h
  61. 49 49
      modules/bullet/generic_6dof_joint_bullet.cpp
  62. 6 6
      modules/bullet/generic_6dof_joint_bullet.h
  63. 2 2
      modules/bullet/godot_result_callbacks.cpp
  64. 7 7
      modules/bullet/godot_result_callbacks.h
  65. 27 27
      modules/bullet/hinge_joint_bullet.cpp
  66. 5 5
      modules/bullet/hinge_joint_bullet.h
  67. 2 2
      modules/bullet/joint_bullet.h
  68. 8 8
      modules/bullet/pin_joint_bullet.cpp
  69. 3 3
      modules/bullet/pin_joint_bullet.h
  70. 4 4
      modules/bullet/register_types.cpp
  71. 4 4
      modules/bullet/rid_bullet.h
  72. 63 63
      modules/bullet/rigid_body_bullet.cpp
  73. 13 13
      modules/bullet/rigid_body_bullet.h
  74. 19 19
      modules/bullet/shape_bullet.cpp
  75. 11 11
      modules/bullet/shape_bullet.h
  76. 47 47
      modules/bullet/slider_joint_bullet.cpp
  77. 3 3
      modules/bullet/slider_joint_bullet.h
  78. 8 8
      modules/bullet/soft_body_bullet.cpp
  79. 2 2
      modules/bullet/soft_body_bullet.h
  80. 43 43
      modules/bullet/space_bullet.cpp
  81. 11 11
      modules/bullet/space_bullet.h
  82. 14 14
      modules/csg/csg_shape.cpp
  83. 4 4
      modules/gdnative/arvr/arvr_interface_gdnative.cpp
  84. 1 1
      modules/gdnavigation/gd_navigation_server.cpp
  85. 2 2
      modules/gdnavigation/gd_navigation_server.h
  86. 3 3
      modules/gdnavigation/register_types.cpp
  87. 1 1
      modules/glslang/register_types.cpp
  88. 73 73
      modules/gridmap/grid_map.cpp
  89. 2 2
      modules/gridmap/grid_map.h
  90. 64 64
      modules/gridmap/grid_map_editor_plugin.cpp
  91. 1 1
      modules/mobile_vr/mobile_vr_interface.cpp
  92. 5 5
      modules/opensimplex/noise_texture.cpp
  93. 6 6
      platform/android/os_android.cpp
  94. 2 2
      platform/android/os_android.h
  95. 10 10
      platform/haiku/os_haiku.cpp
  96. 2 2
      platform/haiku/os_haiku.h
  97. 11 11
      platform/iphone/os_iphone.cpp
  98. 3 3
      platform/iphone/os_iphone.h
  99. 3 3
      platform/javascript/os_javascript.cpp
  100. 1 1
      platform/javascript/os_javascript.h

+ 1 - 1
core/debugger/debugger_marshalls.cpp

@@ -317,7 +317,7 @@ bool DebuggerMarshalls::VisualProfilerFrame::deserialize(const Array &p_arr) {
 	CHECK_SIZE(p_arr, size, "VisualProfilerFrame");
 	int idx = 2;
 	areas.resize(size / 3);
-	VS::FrameProfileArea *w = areas.ptrw();
+	RS::FrameProfileArea *w = areas.ptrw();
 	for (int i = 0; i < size / 3; i++) {
 		w[i].name = p_arr[idx];
 		w[i].cpu_msec = p_arr[idx + 1];

+ 2 - 2
core/debugger/debugger_marshalls.h

@@ -32,7 +32,7 @@
 #define DEBUGGER_MARSHARLLS_H
 
 #include "core/script_language.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 
 struct DebuggerMarshalls {
 
@@ -165,7 +165,7 @@ struct DebuggerMarshalls {
 	// Visual Profiler
 	struct VisualProfilerFrame {
 		uint64_t frame_number;
-		Vector<VS::FrameProfileArea> areas;
+		Vector<RS::FrameProfileArea> areas;
 
 		Array serialize();
 		bool deserialize(const Array &p_arr);

+ 9 - 9
core/debugger/remote_debugger.cpp

@@ -354,18 +354,18 @@ struct RemoteDebugger::VisualProfiler {
 	Map<StringName, ServerInfo> server_data;
 
 	void toggle(bool p_enable, const Array &p_opts) {
-		VS::get_singleton()->set_frame_profiling_enabled(p_enable);
+		RS::get_singleton()->set_frame_profiling_enabled(p_enable);
 	}
 
 	void add(const Array &p_data) {}
 
 	void tick(float p_frame_time, float p_idle_time, float p_physics_time, float p_physics_frame_time) {
-		Vector<VS::FrameProfileArea> profile_areas = VS::get_singleton()->get_frame_profile();
+		Vector<RS::FrameProfileArea> profile_areas = RS::get_singleton()->get_frame_profile();
 		DebuggerMarshalls::VisualProfilerFrame frame;
 		if (!profile_areas.size())
 			return;
 
-		frame.frame_number = VS::get_singleton()->get_frame_profile_frame();
+		frame.frame_number = RS::get_singleton()->get_frame_profile_frame();
 		frame.areas.append_array(profile_areas);
 		EngineDebugger::get_singleton()->send_message("visual:profile_frame", frame.serialize());
 	}
@@ -404,10 +404,10 @@ void RemoteDebugger::_send_resource_usage() {
 
 	DebuggerMarshalls::ResourceUsage usage;
 
-	List<VS::TextureInfo> tinfo;
-	VS::get_singleton()->texture_debug_usage(&tinfo);
+	List<RS::TextureInfo> tinfo;
+	RS::get_singleton()->texture_debug_usage(&tinfo);
 
-	for (List<VS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
+	for (List<RS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
 
 		DebuggerMarshalls::ResourceInfo info;
 		info.path = E->get().path;
@@ -771,9 +771,9 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
 
 		// This is for the camera override to stay live even when the game is paused from the editor
 		loop_time_sec = (OS::get_singleton()->get_ticks_usec() - loop_begin_usec) / 1000000.0f;
-		VisualServer::get_singleton()->sync();
-		if (VisualServer::get_singleton()->has_changed()) {
-			VisualServer::get_singleton()->draw(true, loop_time_sec * Engine::get_singleton()->get_time_scale());
+		RenderingServer::get_singleton()->sync();
+		if (RenderingServer::get_singleton()->has_changed()) {
+			RenderingServer::get_singleton()->draw(true, loop_time_sec * Engine::get_singleton()->get_time_scale());
 		}
 	}
 

+ 61 - 61
drivers/dummy/rasterizer_dummy.h

@@ -35,8 +35,8 @@
 #include "core/rid_owner.h"
 #include "core/self_list.h"
 #include "scene/resources/mesh.h"
-#include "servers/visual/rasterizer.h"
-#include "servers/visual_server.h"
+#include "servers/rendering/rasterizer.h"
+#include "servers/rendering_server.h"
 
 class RasterizerSceneDummy : public RasterizerScene {
 public:
@@ -55,7 +55,7 @@ public:
 
 	RID sky_create() { return RID(); }
 	void sky_set_radiance_size(RID p_sky, int p_radiance_size) {}
-	void sky_set_mode(RID p_sky, VS::SkyMode p_samples) {}
+	void sky_set_mode(RID p_sky, RS::SkyMode p_samples) {}
 	void sky_set_texture(RID p_sky, RID p_panorama) {}
 	void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) {}
 	void sky_set_material(RID p_sky, RID p_material) {}
@@ -64,28 +64,28 @@ public:
 
 	RID environment_create() { return RID(); }
 
-	void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {}
+	void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {}
 	void environment_set_sky(RID p_env, RID p_sky) {}
 	void environment_set_sky_custom_fov(RID p_env, float p_scale) {}
 	void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {}
 	void environment_set_bg_color(RID p_env, const Color &p_color) {}
 	void environment_set_bg_energy(RID p_env, float p_energy) {}
 	void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {}
-	void environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) {}
+	void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) {}
 // FIXME: Disabled during Vulkan refactoring, should be ported.
 #if 0
 	void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) {}
 #endif
 
-	void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
+	void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
 
 	void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
 
 	void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
-	virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
-	virtual void environment_set_ssao_quality(VS::EnvironmentSSAOQuality p_quality, bool p_half_size) {}
+	virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
+	virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) {}
 
-	void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}
+	void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}
 
 	void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
 
@@ -94,13 +94,13 @@ public:
 	void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
 
 	bool is_environment(RID p_env) const { return false; }
-	VS::EnvironmentBG environment_get_background(RID p_env) const { return VS::ENV_BG_KEEP; }
+	RS::EnvironmentBG environment_get_background(RID p_env) const { return RS::ENV_BG_KEEP; }
 	int environment_get_canvas_max_layer(RID p_env) const { return 0; }
 
 	virtual RID camera_effects_create() { return RID(); }
 
-	virtual void camera_effects_set_dof_blur_quality(VS::DOFBlurQuality p_quality, bool p_use_jitter) {}
-	virtual void camera_effects_set_dof_blur_bokeh_shape(VS::DOFBokehShape p_shape) {}
+	virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {}
+	virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {}
 
 	virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {}
 	virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {}
@@ -133,10 +133,10 @@ public:
 
 	void set_scene_pass(uint64_t p_pass) {}
 	virtual void set_time(double p_time, double p_step) {}
-	void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {}
+	void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {}
 
 	virtual RID render_buffers_create() { return RID(); }
-	virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {}
+	virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa) {}
 
 	virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve) {}
 	virtual bool screen_space_roughness_limiter_is_active() const { return false; }
@@ -162,7 +162,7 @@ public:
 
 	struct DummySurface {
 		uint32_t format;
-		VS::PrimitiveType primitive;
+		RS::PrimitiveType primitive;
 		Vector<uint8_t> array;
 		int vertex_count;
 		Vector<uint8_t> index_array;
@@ -175,14 +175,14 @@ public:
 	struct DummyMesh {
 		Vector<DummySurface> surfaces;
 		int blend_shape_count;
-		VS::BlendShapeMode blend_shape_mode;
+		RS::BlendShapeMode blend_shape_mode;
 	};
 
 	mutable RID_PtrOwner<DummyTexture> texture_owner;
 	mutable RID_PtrOwner<DummyMesh> mesh_owner;
 
 	virtual RID texture_2d_create(const Ref<Image> &p_image) { return RID(); }
-	virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, VS::TextureLayeredType p_layered_type) { return RID(); }
+	virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) { return RID(); }
 	virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices) { return RID(); }
 	virtual RID texture_proxy_create(RID p_base) { return RID(); }
 
@@ -209,11 +209,11 @@ public:
 	virtual void texture_set_path(RID p_texture, const String &p_path) {}
 	virtual String texture_get_path(RID p_texture) const { return String(); }
 
-	virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) {}
-	virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) {}
-	virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {}
+	virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {}
+	virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {}
+	virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {}
 
-	virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) {}
+	virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) {}
 	virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {}
 	virtual Size2 texture_size_with_proxy(RID p_proxy) { return Size2(); }
 
@@ -225,7 +225,7 @@ public:
 		return texture_owner.make_rid(texture);
 	}
 
-	void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VisualServer::TextureType p_type = VS::TEXTURE_TYPE_2D, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) {
+	void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingServer::TextureType p_type = RS::TEXTURE_TYPE_2D, uint32_t p_flags = RS::TEXTURE_FLAGS_DEFAULT) {
 		DummyTexture *t = texture_owner.getornull(p_texture);
 		ERR_FAIL_COND(!t);
 		t->width = p_width;
@@ -278,7 +278,7 @@ public:
 		return t->format;
 	}
 
-	VisualServer::TextureType texture_get_type(RID p_texture) const { return VS::TEXTURE_TYPE_2D; }
+	RenderingServer::TextureType texture_get_type(RID p_texture) const { return RS::TEXTURE_TYPE_2D; }
 	uint32_t texture_get_texid(RID p_texture) const { return 0; }
 	uint32_t texture_get_width(RID p_texture) const { return 0; }
 	uint32_t texture_get_height(RID p_texture) const { return 0; }
@@ -299,13 +299,13 @@ public:
 
 	void texture_set_shrink_all_x2_on_set_data(bool p_enable) {}
 
-	void texture_debug_usage(List<VS::TextureInfo> *r_info) {}
+	void texture_debug_usage(List<RS::TextureInfo> *r_info) {}
 
 	RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const { return RID(); }
 
-	void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}
-	void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}
-	void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}
+	void texture_set_detect_3d_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata) {}
+	void texture_set_detect_srgb_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata) {}
+	void texture_set_detect_normal_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata) {}
 
 	void textures_keep_original(bool p_enable) {}
 
@@ -353,14 +353,14 @@ public:
 		DummyMesh *mesh = memnew(DummyMesh);
 		ERR_FAIL_COND_V(!mesh, RID());
 		mesh->blend_shape_count = 0;
-		mesh->blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED;
+		mesh->blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
 		return mesh_owner.make_rid(mesh);
 	}
 
-	void mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface) {}
+	void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {}
 
 #if 0
-	void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::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>()) {
+	void mesh_add_surface(RID p_mesh, uint32_t p_format, RS::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>()) {
 		DummyMesh *m = mesh_owner.getornull(p_mesh);
 		ERR_FAIL_COND(!m);
 
@@ -390,14 +390,14 @@ public:
 		return m->blend_shape_count;
 	}
 
-	void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
+	void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
 		DummyMesh *m = mesh_owner.getornull(p_mesh);
 		ERR_FAIL_COND(!m);
 		m->blend_shape_mode = p_mode;
 	}
-	VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const {
+	RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const {
 		DummyMesh *m = mesh_owner.getornull(p_mesh);
-		ERR_FAIL_COND_V(!m, VS::BLEND_SHAPE_MODE_NORMALIZED);
+		ERR_FAIL_COND_V(!m, RS::BLEND_SHAPE_MODE_NORMALIZED);
 		return m->blend_shape_mode;
 	}
 
@@ -439,9 +439,9 @@ public:
 
 		return m->surfaces[p_surface].format;
 	}
-	VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
+	RS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
 		DummyMesh *m = mesh_owner.getornull(p_mesh);
-		ERR_FAIL_COND_V(!m, VS::PRIMITIVE_POINTS);
+		ERR_FAIL_COND_V(!m, RS::PRIMITIVE_POINTS);
 
 		return m->surfaces[p_surface].primitive;
 	}
@@ -474,7 +474,7 @@ public:
 	}
 #endif
 
-	VS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const { return VS::SurfaceData(); }
+	RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const { return RS::SurfaceData(); }
 	int mesh_get_surface_count(RID p_mesh) const {
 		DummyMesh *m = mesh_owner.getornull(p_mesh);
 		ERR_FAIL_COND_V(!m, 0);
@@ -491,7 +491,7 @@ public:
 
 	virtual RID multimesh_create() { return RID(); }
 
-	virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) {}
+	virtual void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) {}
 	int multimesh_get_instance_count(RID p_multimesh) const { return 0; }
 
 	void multimesh_set_mesh(RID p_multimesh, RID p_mesh) {}
@@ -516,7 +516,7 @@ public:
 	/* IMMEDIATE API */
 
 	RID immediate_create() { return RID(); }
-	void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
+	void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
 	void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
 	void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
 	void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
@@ -543,14 +543,14 @@ public:
 
 	/* Light API */
 
-	RID light_create(VS::LightType p_type) { return RID(); }
+	RID light_create(RS::LightType p_type) { return RID(); }
 
-	RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
-	RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
-	RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }
+	RID directional_light_create() { return light_create(RS::LIGHT_DIRECTIONAL); }
+	RID omni_light_create() { return light_create(RS::LIGHT_OMNI); }
+	RID spot_light_create() { return light_create(RS::LIGHT_SPOT); }
 
 	void light_set_color(RID p_light, const Color &p_color) {}
-	void light_set_param(RID p_light, VS::LightParam p_param, float p_value) {}
+	void light_set_param(RID p_light, RS::LightParam p_param, float p_value) {}
 	void light_set_shadow(RID p_light, bool p_enabled) {}
 	void light_set_shadow_color(RID p_light, const Color &p_color) {}
 	void light_set_projector(RID p_light, RID p_texture) {}
@@ -559,22 +559,22 @@ public:
 	void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {}
 	void light_set_use_gi(RID p_light, bool p_enabled) {}
 
-	void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {}
+	void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {}
 
-	void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {}
+	void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {}
 	void light_directional_set_blend_splits(RID p_light, bool p_enable) {}
 	bool light_directional_get_blend_splits(RID p_light) const { return false; }
-	void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {}
-	VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const { return VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }
+	void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) {}
+	RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const { return RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }
 
-	VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) { return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
-	VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) { return VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
+	RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
+	RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
 
 	bool light_has_shadow(RID p_light) const { return false; }
 
-	VS::LightType light_get_type(RID p_light) const { return VS::LIGHT_OMNI; }
+	RS::LightType light_get_type(RID p_light) const { return RS::LIGHT_OMNI; }
 	AABB light_get_aabb(RID p_light) const { return AABB(); }
-	float light_get_param(RID p_light, VS::LightParam p_param) { return 0.0; }
+	float light_get_param(RID p_light, RS::LightParam p_param) { return 0.0; }
 	Color light_get_color(RID p_light) { return Color(); }
 	bool light_get_use_gi(RID p_light) { return false; }
 	uint64_t light_get_version(RID p_light) const { return 0; }
@@ -583,7 +583,7 @@ public:
 
 	RID reflection_probe_create() { return RID(); }
 
-	void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {}
+	void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {}
 	void reflection_probe_set_intensity(RID p_probe, float p_intensity) {}
 	void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {}
 	void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {}
@@ -598,7 +598,7 @@ public:
 	void reflection_probe_set_resolution(RID p_probe, int p_resolution) {}
 
 	AABB reflection_probe_get_aabb(RID p_probe) const { return AABB(); }
-	VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const { return VisualServer::REFLECTION_PROBE_UPDATE_ONCE; }
+	RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const { return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE; }
 	uint32_t reflection_probe_get_cull_mask(RID p_probe) const { return 0; }
 	Vector3 reflection_probe_get_extents(RID p_probe) const { return Vector3(); }
 	Vector3 reflection_probe_get_origin_offset(RID p_probe) const { return Vector3(); }
@@ -742,7 +742,7 @@ public:
 	void particles_set_fractional_delta(RID p_particles, bool p_enable) {}
 	void particles_restart(RID p_particles) {}
 
-	void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {}
+	void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {}
 
 	void particles_set_draw_passes(RID p_particles, int p_count) {}
 	void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}
@@ -776,12 +776,12 @@ public:
 	virtual void render_target_disable_clear_request(RID p_render_target) {}
 	virtual void render_target_do_clear_request(RID p_render_target) {}
 
-	VS::InstanceType get_base_type(RID p_rid) const {
+	RS::InstanceType get_base_type(RID p_rid) const {
 		if (mesh_owner.owns(p_rid)) {
-			return VS::INSTANCE_MESH;
+			return RS::INSTANCE_MESH;
 		}
 
-		return VS::INSTANCE_NONE;
+		return RS::INSTANCE_NONE;
 	}
 
 	bool free(RID p_rid) {
@@ -803,9 +803,9 @@ public:
 
 	void render_info_begin_capture() {}
 	void render_info_end_capture() {}
-	int get_captured_render_info(VS::RenderInfo p_info) { return 0; }
+	int get_captured_render_info(RS::RenderInfo p_info) { return 0; }
 
-	int get_render_info(VS::RenderInfo p_info) { return 0; }
+	int get_render_info(RS::RenderInfo p_info) { return 0; }
 	String get_video_adapter_name() const { return String(); }
 	String get_video_adapter_vendor() const { return String(); }
 
@@ -825,7 +825,7 @@ public:
 
 class RasterizerCanvasDummy : public RasterizerCanvas {
 public:
-	virtual TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) { return 0; }
+	virtual TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) { return 0; }
 	virtual void free_texture_binding(TextureBindingID p_binding) {}
 
 	virtual PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) { return 0; }
@@ -841,7 +841,7 @@ public:
 
 	virtual RID occluder_polygon_create() { return RID(); }
 	virtual void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines) {}
-	virtual void occluder_polygon_set_cull_mode(RID p_occluder, VS::CanvasOccluderPolygonCullMode p_mode) {}
+	virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {}
 
 	void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
 

+ 108 - 108
drivers/gles2/rasterizer_canvas_gles2.cpp

@@ -33,7 +33,7 @@
 #include "core/os/os.h"
 #include "core/project_settings.h"
 #include "rasterizer_scene_gles2.h"
-#include "servers/visual/visual_server_raster.h"
+#include "servers/rendering/rendering_server_raster.h"
 
 #ifndef GLES_OVER_GL
 #define glClearDepth glClearDepthf
@@ -85,7 +85,7 @@ void RasterizerCanvasGLES2::_set_uniforms() {
 		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
 		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
 		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
-		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
+		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == RS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
 
 		if (state.using_shadow) {
 			RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.getornull(light->shadow_buffer);
@@ -152,8 +152,8 @@ void RasterizerCanvasGLES2::canvas_begin() {
 	glActiveTexture(GL_TEXTURE0);
 	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
 
-	glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
-	glDisableVertexAttribArray(VS::ARRAY_COLOR);
+	glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
+	glDisableVertexAttribArray(RS::ARRAY_COLOR);
 
 	// set up default uniforms
 
@@ -188,7 +188,7 @@ void RasterizerCanvasGLES2::canvas_end() {
 
 	glBindBuffer(GL_ARRAY_BUFFER, 0);
 
-	for (int i = 0; i < VS::ARRAY_MAX; i++) {
+	for (int i = 0; i < RS::ARRAY_MAX; i++) {
 		glDisableVertexAttribArray(i);
 	}
 
@@ -224,7 +224,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con
 		} else {
 
 			if (texture->redraw_if_visible) {
-				VisualServerRaster::redraw_request();
+				RenderingServerRaster::redraw_request();
 			}
 
 			texture = texture->get_ptr();
@@ -266,7 +266,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con
 		} else {
 
 			if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
-				VisualServerRaster::redraw_request();
+				RenderingServerRaster::redraw_request();
 			}
 
 			normal_map = normal_map->get_ptr();
@@ -299,47 +299,47 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun
 	uint32_t buffer_ofs = 0;
 
 	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
-	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
-	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
+	glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+	glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
 	buffer_ofs += sizeof(Vector2) * p_vertex_count;
 
 	if (p_singlecolor) {
-		glDisableVertexAttribArray(VS::ARRAY_COLOR);
+		glDisableVertexAttribArray(RS::ARRAY_COLOR);
 		Color m = *p_colors;
-		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+		glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
 	} else if (!p_colors) {
-		glDisableVertexAttribArray(VS::ARRAY_COLOR);
-		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+		glDisableVertexAttribArray(RS::ARRAY_COLOR);
+		glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 	} else {
 		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
-		glEnableVertexAttribArray(VS::ARRAY_COLOR);
-		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+		glEnableVertexAttribArray(RS::ARRAY_COLOR);
+		glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
 		buffer_ofs += sizeof(Color) * p_vertex_count;
 	}
 
 	if (p_uvs) {
 		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
-		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
-		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+		glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
+		glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
 		buffer_ofs += sizeof(Vector2) * p_vertex_count;
 	} else {
-		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+		glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
 	}
 
 	if (p_weights && p_bones) {
 		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
-		glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
-		glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+		glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
+		glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
 		buffer_ofs += sizeof(float) * 4 * p_vertex_count;
 
 		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
-		glEnableVertexAttribArray(VS::ARRAY_BONES);
-		glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+		glEnableVertexAttribArray(RS::ARRAY_BONES);
+		glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
 		buffer_ofs += sizeof(int) * 4 * p_vertex_count;
 
 	} else {
-		glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
-		glDisableVertexAttribArray(VS::ARRAY_BONES);
+		glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
+		glDisableVertexAttribArray(RS::ARRAY_BONES);
 	}
 
 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
@@ -375,30 +375,30 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count
 	uint32_t buffer_ofs = 0;
 
 	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
-	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
-	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
+	glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+	glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
 	buffer_ofs += sizeof(Vector2) * p_vertex_count;
 
 	if (p_singlecolor) {
-		glDisableVertexAttribArray(VS::ARRAY_COLOR);
+		glDisableVertexAttribArray(RS::ARRAY_COLOR);
 		Color m = *p_colors;
-		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+		glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
 	} else if (!p_colors) {
-		glDisableVertexAttribArray(VS::ARRAY_COLOR);
-		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+		glDisableVertexAttribArray(RS::ARRAY_COLOR);
+		glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 	} else {
 		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
-		glEnableVertexAttribArray(VS::ARRAY_COLOR);
-		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+		glEnableVertexAttribArray(RS::ARRAY_COLOR);
+		glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
 		buffer_ofs += sizeof(Color) * p_vertex_count;
 	}
 
 	if (p_uvs) {
 		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
-		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
-		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+		glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
+		glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
 	} else {
-		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+		glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
 	}
 
 	glDrawArrays(p_primitive, 0, p_vertex_count);
@@ -417,31 +417,31 @@ void RasterizerCanvasGLES2::_draw_generic_indices(GLuint p_primitive, const int
 	uint32_t buffer_ofs = 0;
 
 	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
-	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
-	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
+	glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+	glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
 	buffer_ofs += sizeof(Vector2) * p_vertex_count;
 
 	if (p_singlecolor) {
-		glDisableVertexAttribArray(VS::ARRAY_COLOR);
+		glDisableVertexAttribArray(RS::ARRAY_COLOR);
 		Color m = *p_colors;
-		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+		glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
 	} else if (!p_colors) {
-		glDisableVertexAttribArray(VS::ARRAY_COLOR);
-		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+		glDisableVertexAttribArray(RS::ARRAY_COLOR);
+		glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 	} else {
 		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
-		glEnableVertexAttribArray(VS::ARRAY_COLOR);
-		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+		glEnableVertexAttribArray(RS::ARRAY_COLOR);
+		glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
 		buffer_ofs += sizeof(Color) * p_vertex_count;
 	}
 
 	if (p_uvs) {
 		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
-		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
-		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+		glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
+		glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
 		buffer_ofs += sizeof(Vector2) * p_vertex_count;
 	} else {
-		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+		glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
 	}
 
 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
@@ -514,16 +514,16 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v
 #endif
 	glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
 
-	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
+	glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
 
 	if (p_colors) {
-		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
-		glEnableVertexAttribArray(VS::ARRAY_COLOR);
+		glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
+		glEnableVertexAttribArray(RS::ARRAY_COLOR);
 	}
 
 	if (p_uvs) {
-		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
-		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+		glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
+		glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
 	}
 
 	glDrawArrays(prim[p_points], 0, p_points);
@@ -564,8 +564,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 
 				_bind_canvas_texture(RID(), RID());
 
-				glDisableVertexAttribArray(VS::ARRAY_COLOR);
-				glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
+				glDisableVertexAttribArray(RS::ARRAY_COLOR);
+				glVertexAttrib4fv(RS::ARRAY_COLOR, line->color.components);
 
 				state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
 
@@ -616,8 +616,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 
 				Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
 
-				glDisableVertexAttribArray(VS::ARRAY_COLOR);
-				glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
+				glDisableVertexAttribArray(RS::ARRAY_COLOR);
+				glVertexAttrib4fv(RS::ARRAY_COLOR, r->modulate.components);
 
 				bool can_tile = true;
 				if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
@@ -696,7 +696,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 
 						bool untile = false;
 
-						if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
+						if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & RS::TEXTURE_FLAG_REPEAT)) {
 							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
 							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 							untile = true;
@@ -753,7 +753,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 
 						bool untile = false;
 
-						if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
+						if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & RS::TEXTURE_FLAG_REPEAT)) {
 							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
 							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 							untile = true;
@@ -816,8 +816,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 					state.canvas_shader.use_material((void *)p_material);
 				}
 
-				glDisableVertexAttribArray(VS::ARRAY_COLOR);
-				glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
+				glDisableVertexAttribArray(RS::ARRAY_COLOR);
+				glVertexAttrib4fv(RS::ARRAY_COLOR, np->color.components);
 
 				RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
 
@@ -968,11 +968,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 
 				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
 
-				glEnableVertexAttribArray(VS::ARRAY_VERTEX);
-				glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+				glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+				glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
 
-				glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
-				glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));
+				glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
+				glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));
 
 				glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
 
@@ -1072,18 +1072,18 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 							glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
 						}
 
-						for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
+						for (int k = 0; k < RS::ARRAY_MAX - 1; k++) {
 							if (s->attribs[k].enabled) {
 								glEnableVertexAttribArray(k);
 								glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
 							} else {
 								glDisableVertexAttribArray(k);
 								switch (k) {
-									case VS::ARRAY_NORMAL: {
-										glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+									case RS::ARRAY_NORMAL: {
+										glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
 									} break;
-									case VS::ARRAY_COLOR: {
-										glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+									case RS::ARRAY_COLOR: {
+										glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 
 									} break;
 									default: {
@@ -1099,7 +1099,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 						}
 					}
 
-					for (int j = 1; j < VS::ARRAY_MAX - 1; j++) {
+					for (int j = 1; j < RS::ARRAY_MAX - 1; j++) {
 						glDisableVertexAttribArray(j);
 					}
 				}
@@ -1118,7 +1118,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 				if (!mesh_data)
 					break;
 
-				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
+				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != RS::MULTIMESH_CUSTOM_DATA_NONE);
 				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
 				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
 
@@ -1162,18 +1162,18 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 						glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
 					}
 
-					for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
+					for (int k = 0; k < RS::ARRAY_MAX - 1; k++) {
 						if (s->attribs[k].enabled) {
 							glEnableVertexAttribArray(k);
 							glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
 						} else {
 							glDisableVertexAttribArray(k);
 							switch (k) {
-								case VS::ARRAY_NORMAL: {
-									glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+								case RS::ARRAY_NORMAL: {
+									glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
 								} break;
-								case VS::ARRAY_COLOR: {
-									glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+								case RS::ARRAY_COLOR: {
+									glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 
 								} break;
 								default: {
@@ -1189,7 +1189,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 
 							glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
 							glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
-							if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
+							if (multi_mesh->transform_format == RS::MULTIMESH_TRANSFORM_3D) {
 								glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
 							} else {
 								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
@@ -1197,7 +1197,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 						}
 
 						if (multi_mesh->color_floats) {
-							if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
+							if (multi_mesh->color_format == RS::MULTIMESH_COLOR_8BIT) {
 								uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
 								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
 							} else {
@@ -1208,7 +1208,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 						}
 
 						if (multi_mesh->custom_data_floats) {
-							if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+							if (multi_mesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) {
 								uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
 								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
 							} else {
@@ -1301,9 +1301,9 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
 
 				if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
 					Color c = primitive->colors[0];
-					glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
+					glVertexAttrib4f(RS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
 				} else if (primitive->colors.empty()) {
-					glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+					glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 				}
 
 				_draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
@@ -1518,7 +1518,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
 			if (material_ptr) {
 				shader_ptr = material_ptr->shader;
 
-				if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
+				if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
 					shader_ptr = NULL; // not a canvas item shader, don't use.
 				}
 			}
@@ -1542,7 +1542,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
 				if (shader_ptr != shader_cache) {
 
 					if (shader_ptr->canvas_item.uses_time) {
-						VisualServerRaster::redraw_request();
+						RenderingServerRaster::redraw_request();
 					}
 
 					state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
@@ -1582,7 +1582,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
 					}
 
 					if (t->redraw_if_visible) {
-						VisualServerRaster::redraw_request();
+						RenderingServerRaster::redraw_request();
 					}
 
 					t = t->get_ptr();
@@ -1682,7 +1682,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
 
 			Light *light = p_light;
 			bool light_used = false;
-			VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
+			RS::CanvasLightMode mode = RS::CANVAS_LIGHT_MODE_ADD;
 			state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
 
 			while (light) {
@@ -1697,17 +1697,17 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
 
 						switch (mode) {
 
-							case VS::CANVAS_LIGHT_MODE_ADD: {
+							case RS::CANVAS_LIGHT_MODE_ADD: {
 								glBlendEquation(GL_FUNC_ADD);
 								glBlendFunc(GL_SRC_ALPHA, GL_ONE);
 
 							} break;
-							case VS::CANVAS_LIGHT_MODE_SUB: {
+							case RS::CANVAS_LIGHT_MODE_SUB: {
 								glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
 								glBlendFunc(GL_SRC_ALPHA, GL_ONE);
 							} break;
-							case VS::CANVAS_LIGHT_MODE_MIX:
-							case VS::CANVAS_LIGHT_MODE_MASK: {
+							case RS::CANVAS_LIGHT_MODE_MIX:
+							case RS::CANVAS_LIGHT_MODE_MASK: {
 								glBlendEquation(GL_FUNC_ADD);
 								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
@@ -1726,12 +1726,12 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
 					state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
 					if (has_shadow) {
 						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
-						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
-						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
-						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
-						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
-						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
-						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
+						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_NONE);
+						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF3);
+						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF5);
+						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF7);
+						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF9);
+						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF13);
 					}
 
 					state.canvas_shader.bind();
@@ -1846,7 +1846,7 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons
 	glClearColor(1, 1, 1, 1);
 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-	VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+	RS::CanvasOccluderPolygonCullMode cull = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
 
 	for (int i = 0; i < 4; i++) {
 
@@ -1903,31 +1903,31 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons
 
 			state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
 
-			VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
+			RS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
 
-			if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
+			if (transformed_cull_cache != RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
 					(p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
 				transformed_cull_cache =
-						transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
-								VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
-								VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
+						transformed_cull_cache == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
+								RS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
+								RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
 			}
 
 			if (cull != transformed_cull_cache) {
 
 				cull = transformed_cull_cache;
 				switch (cull) {
-					case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
+					case RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
 
 						glDisable(GL_CULL_FACE);
 
 					} break;
-					case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
+					case RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
 
 						glEnable(GL_CULL_FACE);
 						glCullFace(GL_FRONT);
 					} break;
-					case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
+					case RS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
 
 						glEnable(GL_CULL_FACE);
 						glCullFace(GL_BACK);
@@ -1937,8 +1937,8 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons
 			}
 
 			glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
-			glEnableVertexAttribArray(VS::ARRAY_VERTEX);
-			glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+			glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+			glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
 			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
 
 			glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
@@ -1979,8 +1979,8 @@ void RasterizerCanvasGLES2::reset_canvas() {
 
 void RasterizerCanvasGLES2::_bind_quad_buffer() {
 	glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
-	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
-	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+	glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+	glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
 }
 void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
 
@@ -2022,7 +2022,7 @@ void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float
 	// and cleanup
 	glBindBuffer(GL_ARRAY_BUFFER, 0);
 
-	for (int i = 0; i < VS::ARRAY_MAX; i++) {
+	for (int i = 0; i < RS::ARRAY_MAX; i++) {
 		glDisableVertexAttribArray(i);
 	}
 }

+ 1 - 1
drivers/gles2/rasterizer_canvas_gles2.h

@@ -32,7 +32,7 @@
 #define RASTERIZERCANVASGLES2_H
 
 #include "rasterizer_storage_gles2.h"
-#include "servers/visual/rasterizer.h"
+#include "servers/rendering/rasterizer.h"
 
 #include "shaders/canvas.glsl.gen.h"
 #include "shaders/lens_distorted.glsl.gen.h"

+ 2 - 2
drivers/gles2/rasterizer_gles2.cpp

@@ -263,7 +263,7 @@ void RasterizerGLES2::initialize() {
 #endif // GLES_OVER_GL
 #endif // CAN_DEBUG
 
-	print_line("OpenGL ES 2.0 Renderer: " + VisualServer::get_singleton()->get_video_adapter_name());
+	print_line("OpenGL ES 2.0 Renderer: " + RenderingServer::get_singleton()->get_video_adapter_name());
 	storage->initialize();
 	canvas->initialize();
 	scene->initialize();
@@ -359,7 +359,7 @@ void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_c
 	canvas->canvas_begin();
 
 	RID texture = storage->texture_create();
-	storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
+	storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RS::TEXTURE_TYPE_2D, p_use_filter ? RS::TEXTURE_FLAG_FILTER : 0);
 	storage->texture_set_data(texture, p_image);
 
 	Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());

+ 1 - 1
drivers/gles2/rasterizer_gles2.h

@@ -34,7 +34,7 @@
 #include "rasterizer_canvas_gles2.h"
 #include "rasterizer_scene_gles2.h"
 #include "rasterizer_storage_gles2.h"
-#include "servers/visual/rasterizer.h"
+#include "servers/rendering/rasterizer.h"
 
 class RasterizerGLES2 : public Rasterizer {
 

+ 152 - 152
drivers/gles2/rasterizer_scene_gles2.cpp

@@ -37,7 +37,7 @@
 #include "core/vmap.h"
 #include "rasterizer_canvas_gles2.h"
 #include "servers/camera/camera_feed.h"
-#include "servers/visual/visual_server_raster.h"
+#include "servers/rendering/rendering_server_raster.h"
 
 #ifndef GLES_OVER_GL
 #define glClearDepth glClearDepthf
@@ -456,10 +456,10 @@ int RasterizerSceneGLES2::get_directional_light_shadow_size(RID p_light_intance)
 	ERR_FAIL_COND_V(!light_instance, 0);
 
 	switch (light_instance->light_ptr->directional_shadow_mode) {
-		case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
+		case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
 			break; //none
-		case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
-		case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
+		case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+		case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
 			shadow_size /= 2;
 			break;
 	}
@@ -525,7 +525,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_needs_redraw(RID p_instance
 	const ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
 	ERR_FAIL_COND_V(!rpi, false);
 
-	bool need_redraw = rpi->probe_ptr->resolution != rpi->current_resolution || rpi->dirty || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS;
+	bool need_redraw = rpi->probe_ptr->resolution != rpi->current_resolution || rpi->dirty || rpi->probe_ptr->update_mode == RS::REFLECTION_PROBE_UPDATE_ALWAYS;
 	rpi->dirty = false;
 	return need_redraw;
 }
@@ -610,7 +610,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
 		glDisable(GL_BLEND);
 		glDepthMask(GL_FALSE);
 
-		for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+		for (int i = 0; i < RS::ARRAY_MAX - 1; i++) {
 			glDisableVertexAttribArray(i);
 		}
 	}
@@ -690,7 +690,7 @@ RID RasterizerSceneGLES2::environment_create() {
 	return environment_owner.make_rid(env);
 }
 
-void RasterizerSceneGLES2::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {
+void RasterizerSceneGLES2::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
 
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
@@ -755,7 +755,7 @@ void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camer
 	env->camera_feed_id = p_camera_feed_id;
 }
 
-void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
+void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality) {
 
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
@@ -767,7 +767,7 @@ void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable
 	env->dof_blur_far_quality = p_quality;
 }
 
-void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
+void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality) {
 
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
@@ -779,7 +779,7 @@ void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enabl
 	env->dof_blur_near_quality = p_quality;
 }
 
-void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
+void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
 
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
@@ -806,12 +806,12 @@ void RasterizerSceneGLES2::environment_set_ssr(RID p_env, bool p_enable, int p_m
 	ERR_FAIL_COND(!env);
 }
 
-void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
+void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, RS::EnvironmentSSAOQuality p_quality, RenderingServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
 }
 
-void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
 	Environment *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
 }
@@ -866,9 +866,9 @@ bool RasterizerSceneGLES2::is_environment(RID p_env) {
 	return environment_owner.owns(p_env);
 }
 
-VS::EnvironmentBG RasterizerSceneGLES2::environment_get_background(RID p_env) {
+RS::EnvironmentBG RasterizerSceneGLES2::environment_get_background(RID p_env) {
 	const Environment *env = environment_owner.getornull(p_env);
-	ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX);
+	ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
 
 	return env->bg_mode;
 }
@@ -914,7 +914,7 @@ void RasterizerSceneGLES2::light_instance_set_shadow_transform(RID p_light_insta
 	LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
 	ERR_FAIL_COND(!light_instance);
 
-	if (light_instance->light_ptr->type != VS::LIGHT_DIRECTIONAL) {
+	if (light_instance->light_ptr->type != RS::LIGHT_DIRECTIONAL) {
 		p_pass = 0;
 	}
 
@@ -1022,7 +1022,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
 
 		if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
 			//shader does not use discard and does not write a vertex position, use generic material
-			if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
+			if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
 				p_material = storage->material_owner.getornull(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided);
 				mirror = false;
 			} else {
@@ -1048,7 +1048,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
 	e->use_accum = false;
 	e->light_index = RenderList::MAX_LIGHTS;
 	e->use_accum_ptr = &e->use_accum;
-	e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0;
+	e->instancing = (e->instance->base_type == RS::INSTANCE_MULTIMESH) ? 1 : 0;
 	e->front_facing = false;
 
 	if (e->geometry->last_pass != render_pass) {
@@ -1162,7 +1162,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
 
 				//directional sort key
 				e->light_type1 = 1;
-				e->light_type2 = li->light_ptr->type == VisualServer::LIGHT_OMNI ? 0 : 1;
+				e->light_type2 = li->light_ptr->type == RenderingServer::LIGHT_OMNI ? 0 : 1;
 				e->light_index = li->light_index;
 
 				copy = true;
@@ -1181,7 +1181,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
 	// do not add anything here, as lights are duplicated elements..
 
 	if (p_material->shader->spatial.uses_time) {
-		VisualServerRaster::redraw_request();
+		RenderingServerRaster::redraw_request();
 	}
 }
 
@@ -1224,7 +1224,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p
 
 		switch (instance->base_type) {
 
-			case VS::INSTANCE_MESH: {
+			case RS::INSTANCE_MESH: {
 
 				RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getornull(instance->base);
 				ERR_CONTINUE(!mesh);
@@ -1241,7 +1241,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p
 
 			} break;
 
-			case VS::INSTANCE_MULTIMESH: {
+			case RS::INSTANCE_MULTIMESH: {
 				RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(instance->base);
 				ERR_CONTINUE(!multi_mesh);
 
@@ -1260,7 +1260,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p
 				}
 			} break;
 
-			case VS::INSTANCE_IMMEDIATE: {
+			case RS::INSTANCE_IMMEDIATE: {
 				RasterizerStorageGLES2::Immediate *im = storage->immediate_owner.getornull(instance->base);
 				ERR_CONTINUE(!im);
 
@@ -1426,7 +1426,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
 		}
 
 		if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies
-			VisualServerRaster::redraw_request();
+			RenderingServerRaster::redraw_request();
 		}
 
 		t = t->get_ptr();
@@ -1459,7 +1459,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 
 	switch (p_element->instance->base_type) {
 
-		case VS::INSTANCE_MESH: {
+		case RS::INSTANCE_MESH: {
 			RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
 
 			glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
@@ -1468,18 +1468,18 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
 			}
 
-			for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+			for (int i = 0; i < RS::ARRAY_MAX - 1; i++) {
 				if (s->attribs[i].enabled) {
 					glEnableVertexAttribArray(i);
 					glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset));
 				} else {
 					glDisableVertexAttribArray(i);
 					switch (i) {
-						case VS::ARRAY_NORMAL: {
-							glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+						case RS::ARRAY_NORMAL: {
+							glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
 						} break;
-						case VS::ARRAY_COLOR: {
-							glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+						case RS::ARRAY_COLOR: {
+							glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 
 						} break;
 						default: {
@@ -1502,7 +1502,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 
 					Vector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer;
 
-					if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+					if (!s->attribs[RS::ARRAY_BONES].enabled || !s->attribs[RS::ARRAY_WEIGHTS].enabled) {
 						break; // the whole instance has a skeleton, but this surface is not affected by it.
 					}
 
@@ -1511,10 +1511,10 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 						transform_buffer.resize(s->array_len * 12);
 					}
 
-					const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset;
-					const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride;
-					const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset;
-					const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride;
+					const size_t bones_offset = s->attribs[RS::ARRAY_BONES].offset;
+					const size_t bones_stride = s->attribs[RS::ARRAY_BONES].stride;
+					const size_t bone_weight_offset = s->attribs[RS::ARRAY_WEIGHTS].offset;
+					const size_t bone_weight_stride = s->attribs[RS::ARRAY_WEIGHTS].stride;
 
 					{
 						float *write = transform_buffer.ptrw();
@@ -1530,7 +1530,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 							size_t bones[4];
 							float bone_weight[4];
 
-							if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) {
+							if (s->attribs[RS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) {
 								// read as byte
 								const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride);
 								bones[0] = bones_ptr[0];
@@ -1546,7 +1546,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 								bones[3] = bones_ptr[3];
 							}
 
-							if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) {
+							if (s->attribs[RS::ARRAY_WEIGHTS].type == GL_FLOAT) {
 								// read as float
 								const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
 								bone_weight[0] = weight_ptr[0];
@@ -1621,7 +1621,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 
 		} break;
 
-		case VS::INSTANCE_MULTIMESH: {
+		case RS::INSTANCE_MULTIMESH: {
 			RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
 
 			glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
@@ -1630,18 +1630,18 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
 			}
 
-			for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+			for (int i = 0; i < RS::ARRAY_MAX - 1; i++) {
 				if (s->attribs[i].enabled) {
 					glEnableVertexAttribArray(i);
 					glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset));
 				} else {
 					glDisableVertexAttribArray(i);
 					switch (i) {
-						case VS::ARRAY_NORMAL: {
-							glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+						case RS::ARRAY_NORMAL: {
+							glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
 						} break;
-						case VS::ARRAY_COLOR: {
-							glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+						case RS::ARRAY_COLOR: {
+							glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 
 						} break;
 						default: {
@@ -1662,7 +1662,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
 
 		} break;
 
-		case VS::INSTANCE_IMMEDIATE: {
+		case RS::INSTANCE_IMMEDIATE: {
 		} break;
 
 		default: {
@@ -1674,7 +1674,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
 
 	switch (p_element->instance->base_type) {
 
-		case VS::INSTANCE_MESH: {
+		case RS::INSTANCE_MESH: {
 
 			RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
 
@@ -1688,22 +1688,22 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
 				storage->info.render.vertices_count += s->array_len;
 			}
 			/*
-			if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+			if (p_element->instance->skeleton.is_valid() && s->attribs[RS::ARRAY_BONES].enabled && s->attribs[RS::ARRAY_WEIGHTS].enabled) {
 				//clean up after skeleton
 				glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
 
-				glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
-				glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
-				glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
+				glDisableVertexAttribArray(RS::ARRAY_MAX + 0);
+				glDisableVertexAttribArray(RS::ARRAY_MAX + 1);
+				glDisableVertexAttribArray(RS::ARRAY_MAX + 2);
 
-				glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0);
-				glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
-				glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
+				glVertexAttrib4f(RS::ARRAY_MAX + 0, 1, 0, 0, 0);
+				glVertexAttrib4f(RS::ARRAY_MAX + 1, 0, 1, 0, 0);
+				glVertexAttrib4f(RS::ARRAY_MAX + 2, 0, 0, 1, 0);
 			}
 */
 		} break;
 
-		case VS::INSTANCE_MULTIMESH: {
+		case RS::INSTANCE_MULTIMESH: {
 
 			RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
 			RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
@@ -1734,7 +1734,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
 				}
 
 				if (multi_mesh->color_floats) {
-					if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
+					if (multi_mesh->color_format == RS::MULTIMESH_COLOR_8BIT) {
 						uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
 						glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
 					} else {
@@ -1745,7 +1745,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
 				}
 
 				if (multi_mesh->custom_data_floats) {
-					if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+					if (multi_mesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) {
 						uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
 						glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
 					} else {
@@ -1764,7 +1764,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
 
 		} break;
 
-		case VS::INSTANCE_IMMEDIATE: {
+		case RS::INSTANCE_IMMEDIATE: {
 			const RasterizerStorageGLES2::Immediate *im = static_cast<const RasterizerStorageGLES2::Immediate *>(p_element->geometry);
 
 			if (im->building) {
@@ -1792,7 +1792,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
 					RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(c.texture);
 
 					if (t->redraw_if_visible) {
-						VisualServerRaster::redraw_request();
+						RenderingServerRaster::redraw_request();
 					}
 					t = t->get_ptr();
 
@@ -1816,53 +1816,53 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
 				}
 
 				if (!c.normals.empty()) {
-					glEnableVertexAttribArray(VS::ARRAY_NORMAL);
+					glEnableVertexAttribArray(RS::ARRAY_NORMAL);
 					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr());
-					glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+					glVertexAttribPointer(RS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
 					buf_ofs += sizeof(Vector3) * vertices;
 				} else {
-					glDisableVertexAttribArray(VS::ARRAY_NORMAL);
+					glDisableVertexAttribArray(RS::ARRAY_NORMAL);
 				}
 
 				if (!c.tangents.empty()) {
-					glEnableVertexAttribArray(VS::ARRAY_TANGENT);
+					glEnableVertexAttribArray(RS::ARRAY_TANGENT);
 					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr());
-					glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+					glVertexAttribPointer(RS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs));
 					buf_ofs += sizeof(Plane) * vertices;
 				} else {
-					glDisableVertexAttribArray(VS::ARRAY_TANGENT);
+					glDisableVertexAttribArray(RS::ARRAY_TANGENT);
 				}
 
 				if (!c.colors.empty()) {
-					glEnableVertexAttribArray(VS::ARRAY_COLOR);
+					glEnableVertexAttribArray(RS::ARRAY_COLOR);
 					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr());
-					glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+					glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs));
 					buf_ofs += sizeof(Color) * vertices;
 				} else {
-					glDisableVertexAttribArray(VS::ARRAY_COLOR);
+					glDisableVertexAttribArray(RS::ARRAY_COLOR);
 				}
 
 				if (!c.uvs.empty()) {
-					glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+					glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
 					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr());
-					glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+					glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
 					buf_ofs += sizeof(Vector2) * vertices;
 				} else {
-					glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+					glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
 				}
 
 				if (!c.uv2s.empty()) {
-					glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
+					glEnableVertexAttribArray(RS::ARRAY_TEX_UV2);
 					glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uv2s.ptr());
-					glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+					glVertexAttribPointer(RS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
 					buf_ofs += sizeof(Vector2) * vertices;
 				} else {
-					glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
+					glDisableVertexAttribArray(RS::ARRAY_TEX_UV2);
 				}
 
-				glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+				glEnableVertexAttribArray(RS::ARRAY_VERTEX);
 				glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr());
-				glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+				glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
 
 				glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size());
 			}
@@ -1901,18 +1901,18 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
 	state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, true);
 
 	switch (p_light->light_ptr->type) {
-		case VS::LIGHT_DIRECTIONAL: {
+		case RS::LIGHT_DIRECTIONAL: {
 
 			state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, true);
 			switch (p_light->light_ptr->directional_shadow_mode) {
-				case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+				case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
 					//no need
 				} break;
-				case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+				case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
 					state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
 
 				} break;
-				case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+				case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
 					state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
 				} break;
 			}
@@ -1931,7 +1931,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
 			}
 
 		} break;
-		case VS::LIGHT_OMNI: {
+		case RS::LIGHT_OMNI: {
 
 			state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
 			if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
@@ -1946,7 +1946,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
 				state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
 			}
 		} break;
-		case VS::LIGHT_SPOT: {
+		case RS::LIGHT_SPOT: {
 
 			state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true);
 			if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
@@ -1969,8 +1969,8 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 	RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
 
 	//common parameters
-	float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY];
-	float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+	float energy = light_ptr->param[RS::LIGHT_PARAM_ENERGY];
+	float specular = light_ptr->param[RS::LIGHT_PARAM_SPECULAR];
 	float sign = (light_ptr->negative && !accum_pass) ? -1 : 1; //inverse color for base pass lights only
 
 	state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
@@ -1982,7 +1982,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 	//specific parameters
 
 	switch (light_ptr->type) {
-		case VS::LIGHT_DIRECTIONAL: {
+		case RS::LIGHT_DIRECTIONAL: {
 			//not using inverse for performance, view should be normalized anyway
 			Vector3 direction = p_view_transform.basis.xform_inv(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
@@ -1995,15 +1995,15 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 				Color split_offsets;
 
 				switch (light_ptr->directional_shadow_mode) {
-					case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+					case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
 						shadow_count = 1;
 					} break;
 
-					case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+					case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
 						shadow_count = 2;
 					} break;
 
-					case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+					case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
 						shadow_count = 4;
 					} break;
 				}
@@ -2015,7 +2015,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 					uint32_t width = light->directional_rect.size.x;
 					uint32_t height = light->directional_rect.size.y;
 
-					if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+					if (light_ptr->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
 
 						width /= 2;
 						height /= 2;
@@ -2029,7 +2029,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 							y += height;
 						}
 
-					} else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+					} else if (light_ptr->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
 
 						height /= 2;
 
@@ -2067,16 +2067,16 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 				state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]);
 			}
 		} break;
-		case VS::LIGHT_OMNI: {
+		case RS::LIGHT_OMNI: {
 
 			Vector3 position = p_view_transform.xform_inv(light->transform.origin);
 
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
 
-			float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
+			float range = light_ptr->param[RS::LIGHT_PARAM_RANGE];
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
 
-			float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+			float attenuation = light_ptr->param[RS::LIGHT_PARAM_ATTENUATION];
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
 
 			if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
@@ -2101,7 +2101,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 				uint32_t width = shadow_size;
 				uint32_t height = shadow_size;
 
-				if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+				if (light->light_ptr->omni_shadow_detail == RS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
 					height /= 2;
 				} else {
 					width /= 2;
@@ -2121,7 +2121,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 			}
 		} break;
 
-		case VS::LIGHT_SPOT: {
+		case RS::LIGHT_SPOT: {
 
 			Vector3 position = p_view_transform.xform_inv(light->transform.origin);
 
@@ -2129,10 +2129,10 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 
 			Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
-			float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
-			float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
-			float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
-			float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE];
+			float attenuation = light_ptr->param[RS::LIGHT_PARAM_ATTENUATION];
+			float range = light_ptr->param[RS::LIGHT_PARAM_RANGE];
+			float spot_attenuation = light_ptr->param[RS::LIGHT_PARAM_SPOT_ATTENUATION];
+			float angle = light_ptr->param[RS::LIGHT_PARAM_SPOT_ANGLE];
 			angle = Math::cos(Math::deg2rad(angle));
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation);
@@ -2490,7 +2490,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
 			rebind = true;
 		}
 
-		bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH;
+		bool instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH;
 
 		if (instancing != prev_instancing) {
 
@@ -2726,10 +2726,10 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
 	glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW);
 
 	// bind sky vertex array....
-	glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0);
-	glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3)));
-	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
-	glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+	glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0);
+	glVertexAttribPointer(RS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3)));
+	glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+	glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
 
 	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, asymmetrical);
 	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, !asymmetrical);
@@ -2752,8 +2752,8 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
 
 	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
 
-	glDisableVertexAttribArray(VS::ARRAY_VERTEX);
-	glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+	glDisableVertexAttribArray(RS::ARRAY_VERTEX);
+	glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
 	glBindBuffer(GL_ARRAY_BUFFER, 0);
 
 	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, false);
@@ -2845,9 +2845,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
 
 		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
 		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, true);
-		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
-		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
-		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH);
+		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_far_quality == RS::ENV_DOF_BLUR_QUALITY_LOW);
+		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == RS::ENV_DOF_BLUR_QUALITY_MEDIUM);
+		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_far_quality == RS::ENV_DOF_BLUR_QUALITY_HIGH);
 
 		state.effect_blur_shader.bind();
 		int qsteps[3] = { 4, 10, 20 };
@@ -2911,9 +2911,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
 		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, true);
 		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, true);
 
-		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
-		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
-		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH);
+		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_near_quality == RS::ENV_DOF_BLUR_QUALITY_LOW);
+		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == RS::ENV_DOF_BLUR_QUALITY_MEDIUM);
+		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_near_quality == RS::ENV_DOF_BLUR_QUALITY_HIGH);
 
 		state.effect_blur_shader.bind();
 		int qsteps[3] = { 4, 10, 20 };
@@ -3003,7 +3003,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
 
 	if (env->glow_enabled) {
 
-		for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) {
+		for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
 			if (env->glow_levels & (1 << i)) {
 
 				if (i >= storage->frame.current_rt->mip_maps[1].sizes.size()) {
@@ -3156,9 +3156,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
 			}
 		}
 
-		state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SCREEN);
-		state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT);
-		state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_REPLACE);
+		state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_SCREEN);
+		state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT);
+		state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_REPLACE);
 	}
 
 	//Adjustments
@@ -3288,7 +3288,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 
 			LightInstance *light = light_instance_owner.getornull(light_rid);
 
-			if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) {
+			if (light->light_ptr->type == RS::LIGHT_DIRECTIONAL) {
 				render_directional_lights++;
 				//as going in reverse, directional lights are always first anyway
 			}
@@ -3322,7 +3322,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 		reflection_probe_count = 0;
 	}
 
-	if (env && env->bg_mode == VS::ENV_BG_CANVAS) {
+	if (env && env->bg_mode == RS::ENV_BG_CANVAS) {
 		// If using canvas background, copy 2d to screen copy texture
 		// TODO: When GLES2 renders to current_rt->mip_maps[], this copy will no longer be needed
 		_copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->copy_screen_effect.fbo);
@@ -3358,22 +3358,22 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
 		clear_color = Color(0, 0, 0, 0);
 		storage->frame.clear_request = false;
-	} else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR || env->bg_mode == VS::ENV_BG_SKY) {
+	} else if (!env || env->bg_mode == RS::ENV_BG_CLEAR_COLOR || env->bg_mode == RS::ENV_BG_SKY) {
 		if (storage->frame.clear_request) {
 			clear_color = storage->frame.clear_request_color;
 			storage->frame.clear_request = false;
 		}
-	} else if (env->bg_mode == VS::ENV_BG_CANVAS || env->bg_mode == VS::ENV_BG_COLOR || env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+	} else if (env->bg_mode == RS::ENV_BG_CANVAS || env->bg_mode == RS::ENV_BG_COLOR || env->bg_mode == RS::ENV_BG_COLOR_SKY) {
 		clear_color = env->bg_color;
 		storage->frame.clear_request = false;
-	} else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
+	} else if (env->bg_mode == RS::ENV_BG_CAMERA_FEED) {
 		feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
 		storage->frame.clear_request = false;
 	} else {
 		storage->frame.clear_request = false;
 	}
 
-	if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
+	if (!env || env->bg_mode != RS::ENV_BG_KEEP) {
 		glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a);
 		glClear(GL_COLOR_BUFFER_BIT);
 	}
@@ -3385,7 +3385,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 		glDisable(GL_SCISSOR_TEST);
 	}
 
-	glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+	glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
 
 	glBlendEquation(GL_FUNC_ADD);
 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -3396,15 +3396,15 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 	if (env) {
 		switch (env->bg_mode) {
 
-			case VS::ENV_BG_COLOR_SKY:
-			case VS::ENV_BG_SKY: {
+			case RS::ENV_BG_COLOR_SKY:
+			case RS::ENV_BG_SKY: {
 				sky = storage->sky_owner.getornull(env->sky);
 
 				if (sky) {
 					env_radiance_tex = sky->radiance;
 				}
 			} break;
-			case VS::ENV_BG_CAMERA_FEED: {
+			case RS::ENV_BG_CAMERA_FEED: {
 				if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
 					// copy our camera feed to our background
 
@@ -3419,12 +3419,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 					if (feed->get_datatype() == CameraFeed::FEED_RGB) {
 						RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
 
-						VS::get_singleton()->texture_bind(camera_RGBA, 0);
+						RS::get_singleton()->texture_bind(camera_RGBA, 0);
 
 					} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
 						RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
 
-						VS::get_singleton()->texture_bind(camera_YCbCr, 0);
+						RS::get_singleton()->texture_bind(camera_YCbCr, 0);
 
 						storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
 
@@ -3432,8 +3432,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 						RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
 						RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
 
-						VS::get_singleton()->texture_bind(camera_Y, 0);
-						VS::get_singleton()->texture_bind(camera_CbCr, 1);
+						RS::get_singleton()->texture_bind(camera_Y, 0);
+						RS::get_singleton()->texture_bind(camera_CbCr, 1);
 
 						storage->shaders.copy.set_conditional(CopyShaderGLES2::SEP_CBCR_TEXTURE, true);
 						storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
@@ -3444,8 +3444,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 
 					storage->bind_quad_array();
 					glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-					glDisableVertexAttribArray(VS::ARRAY_VERTEX);
-					glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+					glDisableVertexAttribArray(RS::ARRAY_VERTEX);
+					glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
 					glBindBuffer(GL_ARRAY_BUFFER, 0);
 
 					// turn off everything used
@@ -3464,7 +3464,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 					clear_color = Color(0.0, 1.0, 0.0, 1.0);
 				}
 			} break;
-			case VS::ENV_BG_CANVAS: {
+			case RS::ENV_BG_CANVAS: {
 				// use screen copy as background
 				_copy_texture_to_buffer(storage->frame.current_rt->copy_screen_effect.color, current_fb);
 			} break;
@@ -3484,7 +3484,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
 	_render_render_list(render_list.elements, render_list.element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, false, false);
 
 	// then draw the sky after
-	if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
+	if (env && env->bg_mode == RS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
 
 		if (sky && sky->panorama.is_valid()) {
 			_draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
@@ -3616,7 +3616,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 
 	// TODO directional light
 
-	if (light->type == VS::LIGHT_DIRECTIONAL) {
+	if (light->type == RS::LIGHT_DIRECTIONAL) {
 		// set pssm stuff
 
 		// TODO set this only when changed
@@ -3651,7 +3651,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 		width = light_instance->directional_rect.size.width;
 		height = light_instance->directional_rect.size.height;
 
-		if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+		if (light->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
 
 			width /= 2;
 			height /= 2;
@@ -3665,7 +3665,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 				y += height;
 			}
 
-		} else if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+		} else if (light->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
 
 			height /= 2;
 
@@ -3676,10 +3676,10 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 			}
 		}
 
-		float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]);
-		zfar = light->param[VS::LIGHT_PARAM_RANGE];
-		bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
-		normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
+		float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]);
+		zfar = light->param[RS::LIGHT_PARAM_RANGE];
+		bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
+		normal_bias = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
 
 		fbo = directional_shadow.fbo;
 	} else {
@@ -3708,9 +3708,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 		width = shadow_size;
 		height = shadow_size;
 
-		if (light->type == VS::LIGHT_OMNI) {
+		if (light->type == RS::LIGHT_OMNI) {
 			// cubemap only
-			if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) {
+			if (light->omni_shadow_mode == RS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) {
 				int cubemap_index = shadow_cubemaps.size() - 1;
 
 				// find an appropriate cubemap to render to
@@ -3727,7 +3727,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 				light_transform = light_instance->shadow_transform[0].transform;
 
 				custom_vp_size = shadow_cubemaps[cubemap_index].size;
-				zfar = light->param[VS::LIGHT_PARAM_RANGE];
+				zfar = light->param[RS::LIGHT_PARAM_RANGE];
 
 				current_cubemap = cubemap_index;
 			} else {
@@ -3736,7 +3736,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 				light_projection = light_instance->shadow_transform[0].camera;
 				light_transform = light_instance->shadow_transform[0].transform;
 
-				if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+				if (light->omni_shadow_detail == RS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
 
 					height /= 2;
 					y += p_pass * height;
@@ -3747,22 +3747,22 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 
 				state.dual_parbolloid_direction = p_pass == 0 ? 1.0 : -1.0;
 				flip_facing = (p_pass == 1);
-				zfar = light->param[VS::LIGHT_PARAM_RANGE];
-				bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
+				zfar = light->param[RS::LIGHT_PARAM_RANGE];
+				bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS];
 
 				state.dual_parbolloid_zfar = zfar;
 
 				state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, true);
 			}
 
-		} else if (light->type == VS::LIGHT_SPOT) {
+		} else if (light->type == RS::LIGHT_SPOT) {
 			light_projection = light_instance->shadow_transform[0].camera;
 			light_transform = light_instance->shadow_transform[0].transform;
 
 			flip_facing = false;
-			zfar = light->param[VS::LIGHT_PARAM_RANGE];
-			bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
-			normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
+			zfar = light->param[RS::LIGHT_PARAM_RANGE];
+			bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS];
+			normal_bias = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
 		}
 	}
 
@@ -3812,7 +3812,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 	state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false);
 
 	// convert cubemap to dual paraboloid if needed
-	if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) && p_pass == 5) {
+	if (light->type == RS::LIGHT_OMNI && (light->omni_shadow_mode == RS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) && p_pass == 5) {
 		ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
 
 		glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
@@ -3827,14 +3827,14 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_FLIP, i == 1);
 			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_NEAR, light_projection.get_z_near());
 			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_FAR, light_projection.get_z_far());
-			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::BIAS, light->param[VS::LIGHT_PARAM_SHADOW_BIAS]);
+			state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::BIAS, light->param[RS::LIGHT_PARAM_SHADOW_BIAS]);
 
 			uint32_t local_width = width;
 			uint32_t local_height = height;
 			uint32_t local_x = x;
 			uint32_t local_y = y;
 
-			if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+			if (light->omni_shadow_detail == RS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
 				local_height /= 2;
 				local_y += i * local_height;
 			} else {
@@ -3922,7 +3922,7 @@ bool RasterizerSceneGLES2::free(RID p_rid) {
 	return true;
 }
 
-void RasterizerSceneGLES2::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {
+void RasterizerSceneGLES2::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
 }
 
 void RasterizerSceneGLES2::initialize() {

+ 16 - 16
drivers/gles2/rasterizer_scene_gles2.h

@@ -236,7 +236,7 @@ public:
 	/* ENVIRONMENT API */
 
 	struct Environment {
-		VS::EnvironmentBG bg_mode;
+		RS::EnvironmentBG bg_mode;
 
 		RID sky;
 		float sky_custom_fov;
@@ -259,7 +259,7 @@ public:
 		float glow_intensity;
 		float glow_strength;
 		float glow_bloom;
-		VS::EnvironmentGlowBlendMode glow_blend_mode;
+		RS::EnvironmentGlowBlendMode glow_blend_mode;
 		float glow_hdr_bleed_threshold;
 		float glow_hdr_bleed_scale;
 		float glow_hdr_luminance_cap;
@@ -269,13 +269,13 @@ public:
 		float dof_blur_far_distance;
 		float dof_blur_far_transition;
 		float dof_blur_far_amount;
-		VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
+		RS::EnvironmentDOFBlurQuality dof_blur_far_quality;
 
 		bool dof_blur_near_enabled;
 		float dof_blur_near_distance;
 		float dof_blur_near_transition;
 		float dof_blur_near_amount;
-		VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
+		RS::EnvironmentDOFBlurQuality dof_blur_near_quality;
 
 		bool adjustments_enabled;
 		float adjustments_brightness;
@@ -300,7 +300,7 @@ public:
 		float fog_height_curve;
 
 		Environment() :
-				bg_mode(VS::ENV_BG_CLEAR_COLOR),
+				bg_mode(RS::ENV_BG_CLEAR_COLOR),
 				sky_custom_fov(0.0),
 				bg_energy(1.0),
 				sky_ambient(0),
@@ -313,7 +313,7 @@ public:
 				glow_intensity(0.8),
 				glow_strength(1.0),
 				glow_bloom(0.0),
-				glow_blend_mode(VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT),
+				glow_blend_mode(RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT),
 				glow_hdr_bleed_threshold(1.0),
 				glow_hdr_bleed_scale(2.0),
 				glow_hdr_luminance_cap(12.0),
@@ -322,12 +322,12 @@ public:
 				dof_blur_far_distance(10),
 				dof_blur_far_transition(5),
 				dof_blur_far_amount(0.1),
-				dof_blur_far_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
+				dof_blur_far_quality(RS::ENV_DOF_BLUR_QUALITY_MEDIUM),
 				dof_blur_near_enabled(false),
 				dof_blur_near_distance(2),
 				dof_blur_near_transition(1),
 				dof_blur_near_amount(0.1),
-				dof_blur_near_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
+				dof_blur_near_quality(RS::ENV_DOF_BLUR_QUALITY_MEDIUM),
 				adjustments_enabled(false),
 				adjustments_brightness(1.0),
 				adjustments_contrast(1.0),
@@ -353,7 +353,7 @@ public:
 
 	virtual RID environment_create();
 
-	virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
+	virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
 	virtual void environment_set_sky(RID p_env, RID p_sky);
 	virtual void environment_set_sky_custom_fov(RID p_env, float p_scale);
 	virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
@@ -363,15 +363,15 @@ public:
 	virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
 	virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
 
-	virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
-	virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
-	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);
+	virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality);
+	virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality);
+	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);
 	virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
 
 	virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
-	virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
+	virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
 
-	virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
+	virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
 
 	virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);
 
@@ -381,7 +381,7 @@ public:
 
 	virtual bool is_environment(RID p_env);
 
-	virtual VS::EnvironmentBG environment_get_background(RID p_env);
+	virtual RS::EnvironmentBG environment_get_background(RID p_env);
 	virtual int environment_get_canvas_max_layer(RID p_env);
 
 	/* LIGHT INSTANCE */
@@ -650,7 +650,7 @@ public:
 	virtual bool free(RID p_rid);
 
 	virtual void set_scene_pass(uint64_t p_pass);
-	virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
+	virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
 
 	void iteration();
 	void initialize();

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 149 - 149
drivers/gles2/rasterizer_storage_gles2.cpp


+ 59 - 59
drivers/gles2/rasterizer_storage_gles2.h

@@ -32,8 +32,8 @@
 #define RASTERIZERSTORAGEGLES2_H
 
 #include "core/self_list.h"
-#include "servers/visual/rasterizer.h"
-#include "servers/visual/shader_language.h"
+#include "servers/rendering/rasterizer.h"
+#include "servers/rendering/shader_language.h"
 #include "shader_compiler_gles2.h"
 #include "shader_gles2.h"
 
@@ -249,7 +249,7 @@ public:
 		int width, height, depth;
 		int alloc_width, alloc_height;
 		Image::Format format;
-		VS::TextureType type;
+		RS::TextureType type;
 
 		GLenum target;
 		GLenum gl_format_cache;
@@ -279,13 +279,13 @@ public:
 
 		bool redraw_if_visible;
 
-		VisualServer::TextureDetectCallback detect_3d;
+		RenderingServer::TextureDetectCallback detect_3d;
 		void *detect_3d_ud;
 
-		VisualServer::TextureDetectCallback detect_srgb;
+		RenderingServer::TextureDetectCallback detect_srgb;
 		void *detect_srgb_ud;
 
-		VisualServer::TextureDetectCallback detect_normal;
+		RenderingServer::TextureDetectCallback detect_normal;
 		void *detect_normal_ud;
 
 		Texture() :
@@ -296,7 +296,7 @@ public:
 				alloc_width(0),
 				alloc_height(0),
 				format(Image::FORMAT_L8),
-				type(VS::TEXTURE_TYPE_2D),
+				type(RS::TEXTURE_TYPE_2D),
 				target(0),
 				data_size(0),
 				total_data_size(0),
@@ -345,14 +345,14 @@ public:
 	Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
 
 	virtual RID texture_create();
-	virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
+	virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RS::TextureType p_type, uint32_t p_flags = RS::TEXTURE_FLAGS_DEFAULT);
 	virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
 	virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
 	virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
 	virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
 	virtual uint32_t texture_get_flags(RID p_texture) const;
 	virtual Image::Format texture_get_format(RID p_texture) const;
-	virtual VS::TextureType texture_get_type(RID p_texture) const;
+	virtual RS::TextureType texture_get_type(RID p_texture) const;
 	virtual uint32_t texture_get_texid(RID p_texture) const;
 	virtual uint32_t texture_get_width(RID p_texture) const;
 	virtual uint32_t texture_get_height(RID p_texture) const;
@@ -365,7 +365,7 @@ public:
 
 	virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
 
-	virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
+	virtual void texture_debug_usage(List<RS::TextureInfo> *r_info);
 
 	virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
 
@@ -374,9 +374,9 @@ public:
 	virtual void texture_set_proxy(RID p_texture, RID p_proxy);
 	virtual Size2 texture_size_with_proxy(RID p_texture) const;
 
-	virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
-	virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
-	virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
+	virtual void texture_set_detect_3d_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata);
+	virtual void texture_set_detect_srgb_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata);
+	virtual void texture_set_detect_normal_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata);
 
 	virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
 
@@ -402,7 +402,7 @@ public:
 
 		RID self;
 
-		VS::ShaderMode mode;
+		RS::ShaderMode mode;
 		ShaderGLES2 *shader;
 		String code;
 		SelfList<Material>::List materials;
@@ -617,7 +617,7 @@ public:
 			uint32_t offset;
 		};
 
-		Attrib attribs[VS::ARRAY_MAX];
+		Attrib attribs[RS::ARRAY_MAX];
 
 		Mesh *mesh;
 		uint32_t format;
@@ -641,7 +641,7 @@ public:
 		int array_byte_size;
 		int index_array_byte_size;
 
-		VS::PrimitiveType primitive;
+		RS::PrimitiveType primitive;
 
 		Vector<AABB> skeleton_bone_aabb;
 		Vector<bool> skeleton_bone_used;
@@ -660,7 +660,7 @@ public:
 				index_array_len(0),
 				array_byte_size(0),
 				index_array_byte_size(0),
-				primitive(VS::PRIMITIVE_POINTS),
+				primitive(RS::PRIMITIVE_POINTS),
 				active(false),
 				total_data_size(0) {
 		}
@@ -675,7 +675,7 @@ public:
 		Vector<Surface *> surfaces;
 
 		int blend_shape_count;
-		VS::BlendShapeMode blend_shape_mode;
+		RS::BlendShapeMode blend_shape_mode;
 
 		AABB custom_aabb;
 
@@ -694,7 +694,7 @@ public:
 
 		Mesh() :
 				blend_shape_count(0),
-				blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED) {
+				blend_shape_mode(RS::BLEND_SHAPE_MODE_NORMALIZED) {
 		}
 	};
 
@@ -702,13 +702,13 @@ public:
 
 	virtual RID mesh_create();
 
-	virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::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>());
+	virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, RS::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>());
 
 	virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount);
 	virtual int mesh_get_blend_shape_count(RID p_mesh) const;
 
-	virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
-	virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
+	virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode);
+	virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
 
 	virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
 
@@ -722,7 +722,7 @@ public:
 	virtual Vector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
 
 	virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
-	virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
+	virtual RS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
 
 	virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const;
 	virtual Vector<Vector<uint8_t>> mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const;
@@ -744,9 +744,9 @@ public:
 		RID mesh;
 		int size;
 
-		VS::MultimeshTransformFormat transform_format;
-		VS::MultimeshColorFormat color_format;
-		VS::MultimeshCustomDataFormat custom_data_format;
+		RS::MultimeshTransformFormat transform_format;
+		RS::MultimeshColorFormat color_format;
+		RS::MultimeshCustomDataFormat custom_data_format;
 
 		Vector<float> data;
 
@@ -766,9 +766,9 @@ public:
 
 		MultiMesh() :
 				size(0),
-				transform_format(VS::MULTIMESH_TRANSFORM_2D),
-				color_format(VS::MULTIMESH_COLOR_NONE),
-				custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE),
+				transform_format(RS::MULTIMESH_TRANSFORM_2D),
+				color_format(RS::MULTIMESH_COLOR_NONE),
+				custom_data_format(RS::MULTIMESH_CUSTOM_DATA_NONE),
 				update_list(this),
 				mesh_list(this),
 				visible_instances(-1),
@@ -786,7 +786,7 @@ public:
 
 	virtual RID multimesh_create();
 
-	virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE);
+	virtual void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, RS::MultimeshColorFormat p_color_format, RS::MultimeshCustomDataFormat p_data = RS::MULTIMESH_CUSTOM_DATA_NONE);
 	virtual int multimesh_get_instance_count(RID p_multimesh) const;
 
 	virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
@@ -817,7 +817,7 @@ public:
 
 		struct Chunk {
 			RID texture;
-			VS::PrimitiveType primitive;
+			RS::PrimitiveType primitive;
 			Vector<Vector3> vertices;
 			Vector<Vector3> normals;
 			Vector<Plane> tangents;
@@ -846,7 +846,7 @@ public:
 	mutable RID_PtrOwner<Immediate> immediate_owner;
 
 	virtual RID immediate_create();
-	virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture = RID());
+	virtual void immediate_begin(RID p_immediate, RS::PrimitiveType p_primitive, RID p_texture = RID());
 	virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
 	virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
 	virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
@@ -906,8 +906,8 @@ public:
 	/* Light API */
 
 	struct Light : Instantiable {
-		VS::LightType type;
-		float param[VS::LIGHT_PARAM_MAX];
+		RS::LightType type;
+		float param[RS::LIGHT_PARAM_MAX];
 
 		Color color;
 		Color shadow_color;
@@ -921,11 +921,11 @@ public:
 
 		uint32_t cull_mask;
 
-		VS::LightOmniShadowMode omni_shadow_mode;
-		VS::LightOmniShadowDetail omni_shadow_detail;
+		RS::LightOmniShadowMode omni_shadow_mode;
+		RS::LightOmniShadowDetail omni_shadow_detail;
 
-		VS::LightDirectionalShadowMode directional_shadow_mode;
-		VS::LightDirectionalShadowDepthRangeMode directional_range_mode;
+		RS::LightDirectionalShadowMode directional_shadow_mode;
+		RS::LightDirectionalShadowDepthRangeMode directional_range_mode;
 
 		bool directional_blend_splits;
 
@@ -934,10 +934,10 @@ public:
 
 	mutable RID_PtrOwner<Light> light_owner;
 
-	virtual RID light_create(VS::LightType p_type);
+	virtual RID light_create(RS::LightType p_type);
 
 	virtual void light_set_color(RID p_light, const Color &p_color);
-	virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value);
+	virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
 	virtual void light_set_shadow(RID p_light, bool p_enabled);
 	virtual void light_set_shadow_color(RID p_light, const Color &p_color);
 	virtual void light_set_projector(RID p_light, RID p_texture);
@@ -946,23 +946,23 @@ public:
 	virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
 	virtual void light_set_use_gi(RID p_light, bool p_enabled);
 
-	virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
-	virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
+	virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode);
+	virtual void light_omni_set_shadow_detail(RID p_light, RS::LightOmniShadowDetail p_detail);
 
-	virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
+	virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
 	virtual void light_directional_set_blend_splits(RID p_light, bool p_enable);
 	virtual bool light_directional_get_blend_splits(RID p_light) const;
 
-	virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
-	virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
+	virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
+	virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
 
-	virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
-	virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
+	virtual void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode);
+	virtual RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
 
 	virtual bool light_has_shadow(RID p_light) const;
 
-	virtual VS::LightType light_get_type(RID p_light) const;
-	virtual float light_get_param(RID p_light, VS::LightParam p_param);
+	virtual RS::LightType light_get_type(RID p_light) const;
+	virtual float light_get_param(RID p_light, RS::LightParam p_param);
 	virtual Color light_get_color(RID p_light);
 	virtual bool light_get_use_gi(RID p_light);
 
@@ -973,7 +973,7 @@ public:
 
 	struct ReflectionProbe : Instantiable {
 
-		VS::ReflectionProbeUpdateMode update_mode;
+		RS::ReflectionProbeUpdateMode update_mode;
 		float intensity;
 		Color interior_ambient;
 		float interior_ambient_energy;
@@ -992,7 +992,7 @@ public:
 
 	virtual RID reflection_probe_create();
 
-	virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
+	virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
 	virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
 	virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
 	virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
@@ -1007,7 +1007,7 @@ public:
 	virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
 
 	virtual AABB reflection_probe_get_aabb(RID p_probe) const;
-	virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
+	virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
 	virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
 
 	virtual int reflection_probe_get_resolution(RID p_probe) const;
@@ -1111,7 +1111,7 @@ public:
 	virtual void particles_set_fractional_delta(RID p_particles, bool p_enable);
 	virtual void particles_restart(RID p_particles);
 
-	virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
+	virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order);
 
 	virtual void particles_set_draw_passes(RID p_particles, int p_passes);
 	virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
@@ -1203,7 +1203,7 @@ public:
 		bool flags[RENDER_TARGET_FLAG_MAX];
 
 		bool used_in_frame;
-		VS::ViewportMSAA msaa;
+		RS::ViewportMSAA msaa;
 
 		RID texture;
 
@@ -1223,7 +1223,7 @@ public:
 				width(0),
 				height(0),
 				used_in_frame(false),
-				msaa(VS::VIEWPORT_MSAA_DISABLED),
+				msaa(RS::VIEWPORT_MSAA_DISABLED),
 				used_dof_blur_near(false),
 				mip_maps_allocated(false) {
 			for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
@@ -1247,7 +1247,7 @@ public:
 	virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
 	virtual bool render_target_was_used(RID p_render_target);
 	virtual void render_target_set_as_unused(RID p_render_target);
-	virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
+	virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
 
 	/* CANVAS SHADOW */
 
@@ -1279,7 +1279,7 @@ public:
 	virtual RID canvas_light_occluder_create();
 	virtual void canvas_light_occluder_set_polylines(RID p_occluder, const Vector<Vector2> &p_lines);
 
-	virtual VS::InstanceType get_base_type(RID p_rid) const;
+	virtual RS::InstanceType get_base_type(RID p_rid) const;
 
 	virtual bool free(RID p_rid);
 
@@ -1309,9 +1309,9 @@ public:
 
 	virtual void render_info_begin_capture();
 	virtual void render_info_end_capture();
-	virtual int get_captured_render_info(VS::RenderInfo p_info);
+	virtual int get_captured_render_info(RS::RenderInfo p_info);
 
-	virtual int get_render_info(VS::RenderInfo p_info);
+	virtual int get_render_info(RS::RenderInfo p_info);
 	virtual String get_video_adapter_name() const;
 	virtual String get_video_adapter_vendor() const;
 

+ 173 - 173
drivers/gles2/shader_compiler_gles2.cpp

@@ -934,7 +934,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
 	return code.as_string();
 }
 
-Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
+Error ShaderCompilerGLES2::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
 
 	Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types());
 
@@ -975,210 +975,210 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 
 	/** CANVAS ITEM SHADER **/
 
-	actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
-	actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
-	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
-
-	actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
-	actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
-	actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
-	actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
-	actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
-	actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
-
-	actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
-	actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
-	actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
-	actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
-	actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
-	actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
-	actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
-	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
-	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
-	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
-	actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
-	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
-
-	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
-	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
-	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
-	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
-	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
-	actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
-	actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
-
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-	actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
+	actions[RS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
+	actions[RS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
+
+	actions[RS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
+	actions[RS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
+	actions[RS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
+	actions[RS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
+	actions[RS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
+	actions[RS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
+
+	actions[RS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
+	actions[RS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
+	actions[RS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
+	actions[RS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
+	actions[RS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
+	actions[RS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
+	actions[RS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
+	actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
+	actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
+	actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
+	actions[RS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
+	actions[RS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
+
+	actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
+	actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
+	actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
+	actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
+	actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
+	actions[RS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
+	actions[RS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
+
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+	actions[RS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
 
 	// Ported from GLES3
 
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
-	actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
+	actions[RS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
 
 	/** SPATIAL SHADER **/
 
-	actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
-	actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
-	actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
-	actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
-	actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
-	actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
-
-	actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
-	actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
-	actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
-	actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
-	actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
-	actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
-	actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
-	actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
-	actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
+	actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
+	actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
+	actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
+	actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
+	actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
+	actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
+
+	actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
+	actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
+	actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
+	actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
+	actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position";
+	actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
+	actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
+	actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
+	actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
 	// gl_InstanceID is not available in OpenGL ES 2.0
-	actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
+	actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
 
 	//builtins
 
-	actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
-	actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
-
-	actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
-	actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
-	actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
-	actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
-	actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
-	actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
-	actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
-	actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
-	actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
-	actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
-	actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
-	actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
-	actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
-	actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
-	actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
-	actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
-	actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
-	actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
-	actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
-	actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
-	actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
-	actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
-	actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
-	actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
-	actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
+	actions[RS::SHADER_SPATIAL].renames["TIME"] = "time";
+	actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
+
+	actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
+	actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
+	actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
+	actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
+	actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
+	actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
+	actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
+	actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
+	actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
+	actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim";
+	actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
+	actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
+	actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+	actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
+	actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+	actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
+	actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
+	actions[RS::SHADER_SPATIAL].renames["AO"] = "ao";
+	actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+	actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
+	actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
+	actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
+	actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
+	actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
+	actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
 	// Defined in GLES3, but not available in GLES2
-	//actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
-	actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
-	actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
+	//actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
+	actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
+	actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
 
 	//for light
-	actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
-	actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
-	actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
-	actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
-	actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
-	actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
-
-	actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
-	actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
-	actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
-	actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
-	actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
-	actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
-
-	actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
-
-	actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+	actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view";
+	actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
+	actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light";
+	actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
+	actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
+	actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
+
+	actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
+	actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
+	actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+	actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+	actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+	actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+	actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+
+	actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
 
 	// Ported from GLES3
 
-	actions[VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
-	actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
-
-	actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
+	actions[RS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
+
+	actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
 
 	// Defined in GLES3, could be implemented in GLES2 too if there's a need for it
-	//actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+	//actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
 	// Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
-	//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
-	//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+	//actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+	//actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
 
 	bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
 
 	if (!force_lambert) {
-		actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+		actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
 	}
 
-	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
 
 	bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
 
 	if (!force_blinn) {
-		actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+		actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
 	} else {
-		actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+		actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
 	}
 
-	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+	actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
 
 	// No defines for particle shaders in GLES2, there are no GPU particles
 

+ 5 - 5
drivers/gles2/shader_compiler_gles2.h

@@ -33,9 +33,9 @@
 
 #include "core/pair.h"
 #include "core/string_builder.h"
-#include "servers/visual/shader_language.h"
-#include "servers/visual/shader_types.h"
-#include "servers/visual_server.h"
+#include "servers/rendering/shader_language.h"
+#include "servers/rendering/shader_types.h"
+#include "servers/rendering_server.h"
 
 class ShaderCompilerGLES2 {
 public:
@@ -91,10 +91,10 @@ private:
 	Set<StringName> used_rmode_defines;
 	Set<StringName> internal_functions;
 
-	DefaultIdentifierActions actions[VS::SHADER_MAX];
+	DefaultIdentifierActions actions[RS::SHADER_MAX];
 
 public:
-	Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
+	Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
 
 	ShaderCompilerGLES2();
 };

+ 1 - 1
drivers/gles2/shader_gles2.h

@@ -44,7 +44,7 @@
 #include "core/math/camera_matrix.h"
 #include "core/pair.h"
 #include "core/variant.h"
-#include "servers/visual/shader_language.h"
+#include "servers/rendering/shader_language.h"
 
 #include <stdio.h>
 

+ 1 - 1
drivers/gles2/shaders/blend_shape.glsl

@@ -2,7 +2,7 @@
 [vertex]
 
 /*
-from VisualServer:
+from RenderingServer:
 
 ARRAY_VERTEX=0,
 ARRAY_NORMAL=1,

+ 1 - 1
drivers/unix/os_unix.cpp

@@ -41,7 +41,7 @@
 #include "drivers/unix/net_socket_posix.h"
 #include "drivers/unix/rw_lock_posix.h"
 #include "drivers/unix/thread_posix.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 
 #ifdef __APPLE__
 #include <mach-o/dyld.h>

+ 1 - 1
drivers/vulkan/rendering_device_vulkan.h

@@ -34,7 +34,7 @@
 #include "core/oa_hash_map.h"
 #include "core/os/thread_safe.h"
 #include "core/rid_owner.h"
-#include "servers/visual/rendering_device.h"
+#include "servers/rendering/rendering_device.h"
 
 #ifdef DEBUG_ENABLED
 #define _DEBUG

+ 4 - 4
editor/animation_track_editor_plugins.cpp

@@ -303,7 +303,7 @@ void AnimationTrackEditAudio::draw_key(int p_index, float p_pixels_sec, int p_x,
 		Vector<Color> color;
 		color.push_back(Color(0.75, 0.75, 0.75));
 
-		VS::get_singleton()->canvas_item_add_multiline(get_canvas_item(), lines, color);
+		RS::get_singleton()->canvas_item_add_multiline(get_canvas_item(), lines, color);
 
 		if (p_selected) {
 			Color accent = get_theme_color("accent_color", "Editor");
@@ -673,7 +673,7 @@ void AnimationTrackEditSubAnim::draw_key(int p_index, float p_pixels_sec, int p_
 		}
 
 		if (lines.size() > 2) {
-			VS::get_singleton()->canvas_item_add_multiline(get_canvas_item(), lines, colorv);
+			RS::get_singleton()->canvas_item_add_multiline(get_canvas_item(), lines, colorv);
 		}
 
 		int limit = to_x - from_x - 4;
@@ -926,7 +926,7 @@ void AnimationTrackEditTypeAudio::draw_key(int p_index, float p_pixels_sec, int
 	Vector<Color> color;
 	color.push_back(Color(0.75, 0.75, 0.75));
 
-	VS::get_singleton()->canvas_item_add_multiline(get_canvas_item(), lines, color);
+	RS::get_singleton()->canvas_item_add_multiline(get_canvas_item(), lines, color);
 
 	Color cut_color = get_theme_color("accent_color", "Editor");
 	cut_color.a = 0.7;
@@ -1255,7 +1255,7 @@ void AnimationTrackEditTypeAnimation::draw_key(int p_index, float p_pixels_sec,
 		}
 
 		if (lines.size() > 2) {
-			VS::get_singleton()->canvas_item_add_multiline(get_canvas_item(), lines, colorv);
+			RS::get_singleton()->canvas_item_add_multiline(get_canvas_item(), lines, colorv);
 		}
 
 		int limit = to_x - from_x - 4;

+ 1 - 1
editor/editor_inspector.cpp

@@ -1569,7 +1569,7 @@ void EditorInspector::update_tree() {
 		} else if (!(p.usage & PROPERTY_USAGE_EDITOR) || _is_property_disabled_by_feature_profile(p.name))
 			continue;
 
-		if (p.usage & PROPERTY_USAGE_HIGH_END_GFX && VS::get_singleton()->is_low_end())
+		if (p.usage & PROPERTY_USAGE_HIGH_END_GFX && RS::get_singleton()->is_low_end())
 			continue; //do not show this property in low end gfx
 
 		if (p.name == "script" && (hide_script || bool(object->call("_hide_script_from_inspector")))) {

+ 17 - 17
editor/editor_node.cpp

@@ -61,9 +61,9 @@
 #include "scene/gui/texture_progress.h"
 #include "scene/gui/tool_button.h"
 #include "scene/resources/packed_scene.h"
-#include "servers/navigation_2d_server.h"
-#include "servers/navigation_server.h"
-#include "servers/physics_2d_server.h"
+#include "servers/navigation_server_2d.h"
+#include "servers/navigation_server_3d.h"
+#include "servers/physics_server_2d.h"
 
 #include "editor/audio_stream_preview.h"
 #include "editor/debugger/editor_debugger_node.h"
@@ -358,13 +358,13 @@ void EditorNode::_notification(int p_what) {
 					scene_root->set_default_canvas_item_texture_repeat(tr);
 				}
 
-				VS::DOFBokehShape dof_shape = VS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_shape")));
-				VS::get_singleton()->camera_effects_set_dof_blur_bokeh_shape(dof_shape);
-				VS::DOFBlurQuality dof_quality = VS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_quality")));
+				RS::DOFBokehShape dof_shape = RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_shape")));
+				RS::get_singleton()->camera_effects_set_dof_blur_bokeh_shape(dof_shape);
+				RS::DOFBlurQuality dof_quality = RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_quality")));
 				bool dof_jitter = GLOBAL_GET("rendering/quality/filters/depth_of_field_use_jitter");
-				VS::get_singleton()->camera_effects_set_dof_blur_quality(dof_quality, dof_jitter);
-				VS::get_singleton()->environment_set_ssao_quality(VS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
-				VS::get_singleton()->screen_space_roughness_limiter_set_active(GLOBAL_GET("rendering/quality/filters/screen_space_roughness_limiter"), GLOBAL_GET("rendering/quality/filters/screen_space_roughness_limiter_curve"));
+				RS::get_singleton()->camera_effects_set_dof_blur_quality(dof_quality, dof_jitter);
+				RS::get_singleton()->environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
+				RS::get_singleton()->screen_space_roughness_limiter_set_active(GLOBAL_GET("rendering/quality/filters/screen_space_roughness_limiter"), GLOBAL_GET("rendering/quality/filters/screen_space_roughness_limiter_curve"));
 			}
 
 			ResourceImporterTexture::get_singleton()->update_imports();
@@ -404,9 +404,9 @@ void EditorNode::_notification(int p_what) {
 				_initializing_addons = false;
 			}
 
-			VisualServer::get_singleton()->viewport_set_hide_scenario(get_scene_root()->get_viewport_rid(), true);
-			VisualServer::get_singleton()->viewport_set_hide_canvas(get_scene_root()->get_viewport_rid(), true);
-			VisualServer::get_singleton()->viewport_set_disable_environment(get_viewport()->get_viewport_rid(), true);
+			RenderingServer::get_singleton()->viewport_set_hide_scenario(get_scene_root()->get_viewport_rid(), true);
+			RenderingServer::get_singleton()->viewport_set_hide_canvas(get_scene_root()->get_viewport_rid(), true);
+			RenderingServer::get_singleton()->viewport_set_disable_environment(get_viewport()->get_viewport_rid(), true);
 
 			feature_profile_manager->notify_changed();
 
@@ -5530,12 +5530,12 @@ EditorNode::EditorNode() {
 	InputFilter::get_singleton()->set_use_accumulated_input(true);
 	Resource::_get_local_scene_func = _resource_get_edited_scene;
 
-	VisualServer::get_singleton()->set_debug_generate_wireframes(true);
+	RenderingServer::get_singleton()->set_debug_generate_wireframes(true);
 
-	NavigationServer::get_singleton()->set_active(false); // no nav by default if editor
+	NavigationServer3D::get_singleton()->set_active(false); // no nav by default if editor
 
-	PhysicsServer::get_singleton()->set_active(false); // no physics by default if editor
-	Physics2DServer::get_singleton()->set_active(false); // no physics by default if editor
+	PhysicsServer3D::get_singleton()->set_active(false); // no physics by default if editor
+	PhysicsServer2D::get_singleton()->set_active(false); // no physics by default if editor
 	ScriptServer::set_scripting_enabled(false); // no scripting by default if editor
 
 	EditorHelp::generate_doc(); //before any editor classes are created
@@ -6011,7 +6011,7 @@ EditorNode::EditorNode() {
 	scene_root = memnew(SubViewport);
 	//scene_root->set_usage(Viewport::USAGE_2D); canvas BG mode prevents usage of this as 2D
 
-	VisualServer::get_singleton()->viewport_set_hide_scenario(scene_root->get_viewport_rid(), true);
+	RenderingServer::get_singleton()->viewport_set_hide_scenario(scene_root->get_viewport_rid(), true);
 	scene_root->set_disable_input(true);
 	scene_root->set_as_audio_listener_2d(true);
 

+ 31 - 31
editor/editor_plugin.cpp

@@ -41,7 +41,7 @@
 #include "plugins/node_3d_editor_plugin.h"
 #include "scene/3d/camera_3d.h"
 #include "scene/gui/popup_menu.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 
 Array EditorInterface::_make_mesh_previews(const Array &p_meshes, int p_preview_size) {
 
@@ -64,25 +64,25 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
 
 	int size = p_preview_size;
 
-	RID scenario = VS::get_singleton()->scenario_create();
+	RID scenario = RS::get_singleton()->scenario_create();
 
-	RID viewport = VS::get_singleton()->viewport_create();
-	VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ALWAYS);
-	VS::get_singleton()->viewport_set_scenario(viewport, scenario);
-	VS::get_singleton()->viewport_set_size(viewport, size, size);
-	VS::get_singleton()->viewport_set_transparent_background(viewport, true);
-	VS::get_singleton()->viewport_set_active(viewport, true);
-	RID viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
+	RID viewport = RS::get_singleton()->viewport_create();
+	RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_ALWAYS);
+	RS::get_singleton()->viewport_set_scenario(viewport, scenario);
+	RS::get_singleton()->viewport_set_size(viewport, size, size);
+	RS::get_singleton()->viewport_set_transparent_background(viewport, true);
+	RS::get_singleton()->viewport_set_active(viewport, true);
+	RID viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
 
-	RID camera = VS::get_singleton()->camera_create();
-	VS::get_singleton()->viewport_attach_camera(viewport, camera);
+	RID camera = RS::get_singleton()->camera_create();
+	RS::get_singleton()->viewport_attach_camera(viewport, camera);
 
-	RID light = VS::get_singleton()->directional_light_create();
-	RID light_instance = VS::get_singleton()->instance_create2(light, scenario);
+	RID light = RS::get_singleton()->directional_light_create();
+	RID light_instance = RS::get_singleton()->instance_create2(light, scenario);
 
-	RID light2 = VS::get_singleton()->directional_light_create();
-	VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
-	RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
+	RID light2 = RS::get_singleton()->directional_light_create();
+	RS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
+	RID light_instance2 = RS::get_singleton()->instance_create2(light2, scenario);
 
 	EditorProgress ep("mlib", TTR("Creating Mesh Previews"), p_meshes.size());
 
@@ -101,8 +101,8 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
 			mesh_xform = (*p_transforms)[i];
 		}
 
-		RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
-		VS::get_singleton()->instance_set_transform(inst, mesh_xform);
+		RID inst = RS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
+		RS::get_singleton()->instance_set_transform(inst, mesh_xform);
 
 		AABB aabb = mesh->get_aabb();
 		Vector3 ofs = aabb.position + aabb.size * 0.5;
@@ -121,32 +121,32 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
 		xform.invert();
 		xform = mesh_xform * xform;
 
-		VS::get_singleton()->camera_set_transform(camera, xform * Transform(Basis(), Vector3(0, 0, 3)));
-		VS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0);
+		RS::get_singleton()->camera_set_transform(camera, xform * Transform(Basis(), Vector3(0, 0, 3)));
+		RS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0);
 
-		VS::get_singleton()->instance_set_transform(light_instance, xform * Transform().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
-		VS::get_singleton()->instance_set_transform(light_instance2, xform * Transform().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
+		RS::get_singleton()->instance_set_transform(light_instance, xform * Transform().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
+		RS::get_singleton()->instance_set_transform(light_instance2, xform * Transform().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
 
 		ep.step(TTR("Thumbnail..."), i);
 		Main::iteration();
 		Main::iteration();
-		Ref<Image> img = VS::get_singleton()->texture_2d_get(viewport_texture);
+		Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
 		ERR_CONTINUE(!img.is_valid() || img->empty());
 		Ref<ImageTexture> it(memnew(ImageTexture));
 		it->create_from_image(img);
 
-		VS::get_singleton()->free(inst);
+		RS::get_singleton()->free(inst);
 
 		textures.push_back(it);
 	}
 
-	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(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);
 
 	return textures;
 }

+ 1 - 1
editor/editor_resource_preview.cpp

@@ -465,7 +465,7 @@ void EditorResourcePreview::stop() {
 		preview_sem.post();
 		while (!exited) {
 			OS::get_singleton()->delay_usec(10000);
-			VisualServer::get_singleton()->sync(); //sync pending stuff, as thread may be blocked on visual server
+			RenderingServer::get_singleton()->sync(); //sync pending stuff, as thread may be blocked on visual server
 		}
 		Thread::wait_to_finish(thread);
 		memdelete(thread);

+ 4 - 4
editor/import/editor_import_collada.cpp

@@ -922,10 +922,10 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_me
 				if (has_weights) {
 					Vector<float> weights;
 					Vector<int> bones;
-					weights.resize(VS::ARRAY_WEIGHTS_SIZE);
-					bones.resize(VS::ARRAY_WEIGHTS_SIZE);
+					weights.resize(RS::ARRAY_WEIGHTS_SIZE);
+					bones.resize(RS::ARRAY_WEIGHTS_SIZE);
 					//float sum=0.0;
-					for (int l = 0; l < VS::ARRAY_WEIGHTS_SIZE; l++) {
+					for (int l = 0; l < RS::ARRAY_WEIGHTS_SIZE; l++) {
 						if (l < vertex_array[k].weights.size()) {
 							weights.write[l] = vertex_array[k].weights[l].weight;
 							bones.write[l] = vertex_array[k].weights[l].bone_idx;
@@ -963,7 +963,7 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_me
 			////////////////////////////
 
 			Array d = surftool->commit_to_arrays();
-			d.resize(VS::ARRAY_MAX);
+			d.resize(RS::ARRAY_MAX);
 
 			Array mr;
 

+ 1 - 1
editor/import/resource_importer_texture.cpp

@@ -36,7 +36,7 @@
 #include "editor/editor_file_system.h"
 #include "editor/editor_node.h"
 
-void ResourceImporterTexture::_texture_reimport_roughness(const Ref<StreamTexture> &p_tex, const String &p_normal_path, VS::TextureDetectRoughnessChannel p_channel) {
+void ResourceImporterTexture::_texture_reimport_roughness(const Ref<StreamTexture> &p_tex, const String &p_normal_path, RS::TextureDetectRoughnessChannel p_channel) {
 
 	MutexLock lock(singleton->mutex);
 

+ 4 - 4
editor/import/resource_importer_texture.h

@@ -35,7 +35,7 @@
 #include "core/io/resource_importer.h"
 #include "core/os/file_access.h"
 #include "scene/resources/texture.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 
 class StreamTexture;
 
@@ -63,16 +63,16 @@ protected:
 
 		int flags;
 		String normal_path_for_roughness;
-		VS::TextureDetectRoughnessChannel channel_for_roughness;
+		RS::TextureDetectRoughnessChannel channel_for_roughness;
 		MakeInfo() {
 			flags = 0;
-			channel_for_roughness = VS::TEXTURE_DETECT_ROUGNHESS_R;
+			channel_for_roughness = RS::TEXTURE_DETECT_ROUGNHESS_R;
 		}
 	};
 
 	Map<StringName, MakeInfo> make_flags;
 
-	static void _texture_reimport_roughness(const Ref<StreamTexture> &p_tex, const String &p_normal_path, VisualServer::TextureDetectRoughnessChannel p_channel);
+	static void _texture_reimport_roughness(const Ref<StreamTexture> &p_tex, const String &p_normal_path, RenderingServer::TextureDetectRoughnessChannel p_channel);
 	static void _texture_reimport_3d(const Ref<StreamTexture> &p_tex);
 	static void _texture_reimport_normal(const Ref<StreamTexture> &p_tex);
 

+ 21 - 21
editor/node_3d_editor_gizmos.cpp

@@ -86,7 +86,7 @@ void EditorNode3DGizmo::clear() {
 	for (int i = 0; i < instances.size(); i++) {
 
 		if (instances[i].instance.is_valid())
-			VS::get_singleton()->free(instances[i].instance);
+			RS::get_singleton()->free(instances[i].instance);
 	}
 
 	billboard_handle = false;
@@ -168,16 +168,16 @@ void EditorNode3DGizmo::set_spatial_node(Node3D *p_node) {
 
 void EditorNode3DGizmo::Instance::create_instance(Node3D *p_base, bool p_hidden) {
 
-	instance = VS::get_singleton()->instance_create2(mesh->get_rid(), p_base->get_world()->get_scenario());
-	VS::get_singleton()->instance_attach_object_instance_id(instance, p_base->get_instance_id());
+	instance = RS::get_singleton()->instance_create2(mesh->get_rid(), p_base->get_world()->get_scenario());
+	RS::get_singleton()->instance_attach_object_instance_id(instance, p_base->get_instance_id());
 	if (skin_reference.is_valid()) {
-		VS::get_singleton()->instance_attach_skeleton(instance, skin_reference->get_skeleton());
+		RS::get_singleton()->instance_attach_skeleton(instance, skin_reference->get_skeleton());
 	}
 	if (extra_margin)
-		VS::get_singleton()->instance_set_extra_visibility_margin(instance, 1);
-	VS::get_singleton()->instance_geometry_set_cast_shadows_setting(instance, VS::SHADOW_CASTING_SETTING_OFF);
+		RS::get_singleton()->instance_set_extra_visibility_margin(instance, 1);
+	RS::get_singleton()->instance_geometry_set_cast_shadows_setting(instance, RS::SHADOW_CASTING_SETTING_OFF);
 	int layer = p_hidden ? 0 : 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER;
-	VS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
+	RS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
 }
 
 void EditorNode3DGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard, const Ref<SkinReference> &p_skin_reference, const Ref<Material> &p_material) {
@@ -191,9 +191,9 @@ void EditorNode3DGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard,
 	ins.material = p_material;
 	if (valid) {
 		ins.create_instance(spatial_node, hidden);
-		VS::get_singleton()->instance_set_transform(ins.instance, spatial_node->get_global_transform());
+		RS::get_singleton()->instance_set_transform(ins.instance, spatial_node->get_global_transform());
 		if (ins.material.is_valid()) {
-			VS::get_singleton()->instance_geometry_set_material_override(ins.instance, p_material->get_rid());
+			RS::get_singleton()->instance_geometry_set_material_override(ins.instance, p_material->get_rid());
 		}
 	}
 
@@ -246,7 +246,7 @@ void EditorNode3DGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Mate
 	ins.mesh = mesh;
 	if (valid) {
 		ins.create_instance(spatial_node, hidden);
-		VS::get_singleton()->instance_set_transform(ins.instance, spatial_node->get_global_transform());
+		RS::get_singleton()->instance_set_transform(ins.instance, spatial_node->get_global_transform());
 	}
 
 	instances.push_back(ins);
@@ -310,7 +310,7 @@ void EditorNode3DGizmo::add_unscaled_billboard(const Ref<Material> &p_material,
 	ins.billboard = true;
 	if (valid) {
 		ins.create_instance(spatial_node, hidden);
-		VS::get_singleton()->instance_set_transform(ins.instance, spatial_node->get_global_transform());
+		RS::get_singleton()->instance_set_transform(ins.instance, spatial_node->get_global_transform());
 	}
 
 	selectable_icon_size = p_scale;
@@ -346,8 +346,8 @@ void EditorNode3DGizmo::add_handles(const Vector<Vector3> &p_handles, const Ref<
 	Ref<ArrayMesh> mesh = memnew(ArrayMesh);
 
 	Array a;
-	a.resize(VS::ARRAY_MAX);
-	a[VS::ARRAY_VERTEX] = p_handles;
+	a.resize(RS::ARRAY_MAX);
+	a[RS::ARRAY_VERTEX] = p_handles;
 	Vector<Color> colors;
 	{
 		colors.resize(p_handles.size());
@@ -364,7 +364,7 @@ void EditorNode3DGizmo::add_handles(const Vector<Vector3> &p_handles, const Ref<
 			w[i] = col;
 		}
 	}
-	a[VS::ARRAY_COLOR] = colors;
+	a[RS::ARRAY_COLOR] = colors;
 	mesh->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS, a);
 	mesh->surface_set_material(0, p_material);
 
@@ -384,7 +384,7 @@ void EditorNode3DGizmo::add_handles(const Vector<Vector3> &p_handles, const Ref<
 	ins.extra_margin = true;
 	if (valid) {
 		ins.create_instance(spatial_node, hidden);
-		VS::get_singleton()->instance_set_transform(ins.instance, spatial_node->get_global_transform());
+		RS::get_singleton()->instance_set_transform(ins.instance, spatial_node->get_global_transform());
 	}
 	instances.push_back(ins);
 	if (!p_secondary) {
@@ -410,14 +410,14 @@ void EditorNode3DGizmo::add_solid_box(Ref<Material> &p_material, Vector3 p_size,
 	cubem.set_size(p_size);
 
 	Array arrays = cubem.surface_get_arrays(0);
-	PackedVector3Array vertex = arrays[VS::ARRAY_VERTEX];
+	PackedVector3Array vertex = arrays[RS::ARRAY_VERTEX];
 	Vector3 *w = vertex.ptrw();
 
 	for (int i = 0; i < vertex.size(); ++i) {
 		w[i] += p_position;
 	}
 
-	arrays[VS::ARRAY_VERTEX] = vertex;
+	arrays[RS::ARRAY_VERTEX] = vertex;
 
 	Ref<ArrayMesh> m = memnew(ArrayMesh);
 	m->add_surface_from_arrays(cubem.surface_get_primitive_type(0), arrays);
@@ -708,7 +708,7 @@ void EditorNode3DGizmo::transform() {
 	ERR_FAIL_COND(!spatial_node);
 	ERR_FAIL_COND(!valid);
 	for (int i = 0; i < instances.size(); i++) {
-		VS::get_singleton()->instance_set_transform(instances[i].instance, spatial_node->get_global_transform());
+		RS::get_singleton()->instance_set_transform(instances[i].instance, spatial_node->get_global_transform());
 	}
 }
 
@@ -720,7 +720,7 @@ void EditorNode3DGizmo::free() {
 	for (int i = 0; i < instances.size(); i++) {
 
 		if (instances[i].instance.is_valid())
-			VS::get_singleton()->free(instances[i].instance);
+			RS::get_singleton()->free(instances[i].instance);
 		instances.write[i].instance = RID();
 	}
 
@@ -733,7 +733,7 @@ void EditorNode3DGizmo::set_hidden(bool p_hidden) {
 	hidden = p_hidden;
 	int layer = hidden ? 0 : 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER;
 	for (int i = 0; i < instances.size(); ++i) {
-		VS::get_singleton()->instance_set_layer_mask(instances[i].instance, layer);
+		RS::get_singleton()->instance_set_layer_mask(instances[i].instance, layer);
 	}
 }
 
@@ -1585,7 +1585,7 @@ Position3DNode3DGizmoPlugin::Position3DNode3DGizmoPlugin() {
 	mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 
 	Array d;
-	d.resize(VS::ARRAY_MAX);
+	d.resize(RS::ARRAY_MAX);
 	d[Mesh::ARRAY_VERTEX] = cursor_points;
 	d[Mesh::ARRAY_COLOR] = cursor_colors;
 	pos3d_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, d);

+ 35 - 35
editor/plugins/animation_player_editor_plugin.cpp

@@ -41,7 +41,7 @@
 #include "editor/plugins/canvas_item_editor_plugin.h" // For onion skinning.
 #include "editor/plugins/node_3d_editor_plugin.h" // For onion skinning.
 #include "scene/main/window.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 
 void AnimationPlayerEditor::_node_removed(Node *p_node) {
 
@@ -947,8 +947,8 @@ void AnimationPlayerEditor::forward_canvas_force_draw_over_viewport(Control *p_o
 			alpha += alpha_step;
 
 			if (onion.captures_valid[cidx]) {
-				VS::get_singleton()->canvas_item_add_texture_rect_region(
-						ci, dst_rect, VS::get_singleton()->viewport_get_texture(onion.captures[cidx]), src_rect, Color(1, 1, 1, alpha));
+				RS::get_singleton()->canvas_item_add_texture_rect_region(
+						ci, dst_rect, RS::get_singleton()->viewport_get_texture(onion.captures[cidx]), src_rect, Color(1, 1, 1, alpha));
 			}
 
 			cidx++;
@@ -961,8 +961,8 @@ void AnimationPlayerEditor::forward_canvas_force_draw_over_viewport(Control *p_o
 			alpha -= alpha_step;
 
 			if (onion.captures_valid[cidx]) {
-				VS::get_singleton()->canvas_item_add_texture_rect_region(
-						ci, dst_rect, VS::get_singleton()->viewport_get_texture(onion.captures[cidx]), src_rect, Color(1, 1, 1, alpha));
+				RS::get_singleton()->canvas_item_add_texture_rect_region(
+						ci, dst_rect, RS::get_singleton()->viewport_get_texture(onion.captures[cidx]), src_rect, Color(1, 1, 1, alpha));
 			}
 
 			cidx++;
@@ -1318,17 +1318,17 @@ void AnimationPlayerEditor::_allocate_onion_layers() {
 		bool is_present = onion.differences_only && i == captures - 1;
 
 		// Each capture is a viewport with a canvas item attached that renders a full-size rect with the contents of the main viewport.
-		onion.captures.write[i] = VS::get_singleton()->viewport_create();
+		onion.captures.write[i] = RS::get_singleton()->viewport_create();
 
-		VS::get_singleton()->viewport_set_size(onion.captures[i], capture_size.width, capture_size.height);
-		VS::get_singleton()->viewport_set_update_mode(onion.captures[i], VS::VIEWPORT_UPDATE_ALWAYS);
-		VS::get_singleton()->viewport_set_transparent_background(onion.captures[i], !is_present);
-		VS::get_singleton()->viewport_attach_canvas(onion.captures[i], onion.capture.canvas);
+		RS::get_singleton()->viewport_set_size(onion.captures[i], capture_size.width, capture_size.height);
+		RS::get_singleton()->viewport_set_update_mode(onion.captures[i], RS::VIEWPORT_UPDATE_ALWAYS);
+		RS::get_singleton()->viewport_set_transparent_background(onion.captures[i], !is_present);
+		RS::get_singleton()->viewport_attach_canvas(onion.captures[i], onion.capture.canvas);
 	}
 
 	// Reset the capture canvas item to the current root viewport texture (defensive).
-	VS::get_singleton()->canvas_item_clear(onion.capture.canvas_item);
-	VS::get_singleton()->canvas_item_add_texture_rect(onion.capture.canvas_item, Rect2(Point2(), capture_size), get_tree()->get_root()->get_texture()->get_rid());
+	RS::get_singleton()->canvas_item_clear(onion.capture.canvas_item);
+	RS::get_singleton()->canvas_item_add_texture_rect(onion.capture.canvas_item, Rect2(Point2(), capture_size), get_tree()->get_root()->get_texture()->get_rid());
 
 	onion.capture_size = capture_size;
 }
@@ -1337,7 +1337,7 @@ void AnimationPlayerEditor::_free_onion_layers() {
 
 	for (int i = 0; i < onion.captures.size(); i++) {
 		if (onion.captures[i].is_valid()) {
-			VS::get_singleton()->free(onion.captures[i]);
+			RS::get_singleton()->free(onion.captures[i]);
 		}
 	}
 	onion.captures.clear();
@@ -1421,18 +1421,18 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() {
 	// Tweak the root viewport to ensure it's rendered before our target.
 	RID root_vp = get_tree()->get_root()->get_viewport_rid();
 	Rect2 root_vp_screen_rect = Rect2(Vector2(), get_tree()->get_root()->get_size());
-	VS::get_singleton()->viewport_attach_to_screen(root_vp, Rect2());
-	VS::get_singleton()->viewport_set_update_mode(root_vp, VS::VIEWPORT_UPDATE_ALWAYS);
+	RS::get_singleton()->viewport_attach_to_screen(root_vp, Rect2());
+	RS::get_singleton()->viewport_set_update_mode(root_vp, RS::VIEWPORT_UPDATE_ALWAYS);
 
 	RID present_rid;
 	if (onion.differences_only) {
 		// Capture present scene as it is.
-		VS::get_singleton()->canvas_item_set_material(onion.capture.canvas_item, RID());
+		RS::get_singleton()->canvas_item_set_material(onion.capture.canvas_item, RID());
 		present_rid = onion.captures[onion.captures.size() - 1];
-		VS::get_singleton()->viewport_set_active(present_rid, true);
-		VS::get_singleton()->viewport_set_parent_viewport(root_vp, present_rid);
-		VS::get_singleton()->draw(false);
-		VS::get_singleton()->viewport_set_active(present_rid, false);
+		RS::get_singleton()->viewport_set_active(present_rid, true);
+		RS::get_singleton()->viewport_set_parent_viewport(root_vp, present_rid);
+		RS::get_singleton()->draw(false);
+		RS::get_singleton()->viewport_set_active(present_rid, false);
 	}
 
 	// Backup current animation state.
@@ -1441,10 +1441,10 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() {
 
 	// Render every past/future step with the capture shader.
 
-	VS::get_singleton()->canvas_item_set_material(onion.capture.canvas_item, onion.capture.material->get_rid());
+	RS::get_singleton()->canvas_item_set_material(onion.capture.canvas_item, onion.capture.material->get_rid());
 	onion.capture.material->set_shader_param("bkg_color", GLOBAL_GET("rendering/environment/default_clear_color"));
 	onion.capture.material->set_shader_param("differences_only", onion.differences_only);
-	onion.capture.material->set_shader_param("present", onion.differences_only ? VS::get_singleton()->viewport_get_texture(present_rid) : RID());
+	onion.capture.material->set_shader_param("present", onion.differences_only ? RS::get_singleton()->viewport_get_texture(present_rid) : RID());
 
 	int step_off_a = onion.past ? -onion.steps : 0;
 	int step_off_b = onion.future ? onion.steps : 0;
@@ -1468,19 +1468,19 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() {
 			get_tree()->flush_transform_notifications(); // Needed for transforms of Node3Ds.
 			values_backup.update_skeletons(); // Needed for Skeletons (2D & 3D).
 
-			VS::get_singleton()->viewport_set_active(onion.captures[cidx], true);
-			VS::get_singleton()->viewport_set_parent_viewport(root_vp, onion.captures[cidx]);
-			VS::get_singleton()->draw(false);
-			VS::get_singleton()->viewport_set_active(onion.captures[cidx], false);
+			RS::get_singleton()->viewport_set_active(onion.captures[cidx], true);
+			RS::get_singleton()->viewport_set_parent_viewport(root_vp, onion.captures[cidx]);
+			RS::get_singleton()->draw(false);
+			RS::get_singleton()->viewport_set_active(onion.captures[cidx], false);
 		}
 
 		cidx++;
 	}
 
 	// Restore root viewport.
-	VS::get_singleton()->viewport_set_parent_viewport(root_vp, RID());
-	VS::get_singleton()->viewport_attach_to_screen(root_vp, root_vp_screen_rect);
-	VS::get_singleton()->viewport_set_update_mode(root_vp, VS::VIEWPORT_UPDATE_WHEN_VISIBLE);
+	RS::get_singleton()->viewport_set_parent_viewport(root_vp, RID());
+	RS::get_singleton()->viewport_attach_to_screen(root_vp, root_vp_screen_rect);
+	RS::get_singleton()->viewport_set_update_mode(root_vp, RS::VIEWPORT_UPDATE_WHEN_VISIBLE);
 
 	// Restore animation state
 	// (Seeking with update=true wouldn't do the trick because the current value of the properties
@@ -1764,9 +1764,9 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay
 	onion.last_frame = 0;
 	onion.can_overlay = false;
 	onion.capture_size = Size2();
-	onion.capture.canvas = VS::get_singleton()->canvas_create();
-	onion.capture.canvas_item = VS::get_singleton()->canvas_item_create();
-	VS::get_singleton()->canvas_item_set_parent(onion.capture.canvas_item, onion.capture.canvas);
+	onion.capture.canvas = RS::get_singleton()->canvas_create();
+	onion.capture.canvas_item = RS::get_singleton()->canvas_item_create();
+	RS::get_singleton()->canvas_item_set_parent(onion.capture.canvas_item, onion.capture.canvas);
 
 	onion.capture.material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
 
@@ -1792,14 +1792,14 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay
 			COLOR = vec4(capture_samp.rgb * dir_color.rgb, bkg_mask * diff_mask); \
 		} \
 	");
-	VS::get_singleton()->material_set_shader(onion.capture.material->get_rid(), onion.capture.shader->get_rid());
+	RS::get_singleton()->material_set_shader(onion.capture.material->get_rid(), onion.capture.shader->get_rid());
 }
 
 AnimationPlayerEditor::~AnimationPlayerEditor() {
 
 	_free_onion_layers();
-	VS::get_singleton()->free(onion.capture.canvas);
-	VS::get_singleton()->free(onion.capture.canvas_item);
+	RS::get_singleton()->free(onion.capture.canvas);
+	RS::get_singleton()->free(onion.capture.canvas_item);
 }
 
 void AnimationPlayerEditorPlugin::_notification(int p_what) {

+ 1 - 1
editor/plugins/audio_stream_editor_plugin.cpp

@@ -89,7 +89,7 @@ void AudioStreamEditor::_draw_preview() {
 	Vector<Color> color;
 	color.push_back(get_theme_color("contrast_color_2", "Editor"));
 
-	VS::get_singleton()->canvas_item_add_multiline(_preview->get_canvas_item(), lines, color);
+	RS::get_singleton()->canvas_item_add_multiline(_preview->get_canvas_item(), lines, color);
 }
 
 void AudioStreamEditor::_preview_changed(ObjectID p_which) {

+ 9 - 9
editor/plugins/canvas_item_editor_plugin.cpp

@@ -3427,7 +3427,7 @@ void CanvasItemEditor::_draw_straight_line(Point2 p_from, Point2 p_to, Color p_c
 		}
 	}
 	if (points.size() >= 2) {
-		VisualServer::get_singleton()->canvas_item_add_line(ci, points[0], points[1], p_color);
+		RenderingServer::get_singleton()->canvas_item_add_line(ci, points[0], points[1], p_color);
 	}
 }
 
@@ -3455,7 +3455,7 @@ void CanvasItemEditor::_draw_axis() {
 		};
 
 		for (int i = 0; i < 4; i++) {
-			VisualServer::get_singleton()->canvas_item_add_line(ci, screen_endpoints[i], screen_endpoints[(i + 1) % 4], area_axis_color);
+			RenderingServer::get_singleton()->canvas_item_add_line(ci, screen_endpoints[i], screen_endpoints[(i + 1) % 4], area_axis_color);
 		}
 	}
 }
@@ -3512,8 +3512,8 @@ void CanvasItemEditor::_draw_bones() {
 				outline_colors.push_back(bone_outline_color);
 			}
 
-			VisualServer::get_singleton()->canvas_item_add_polygon(ci, bone_shape_outline, outline_colors);
-			VisualServer::get_singleton()->canvas_item_add_primitive(ci, bone_shape, colors, Vector<Vector2>(), RID());
+			RenderingServer::get_singleton()->canvas_item_add_polygon(ci, bone_shape_outline, outline_colors);
+			RenderingServer::get_singleton()->canvas_item_add_primitive(ci, bone_shape, colors, Vector<Vector2>(), RID());
 		}
 	}
 }
@@ -3744,7 +3744,7 @@ void CanvasItemEditor::_draw_viewport() {
 	}
 
 	RID ci = viewport->get_canvas_item();
-	VisualServer::get_singleton()->canvas_item_add_set_transform(ci, Transform2D());
+	RenderingServer::get_singleton()->canvas_item_add_set_transform(ci, Transform2D());
 
 	EditorPluginList *over_plugin_list = editor->get_editor_plugins_over();
 	if (!over_plugin_list->empty()) {
@@ -4911,7 +4911,7 @@ void CanvasItemEditor::_popup_callback(int p_op) {
 
 			bool preview = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(PREVIEW_CANVAS_SCALE));
 			preview = !preview;
-			VS::get_singleton()->canvas_set_disable_scale(!preview);
+			RS::get_singleton()->canvas_set_disable_scale(!preview);
 			view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(PREVIEW_CANVAS_SCALE), preview);
 
 		} break;
@@ -5818,13 +5818,13 @@ void CanvasItemEditorPlugin::make_visible(bool p_visible) {
 	if (p_visible) {
 		canvas_item_editor->show();
 		canvas_item_editor->set_physics_process(true);
-		VisualServer::get_singleton()->viewport_set_hide_canvas(editor->get_scene_root()->get_viewport_rid(), false);
+		RenderingServer::get_singleton()->viewport_set_hide_canvas(editor->get_scene_root()->get_viewport_rid(), false);
 
 	} else {
 
 		canvas_item_editor->hide();
 		canvas_item_editor->set_physics_process(false);
-		VisualServer::get_singleton()->viewport_set_hide_canvas(editor->get_scene_root()->get_viewport_rid(), true);
+		RenderingServer::get_singleton()->viewport_set_hide_canvas(editor->get_scene_root()->get_viewport_rid(), true);
 	}
 }
 
@@ -6307,7 +6307,7 @@ CanvasItemEditorViewport::CanvasItemEditorViewport(EditorNode *p_node, CanvasIte
 	label_desc->hide();
 	canvas_item_editor->get_controls_container()->add_child(label_desc);
 
-	VS::get_singleton()->canvas_set_disable_scale(true);
+	RS::get_singleton()->canvas_set_disable_scale(true);
 }
 
 CanvasItemEditorViewport::~CanvasItemEditorViewport() {

+ 97 - 97
editor/plugins/editor_preview_plugins.cpp

@@ -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);
 }

+ 18 - 18
editor/plugins/material_editor_plugin.cpp

@@ -256,14 +256,14 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
 	Ref<Shader> shader;
 	shader.instance();
 
-	String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
+	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
 
 	shader->set_code(code);
 
 	smat->set_shader(shader);
 
 	List<PropertyInfo> params;
-	VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
+	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
 
 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
 
@@ -273,7 +273,7 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
 		if (texture.is_valid()) {
 			smat->set_shader_param(E->get().name, texture);
 		} else {
-			Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
+			Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
 			smat->set_shader_param(E->get().name, value);
 		}
 	}
@@ -302,17 +302,17 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
 	Ref<Shader> shader;
 	shader.instance();
 
-	String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
+	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
 
 	shader->set_code(code);
 
 	smat->set_shader(shader);
 
 	List<PropertyInfo> params;
-	VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
+	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
 
 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
-		Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
+		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
 		smat->set_shader_param(E->get().name, value);
 	}
 
@@ -340,17 +340,17 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
 	Ref<Shader> shader;
 	shader.instance();
 
-	String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
+	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
 
 	shader->set_code(code);
 
 	smat->set_shader(shader);
 
 	List<PropertyInfo> params;
-	VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
+	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
 
 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
-		Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
+		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
 		smat->set_shader_param(E->get().name, value);
 	}
 
@@ -378,17 +378,17 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
 	Ref<Shader> shader;
 	shader.instance();
 
-	String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
+	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
 
 	shader->set_code(code);
 
 	smat->set_shader(shader);
 
 	List<PropertyInfo> params;
-	VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
+	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
 
 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
-		Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
+		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
 		smat->set_shader_param(E->get().name, value);
 	}
 
@@ -416,17 +416,17 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
 	Ref<Shader> shader;
 	shader.instance();
 
-	String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
+	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
 
 	shader->set_code(code);
 
 	smat->set_shader(shader);
 
 	List<PropertyInfo> params;
-	VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
+	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
 
 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
-		Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
+		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
 		smat->set_shader_param(E->get().name, value);
 	}
 
@@ -454,17 +454,17 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
 	Ref<Shader> shader;
 	shader.instance();
 
-	String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
+	String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
 
 	shader->set_code(code);
 
 	smat->set_shader(shader);
 
 	List<PropertyInfo> params;
-	VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
+	RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
 
 	for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
-		Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
+		Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
 		smat->set_shader_param(E->get().name, value);
 	}
 

+ 99 - 99
editor/plugins/node_3d_editor_plugin.cpp

@@ -496,7 +496,7 @@ ObjectID Node3DEditorViewport::_select_ray(const Point2 &p_pos, bool p_append, b
 	Vector3 pos = _get_ray_pos(p_pos);
 	Vector2 shrinked_pos = p_pos / viewport_container->get_stretch_shrink();
 
-	Vector<ObjectID> instances = VisualServer::get_singleton()->instances_cull_ray(pos, ray, get_tree()->get_root()->get_world()->get_scenario());
+	Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, ray, get_tree()->get_root()->get_world()->get_scenario());
 	Set<Ref<EditorNode3DGizmo>> found_gizmos;
 
 	Node *edited_scene = get_tree()->get_edited_scene_root();
@@ -563,7 +563,7 @@ void Node3DEditorViewport::_find_items_at_pos(const Point2 &p_pos, bool &r_inclu
 	Vector3 ray = _get_ray(p_pos);
 	Vector3 pos = _get_ray_pos(p_pos);
 
-	Vector<ObjectID> instances = VisualServer::get_singleton()->instances_cull_ray(pos, ray, get_tree()->get_root()->get_world()->get_scenario());
+	Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, ray, get_tree()->get_root()->get_world()->get_scenario());
 	Set<Ref<EditorNode3DGizmo>> found_gizmos;
 
 	r_includes_current = false;
@@ -686,7 +686,7 @@ void Node3DEditorViewport::_select_region() {
 		frustum.push_back(far);
 	}
 
-	Vector<ObjectID> instances = VisualServer::get_singleton()->instances_cull_convex(frustum, get_tree()->get_root()->get_world()->get_scenario());
+	Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_convex(frustum, get_tree()->get_root()->get_world()->get_scenario());
 	Vector<Node *> selected;
 
 	Node *edited_scene = get_tree()->get_edited_scene_root();
@@ -2395,7 +2395,7 @@ void Node3DEditorViewport::_notification(int p_what) {
 				}
 				previewing = cam;
 				previewing->connect("tree_exited", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
-				VS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), cam->get_camera());
+				RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), cam->get_camera());
 				surface->update();
 			}
 		}
@@ -2437,7 +2437,7 @@ void Node3DEditorViewport::_notification(int p_what) {
 			aabb_s.scale(se->aabb.size);
 			t.basis = t.basis * aabb_s;
 
-			VisualServer::get_singleton()->instance_set_transform(se->sbox_instance, t);
+			RenderingServer::get_singleton()->instance_set_transform(se->sbox_instance, t);
 		}
 
 		if (changed || (spatial_editor->is_gizmo_visible() && !exist)) {
@@ -2643,7 +2643,7 @@ void Node3DEditorViewport::_draw() {
 	if (_edit.mode == TRANSFORM_ROTATE) {
 
 		Point2 center = _point_to_screen(_edit.center);
-		VisualServer::get_singleton()->canvas_item_add_line(
+		RenderingServer::get_singleton()->canvas_item_add_line(
 				ci,
 				_edit.mouse_pos,
 				center,
@@ -3082,51 +3082,51 @@ void Node3DEditorViewport::_init_gizmo_instance(int p_idx) {
 	uint32_t layer = 1 << (GIZMO_BASE_LAYER + p_idx);
 
 	for (int i = 0; i < 3; i++) {
-		move_gizmo_instance[i] = VS::get_singleton()->instance_create();
-		VS::get_singleton()->instance_set_base(move_gizmo_instance[i], spatial_editor->get_move_gizmo(i)->get_rid());
-		VS::get_singleton()->instance_set_scenario(move_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
-		VS::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
-		VS::get_singleton()->instance_geometry_set_cast_shadows_setting(move_gizmo_instance[i], VS::SHADOW_CASTING_SETTING_OFF);
-		VS::get_singleton()->instance_set_layer_mask(move_gizmo_instance[i], layer);
-
-		move_plane_gizmo_instance[i] = VS::get_singleton()->instance_create();
-		VS::get_singleton()->instance_set_base(move_plane_gizmo_instance[i], spatial_editor->get_move_plane_gizmo(i)->get_rid());
-		VS::get_singleton()->instance_set_scenario(move_plane_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
-		VS::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);
-		VS::get_singleton()->instance_geometry_set_cast_shadows_setting(move_plane_gizmo_instance[i], VS::SHADOW_CASTING_SETTING_OFF);
-		VS::get_singleton()->instance_set_layer_mask(move_plane_gizmo_instance[i], layer);
-
-		rotate_gizmo_instance[i] = VS::get_singleton()->instance_create();
-		VS::get_singleton()->instance_set_base(rotate_gizmo_instance[i], spatial_editor->get_rotate_gizmo(i)->get_rid());
-		VS::get_singleton()->instance_set_scenario(rotate_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
-		VS::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], false);
-		VS::get_singleton()->instance_geometry_set_cast_shadows_setting(rotate_gizmo_instance[i], VS::SHADOW_CASTING_SETTING_OFF);
-		VS::get_singleton()->instance_set_layer_mask(rotate_gizmo_instance[i], layer);
-
-		scale_gizmo_instance[i] = VS::get_singleton()->instance_create();
-		VS::get_singleton()->instance_set_base(scale_gizmo_instance[i], spatial_editor->get_scale_gizmo(i)->get_rid());
-		VS::get_singleton()->instance_set_scenario(scale_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
-		VS::get_singleton()->instance_set_visible(scale_gizmo_instance[i], false);
-		VS::get_singleton()->instance_geometry_set_cast_shadows_setting(scale_gizmo_instance[i], VS::SHADOW_CASTING_SETTING_OFF);
-		VS::get_singleton()->instance_set_layer_mask(scale_gizmo_instance[i], layer);
-
-		scale_plane_gizmo_instance[i] = VS::get_singleton()->instance_create();
-		VS::get_singleton()->instance_set_base(scale_plane_gizmo_instance[i], spatial_editor->get_scale_plane_gizmo(i)->get_rid());
-		VS::get_singleton()->instance_set_scenario(scale_plane_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
-		VS::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], false);
-		VS::get_singleton()->instance_geometry_set_cast_shadows_setting(scale_plane_gizmo_instance[i], VS::SHADOW_CASTING_SETTING_OFF);
-		VS::get_singleton()->instance_set_layer_mask(scale_plane_gizmo_instance[i], layer);
+		move_gizmo_instance[i] = RS::get_singleton()->instance_create();
+		RS::get_singleton()->instance_set_base(move_gizmo_instance[i], spatial_editor->get_move_gizmo(i)->get_rid());
+		RS::get_singleton()->instance_set_scenario(move_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
+		RS::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
+		RS::get_singleton()->instance_geometry_set_cast_shadows_setting(move_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
+		RS::get_singleton()->instance_set_layer_mask(move_gizmo_instance[i], layer);
+
+		move_plane_gizmo_instance[i] = RS::get_singleton()->instance_create();
+		RS::get_singleton()->instance_set_base(move_plane_gizmo_instance[i], spatial_editor->get_move_plane_gizmo(i)->get_rid());
+		RS::get_singleton()->instance_set_scenario(move_plane_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
+		RS::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);
+		RS::get_singleton()->instance_geometry_set_cast_shadows_setting(move_plane_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
+		RS::get_singleton()->instance_set_layer_mask(move_plane_gizmo_instance[i], layer);
+
+		rotate_gizmo_instance[i] = RS::get_singleton()->instance_create();
+		RS::get_singleton()->instance_set_base(rotate_gizmo_instance[i], spatial_editor->get_rotate_gizmo(i)->get_rid());
+		RS::get_singleton()->instance_set_scenario(rotate_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
+		RS::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], false);
+		RS::get_singleton()->instance_geometry_set_cast_shadows_setting(rotate_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
+		RS::get_singleton()->instance_set_layer_mask(rotate_gizmo_instance[i], layer);
+
+		scale_gizmo_instance[i] = RS::get_singleton()->instance_create();
+		RS::get_singleton()->instance_set_base(scale_gizmo_instance[i], spatial_editor->get_scale_gizmo(i)->get_rid());
+		RS::get_singleton()->instance_set_scenario(scale_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
+		RS::get_singleton()->instance_set_visible(scale_gizmo_instance[i], false);
+		RS::get_singleton()->instance_geometry_set_cast_shadows_setting(scale_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
+		RS::get_singleton()->instance_set_layer_mask(scale_gizmo_instance[i], layer);
+
+		scale_plane_gizmo_instance[i] = RS::get_singleton()->instance_create();
+		RS::get_singleton()->instance_set_base(scale_plane_gizmo_instance[i], spatial_editor->get_scale_plane_gizmo(i)->get_rid());
+		RS::get_singleton()->instance_set_scenario(scale_plane_gizmo_instance[i], get_tree()->get_root()->get_world()->get_scenario());
+		RS::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], false);
+		RS::get_singleton()->instance_geometry_set_cast_shadows_setting(scale_plane_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
+		RS::get_singleton()->instance_set_layer_mask(scale_plane_gizmo_instance[i], layer);
 	}
 }
 
 void Node3DEditorViewport::_finish_gizmo_instances() {
 
 	for (int i = 0; i < 3; i++) {
-		VS::get_singleton()->free(move_gizmo_instance[i]);
-		VS::get_singleton()->free(move_plane_gizmo_instance[i]);
-		VS::get_singleton()->free(rotate_gizmo_instance[i]);
-		VS::get_singleton()->free(scale_gizmo_instance[i]);
-		VS::get_singleton()->free(scale_plane_gizmo_instance[i]);
+		RS::get_singleton()->free(move_gizmo_instance[i]);
+		RS::get_singleton()->free(move_plane_gizmo_instance[i]);
+		RS::get_singleton()->free(rotate_gizmo_instance[i]);
+		RS::get_singleton()->free(scale_gizmo_instance[i]);
+		RS::get_singleton()->free(scale_plane_gizmo_instance[i]);
 	}
 }
 void Node3DEditorViewport::_toggle_camera_preview(bool p_activate) {
@@ -3138,7 +3138,7 @@ void Node3DEditorViewport::_toggle_camera_preview(bool p_activate) {
 
 		previewing->disconnect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
 		previewing = NULL;
-		VS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), camera->get_camera()); //restore
+		RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), camera->get_camera()); //restore
 		if (!preview)
 			preview_camera->hide();
 		view_menu->set_disabled(false);
@@ -3148,7 +3148,7 @@ void Node3DEditorViewport::_toggle_camera_preview(bool p_activate) {
 
 		previewing = preview;
 		previewing->connect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
-		VS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), preview->get_camera()); //replace
+		RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), preview->get_camera()); //replace
 		view_menu->set_disabled(true);
 		surface->update();
 	}
@@ -3161,7 +3161,7 @@ void Node3DEditorViewport::_toggle_cinema_preview(bool p_activate) {
 			previewing->disconnect("tree_exited", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
 
 		previewing = NULL;
-		VS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), camera->get_camera()); //restore
+		RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), camera->get_camera()); //restore
 		preview_camera->set_pressed(false);
 		if (!preview) {
 			preview_camera->hide();
@@ -3212,11 +3212,11 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
 
 	if (xform.origin.distance_squared_to(camera_xform.origin) < 0.01) {
 		for (int i = 0; i < 3; i++) {
-			VisualServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
-			VisualServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);
-			VisualServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], false);
-			VisualServer::get_singleton()->instance_set_visible(scale_gizmo_instance[i], false);
-			VisualServer::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], false);
+			RenderingServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
+			RenderingServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);
+			RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], false);
+			RenderingServer::get_singleton()->instance_set_visible(scale_gizmo_instance[i], false);
+			RenderingServer::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], false);
 		}
 		return;
 	}
@@ -3244,16 +3244,16 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
 	xform.basis.scale(scale);
 
 	for (int i = 0; i < 3; i++) {
-		VisualServer::get_singleton()->instance_set_transform(move_gizmo_instance[i], xform);
-		VisualServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE));
-		VisualServer::get_singleton()->instance_set_transform(move_plane_gizmo_instance[i], xform);
-		VisualServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE));
-		VisualServer::get_singleton()->instance_set_transform(rotate_gizmo_instance[i], xform);
-		VisualServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE));
-		VisualServer::get_singleton()->instance_set_transform(scale_gizmo_instance[i], xform);
-		VisualServer::get_singleton()->instance_set_visible(scale_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE));
-		VisualServer::get_singleton()->instance_set_transform(scale_plane_gizmo_instance[i], xform);
-		VisualServer::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE));
+		RenderingServer::get_singleton()->instance_set_transform(move_gizmo_instance[i], xform);
+		RenderingServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE));
+		RenderingServer::get_singleton()->instance_set_transform(move_plane_gizmo_instance[i], xform);
+		RenderingServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE));
+		RenderingServer::get_singleton()->instance_set_transform(rotate_gizmo_instance[i], xform);
+		RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE));
+		RenderingServer::get_singleton()->instance_set_transform(scale_gizmo_instance[i], xform);
+		RenderingServer::get_singleton()->instance_set_visible(scale_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE));
+		RenderingServer::get_singleton()->instance_set_transform(scale_plane_gizmo_instance[i], xform);
+		RenderingServer::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE));
 	}
 }
 
@@ -3363,7 +3363,7 @@ void Node3DEditorViewport::set_state(const Dictionary &p_state) {
 		if (Object::cast_to<Camera3D>(pv)) {
 			previewing = Object::cast_to<Camera3D>(pv);
 			previewing->connect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
-			VS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), previewing->get_camera()); //replace
+			RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), previewing->get_camera()); //replace
 			view_menu->set_disabled(true);
 			surface->update();
 			preview_camera->set_pressed(true);
@@ -3478,7 +3478,7 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const
 	Vector3 world_ray = _get_ray(p_pos);
 	Vector3 world_pos = _get_ray_pos(p_pos);
 
-	Vector<ObjectID> instances = VisualServer::get_singleton()->instances_cull_ray(world_pos, world_ray, get_tree()->get_root()->get_world()->get_scenario());
+	Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(world_pos, world_ray, get_tree()->get_root()->get_world()->get_scenario());
 	Set<Ref<EditorNode3DGizmo>> found_gizmos;
 
 	float closest_dist = MAX_DISTANCE;
@@ -4398,7 +4398,7 @@ Node3DEditor *Node3DEditor::singleton = NULL;
 Node3DEditorSelectedItem::~Node3DEditorSelectedItem() {
 
 	if (sbox_instance.is_valid())
-		VisualServer::get_singleton()->free(sbox_instance);
+		RenderingServer::get_singleton()->free(sbox_instance);
 }
 
 void Node3DEditor::select_gizmo_highlight_axis(int p_axis) {
@@ -4484,8 +4484,8 @@ Object *Node3DEditor::_get_editor_data(Object *p_what) {
 	Node3DEditorSelectedItem *si = memnew(Node3DEditorSelectedItem);
 
 	si->sp = sp;
-	si->sbox_instance = VisualServer::get_singleton()->instance_create2(selection_box->get_rid(), sp->get_world()->get_scenario());
-	VS::get_singleton()->instance_geometry_set_cast_shadows_setting(si->sbox_instance, VS::SHADOW_CASTING_SETTING_OFF);
+	si->sbox_instance = RenderingServer::get_singleton()->instance_create2(selection_box->get_rid(), sp->get_world()->get_scenario());
+	RS::get_singleton()->instance_geometry_set_cast_shadows_setting(si->sbox_instance, RS::SHADOW_CASTING_SETTING_OFF);
 
 	return si;
 }
@@ -4649,7 +4649,7 @@ void Node3DEditor::set_state(const Dictionary &p_state) {
 
 		if (use != view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_ORIGIN))) {
 			view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_ORIGIN), use);
-			VisualServer::get_singleton()->instance_set_visible(origin_instance, use);
+			RenderingServer::get_singleton()->instance_set_visible(origin_instance, use);
 		}
 	}
 
@@ -4954,7 +4954,7 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
 			bool is_checked = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(p_option));
 
 			origin_enabled = !is_checked;
-			VisualServer::get_singleton()->instance_set_visible(origin_instance, origin_enabled);
+			RenderingServer::get_singleton()->instance_set_visible(origin_instance, origin_enabled);
 			// Update the grid since its appearance depends on whether the origin is enabled
 			_finish_grid();
 			_init_grid();
@@ -4969,7 +4969,7 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
 
 			for (int i = 0; i < 3; ++i) {
 				if (grid_enable[i]) {
-					VisualServer::get_singleton()->instance_set_visible(grid_instance[i], grid_enabled);
+					RenderingServer::get_singleton()->instance_set_visible(grid_instance[i], grid_enabled);
 					grid_visible[i] = grid_enabled;
 				}
 			}
@@ -5129,19 +5129,19 @@ void Node3DEditor::_init_indicators() {
 
 		_init_grid();
 
-		origin = VisualServer::get_singleton()->mesh_create();
+		origin = RenderingServer::get_singleton()->mesh_create();
 		Array d;
-		d.resize(VS::ARRAY_MAX);
-		d[VisualServer::ARRAY_VERTEX] = origin_points;
-		d[VisualServer::ARRAY_COLOR] = origin_colors;
+		d.resize(RS::ARRAY_MAX);
+		d[RenderingServer::ARRAY_VERTEX] = origin_points;
+		d[RenderingServer::ARRAY_COLOR] = origin_colors;
 
-		VisualServer::get_singleton()->mesh_add_surface_from_arrays(origin, VisualServer::PRIMITIVE_LINES, d);
-		VisualServer::get_singleton()->mesh_surface_set_material(origin, 0, indicator_mat->get_rid());
+		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(origin, RenderingServer::PRIMITIVE_LINES, d);
+		RenderingServer::get_singleton()->mesh_surface_set_material(origin, 0, indicator_mat->get_rid());
 
-		origin_instance = VisualServer::get_singleton()->instance_create2(origin, get_tree()->get_root()->get_world()->get_scenario());
-		VS::get_singleton()->instance_set_layer_mask(origin_instance, 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
+		origin_instance = RenderingServer::get_singleton()->instance_create2(origin, get_tree()->get_root()->get_world()->get_scenario());
+		RS::get_singleton()->instance_set_layer_mask(origin_instance, 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
 
-		VisualServer::get_singleton()->instance_geometry_set_cast_shadows_setting(origin_instance, VS::SHADOW_CASTING_SETTING_OFF);
+		RenderingServer::get_singleton()->instance_geometry_set_cast_shadows_setting(origin_instance, RS::SHADOW_CASTING_SETTING_OFF);
 	}
 
 	{
@@ -5506,33 +5506,33 @@ void Node3DEditor::_init_grid() {
 			grid_colors[i].push_back(line_color);
 		}
 
-		grid[i] = VisualServer::get_singleton()->mesh_create();
+		grid[i] = RenderingServer::get_singleton()->mesh_create();
 		Array d;
-		d.resize(VS::ARRAY_MAX);
-		d[VisualServer::ARRAY_VERTEX] = grid_points[i];
-		d[VisualServer::ARRAY_COLOR] = grid_colors[i];
-		VisualServer::get_singleton()->mesh_add_surface_from_arrays(grid[i], VisualServer::PRIMITIVE_LINES, d);
-		VisualServer::get_singleton()->mesh_surface_set_material(grid[i], 0, indicator_mat->get_rid());
-		grid_instance[i] = VisualServer::get_singleton()->instance_create2(grid[i], get_tree()->get_root()->get_world()->get_scenario());
+		d.resize(RS::ARRAY_MAX);
+		d[RenderingServer::ARRAY_VERTEX] = grid_points[i];
+		d[RenderingServer::ARRAY_COLOR] = grid_colors[i];
+		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(grid[i], RenderingServer::PRIMITIVE_LINES, d);
+		RenderingServer::get_singleton()->mesh_surface_set_material(grid[i], 0, indicator_mat->get_rid());
+		grid_instance[i] = RenderingServer::get_singleton()->instance_create2(grid[i], get_tree()->get_root()->get_world()->get_scenario());
 
-		VisualServer::get_singleton()->instance_set_visible(grid_instance[i], grid_visible[i]);
-		VisualServer::get_singleton()->instance_geometry_set_cast_shadows_setting(grid_instance[i], VS::SHADOW_CASTING_SETTING_OFF);
-		VS::get_singleton()->instance_set_layer_mask(grid_instance[i], 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
+		RenderingServer::get_singleton()->instance_set_visible(grid_instance[i], grid_visible[i]);
+		RenderingServer::get_singleton()->instance_geometry_set_cast_shadows_setting(grid_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
+		RS::get_singleton()->instance_set_layer_mask(grid_instance[i], 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
 	}
 }
 
 void Node3DEditor::_finish_indicators() {
 
-	VisualServer::get_singleton()->free(origin_instance);
-	VisualServer::get_singleton()->free(origin);
+	RenderingServer::get_singleton()->free(origin_instance);
+	RenderingServer::get_singleton()->free(origin);
 
 	_finish_grid();
 }
 
 void Node3DEditor::_finish_grid() {
 	for (int i = 0; i < 3; i++) {
-		VisualServer::get_singleton()->free(grid_instance[i]);
-		VisualServer::get_singleton()->free(grid[i]);
+		RenderingServer::get_singleton()->free(grid_instance[i]);
+		RenderingServer::get_singleton()->free(grid[i]);
 	}
 }
 
@@ -5658,8 +5658,8 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
 		}
 	}
 
-	PhysicsDirectSpaceState *ss = get_tree()->get_root()->get_world()->get_direct_space_state();
-	PhysicsDirectSpaceState::RayResult result;
+	PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world()->get_direct_space_state();
+	PhysicsDirectSpaceState3D::RayResult result;
 
 	Array keys = snap_data.keys();
 
@@ -5952,11 +5952,11 @@ void Node3DEditor::clear() {
 		viewports[i]->reset();
 	}
 
-	VisualServer::get_singleton()->instance_set_visible(origin_instance, true);
+	RenderingServer::get_singleton()->instance_set_visible(origin_instance, true);
 	view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_ORIGIN), true);
 	for (int i = 0; i < 3; ++i) {
 		if (grid_enable[i]) {
-			VisualServer::get_singleton()->instance_set_visible(grid_instance[i], true);
+			RenderingServer::get_singleton()->instance_set_visible(grid_instance[i], true);
 			grid_visible[i] = true;
 		}
 	}
@@ -6313,7 +6313,7 @@ Node3DEditor::Node3DEditor(EditorNode *p_editor) {
 
 	xform_dialog->connect("confirmed", callable_mp(this, &Node3DEditor::_xform_dialog_action));
 
-	scenario_debug = VisualServer::SCENARIO_DEBUG_DISABLED;
+	scenario_debug = RenderingServer::SCENARIO_DEBUG_DISABLED;
 
 	selected = NULL;
 

+ 1 - 1
editor/plugins/node_3d_editor_plugin.h

@@ -578,7 +578,7 @@ private:
 	ToolMode tool_mode;
 	bool orthogonal;
 
-	VisualServer::ScenarioDebugMode scenario_debug;
+	RenderingServer::ScenarioDebugMode scenario_debug;
 
 	RID origin;
 	RID origin_instance;

+ 2 - 2
editor/plugins/polygon_2d_editor_plugin.cpp

@@ -990,9 +990,9 @@ void Polygon2DEditor::_uv_draw() {
 	mtx.elements[2] = -uv_draw_ofs;
 	mtx.scale_basis(Vector2(uv_draw_zoom, uv_draw_zoom));
 
-	VS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(), mtx);
+	RS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(), mtx);
 	uv_edit_draw->draw_texture(base_tex, Point2());
-	VS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(), Transform2D());
+	RS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(), Transform2D());
 
 	if (snap_show_grid) {
 		Color grid_color = Color(1.0, 1.0, 1.0, 0.15);

+ 6 - 6
editor/plugins/shader_editor_plugin.cpp

@@ -39,7 +39,7 @@
 #include "editor/editor_settings.h"
 #include "editor/property_editor.h"
 #include "servers/display_server.h"
-#include "servers/visual/shader_types.h"
+#include "servers/rendering/shader_types.h"
 
 /*** SHADER SCRIPT EDITOR ****/
 
@@ -150,16 +150,16 @@ void ShaderTextEditor::_load_theme_settings() {
 
 	if (shader.is_valid()) {
 
-		for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
+		for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
 
 			for (const Map<StringName, ShaderLanguage::BuiltInInfo>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
 				keywords.push_back(F->key());
 			}
 		}
 
-		for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).size(); i++) {
+		for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())).size(); i++) {
 
-			keywords.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode()))[i]);
+			keywords.push_back(ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode()))[i]);
 		}
 	}
 
@@ -200,7 +200,7 @@ void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptCo
 	ShaderLanguage sl;
 	String calltip;
 
-	sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
+	sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
 
 	get_text_edit()->set_code_hint(calltip);
 }
@@ -215,7 +215,7 @@ void ShaderTextEditor::_validate_script() {
 
 	ShaderLanguage sl;
 
-	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types());
+	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types());
 
 	if (err != OK) {
 		String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();

+ 1 - 1
editor/plugins/shader_editor_plugin.h

@@ -39,7 +39,7 @@
 #include "scene/gui/text_edit.h"
 #include "scene/main/timer.h"
 #include "scene/resources/shader.h"
-#include "servers/visual/shader_language.h"
+#include "servers/rendering/shader_language.h"
 
 class ShaderTextEditor : public CodeTextEditor {
 

+ 2 - 2
editor/plugins/texture_region_editor_plugin.cpp

@@ -68,9 +68,9 @@ void TextureRegionEditor::_region_draw() {
 	mtx.elements[2] = -draw_ofs * draw_zoom;
 	mtx.scale_basis(Vector2(draw_zoom, draw_zoom));
 
-	VS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(), mtx);
+	RS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(), mtx);
 	edit_draw->draw_texture(base_tex, Point2());
-	VS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(), Transform2D());
+	RS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(), Transform2D());
 
 	if (snap_mode == SNAP_GRID) {
 		Color grid_color = Color(1.0, 1.0, 1.0, 0.15);

+ 3 - 3
editor/plugins/tile_set_editor_plugin.cpp

@@ -528,8 +528,8 @@ TileSetEditor::TileSetEditor(EditorNode *p_editor) {
 	toolbar->add_child(spin_priority);
 
 	spin_z_index = memnew(SpinBox);
-	spin_z_index->set_min(VS::CANVAS_ITEM_Z_MIN);
-	spin_z_index->set_max(VS::CANVAS_ITEM_Z_MAX);
+	spin_z_index->set_min(RS::CANVAS_ITEM_Z_MIN);
+	spin_z_index->set_max(RS::CANVAS_ITEM_Z_MAX);
 	spin_z_index->set_step(1);
 	spin_z_index->set_custom_minimum_size(Size2(100, 0));
 	spin_z_index->connect("value_changed", callable_mp(this, &TileSetEditor::_on_z_index_changed));
@@ -3485,7 +3485,7 @@ void TilesetEditorContext::_get_property_list(List<PropertyInfo> *p_list) const
 		p_list->push_back(PropertyInfo(Variant::VECTOR2, "tile_navigation_offset"));
 		p_list->push_back(PropertyInfo(Variant::VECTOR2, "tile_shape_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
 		p_list->push_back(PropertyInfo(Variant::VECTOR2, "tile_shape_transform", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
-		p_list->push_back(PropertyInfo(Variant::INT, "tile_z_index", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1"));
+		p_list->push_back(PropertyInfo(Variant::INT, "tile_z_index", PROPERTY_HINT_RANGE, itos(RS::CANVAS_ITEM_Z_MIN) + "," + itos(RS::CANVAS_ITEM_Z_MAX) + ",1"));
 	}
 	if (tileset_editor->edit_mode == TileSetEditor::EDITMODE_COLLISION && tileset_editor->edited_collision_shape.is_valid()) {
 		p_list->push_back(PropertyInfo(Variant::OBJECT, "selected_collision", PROPERTY_HINT_RESOURCE_TYPE, tileset_editor->edited_collision_shape->get_class()));

+ 2 - 2
editor/plugins/visual_shader_editor_plugin.cpp

@@ -45,7 +45,7 @@
 #include "scene/main/window.h"
 #include "scene/resources/visual_shader_nodes.h"
 #include "servers/display_server.h"
-#include "servers/visual/shader_types.h"
+#include "servers/rendering/shader_types.h"
 
 Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
 
@@ -2263,7 +2263,7 @@ void VisualShaderEditor::_update_preview() {
 
 	ShaderLanguage sl;
 
-	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_types());
+	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_types());
 
 	for (int i = 0; i < preview_text->get_line_count(); i++) {
 		preview_text->set_line_as_marked(i, false);

+ 1 - 1
editor/property_editor.cpp

@@ -1500,7 +1500,7 @@ void CustomPropertyEditor::_draw_easing() {
 			iflp = 1.0 - iflp;
 		}
 
-		VisualServer::get_singleton()->canvas_item_add_line(ci, Point2(iflp * s.width, prev * s.height), Point2(ifl * s.width, h * s.height), color);
+		RenderingServer::get_singleton()->canvas_item_add_line(ci, Point2(iflp * s.width, prev * s.height), Point2(ifl * s.width, h * s.height), color);
 		prev = h;
 	}
 

+ 1 - 1
editor/scene_tree_dock.cpp

@@ -47,7 +47,7 @@
 #include "scene/main/window.h"
 #include "scene/resources/packed_scene.h"
 #include "servers/display_server.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 
 void SceneTreeDock::_nodes_drag_begin() {
 

+ 1 - 1
gles_builders.py

@@ -602,7 +602,7 @@ def build_rd_header(filename):
 
     out_file_class = out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "ShaderRD"
     fd.write("\n")
-    fd.write("#include \"servers/visual/rasterizer_rd/shader_rd.h\"\n\n")
+    fd.write("#include \"servers/rendering/rasterizer_rd/shader_rd.h\"\n\n")
     fd.write("class " + out_file_class + " : public ShaderRD {\n\n")
     fd.write("public:\n\n")
 

+ 42 - 42
main/main.cpp

@@ -65,13 +65,13 @@
 #include "servers/audio_server.h"
 #include "servers/camera_server.h"
 #include "servers/display_server.h"
-#include "servers/navigation_2d_server.h"
-#include "servers/navigation_server.h"
-#include "servers/physics_2d_server.h"
-#include "servers/physics_server.h"
+#include "servers/navigation_server_2d.h"
+#include "servers/navigation_server_3d.h"
+#include "servers/physics_server_2d.h"
+#include "servers/physics_server_3d.h"
 #include "servers/register_server_types.h"
-#include "servers/visual/visual_server_raster.h"
-#include "servers/visual/visual_server_wrap_mt.h"
+#include "servers/rendering/rendering_server_raster.h"
+#include "servers/rendering/rendering_server_wrap_mt.h"
 
 #ifdef TOOLS_ENABLED
 #include "editor/doc_data.h"
@@ -103,13 +103,13 @@ static MessageQueue *message_queue = NULL;
 // Initialized in setup2()
 static AudioServer *audio_server = NULL;
 static DisplayServer *display_server = NULL;
-static VisualServer *visual_server = NULL;
+static RenderingServer *rendering_server = NULL;
 static CameraServer *camera_server = NULL;
 static ARVRServer *arvr_server = NULL;
-static PhysicsServer *physics_server = NULL;
-static Physics2DServer *physics_2d_server = NULL;
-static NavigationServer *navigation_server = NULL;
-static Navigation2DServer *navigation_2d_server = NULL;
+static PhysicsServer3D *physics_server = NULL;
+static PhysicsServer2D *physics_2d_server = NULL;
+static NavigationServer3D *navigation_server = NULL;
+static NavigationServer2D *navigation_2d_server = NULL;
 // We error out if setup2() doesn't turn this true
 static bool _start_success = false;
 
@@ -180,23 +180,23 @@ static String get_full_version_string() {
 	return String(VERSION_FULL_BUILD) + hash;
 }
 
-// FIXME: Could maybe be moved to PhysicsServerManager and Physics2DServerManager directly
+// FIXME: Could maybe be moved to PhysicsServer3DManager and PhysicsServer2DManager directly
 // to have less code in main.cpp.
 void initialize_physics() {
 	/// 3D Physics Server
-	physics_server = PhysicsServerManager::new_server(ProjectSettings::get_singleton()->get(PhysicsServerManager::setting_property_name));
+	physics_server = PhysicsServer3DManager::new_server(ProjectSettings::get_singleton()->get(PhysicsServer3DManager::setting_property_name));
 	if (!physics_server) {
 		// Physics server not found, Use the default physics
-		physics_server = PhysicsServerManager::new_default_server();
+		physics_server = PhysicsServer3DManager::new_default_server();
 	}
 	ERR_FAIL_COND(!physics_server);
 	physics_server->init();
 
 	/// 2D Physics server
-	physics_2d_server = Physics2DServerManager::new_server(ProjectSettings::get_singleton()->get(Physics2DServerManager::setting_property_name));
+	physics_2d_server = PhysicsServer2DManager::new_server(ProjectSettings::get_singleton()->get(PhysicsServer2DManager::setting_property_name));
 	if (!physics_2d_server) {
 		// Physics server not found, Use the default physics
-		physics_2d_server = Physics2DServerManager::new_default_server();
+		physics_2d_server = PhysicsServer2DManager::new_default_server();
 	}
 	ERR_FAIL_COND(!physics_2d_server);
 	physics_2d_server->init();
@@ -213,8 +213,8 @@ void finalize_physics() {
 
 void finalize_display() {
 
-	visual_server->finish();
-	memdelete(visual_server);
+	rendering_server->finish();
+	memdelete(rendering_server);
 
 	memdelete(display_server);
 }
@@ -222,8 +222,8 @@ void finalize_display() {
 void initialize_navigation_server() {
 	ERR_FAIL_COND(navigation_server != NULL);
 
-	navigation_server = NavigationServerManager::new_default_server();
-	navigation_2d_server = memnew(Navigation2DServer);
+	navigation_server = NavigationServer3DManager::new_default_server();
+	navigation_2d_server = memnew(NavigationServer2D);
 }
 
 void finalize_navigation_server() {
@@ -1273,12 +1273,12 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 
 	/* Initialize Visual Server */
 
-	visual_server = memnew(VisualServerRaster);
+	rendering_server = memnew(RenderingServerRaster);
 	if (OS::get_singleton()->get_render_thread_mode() != OS::RENDER_THREAD_UNSAFE) {
-		visual_server = memnew(VisualServerWrapMT(visual_server, OS::get_singleton()->get_render_thread_mode() == OS::RENDER_SEPARATE_THREAD));
+		rendering_server = memnew(RenderingServerWrapMT(rendering_server, OS::get_singleton()->get_render_thread_mode() == OS::RENDER_SEPARATE_THREAD));
 	}
 
-	visual_server->init();
+	rendering_server->init();
 
 	OS::get_singleton()->initialize_joypads();
 
@@ -1333,7 +1333,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 	MAIN_PRINT("Main: Load Remaps");
 
 	Color clear = GLOBAL_DEF("rendering/environment/default_clear_color", Color(0.3, 0.3, 0.3));
-	VisualServer::get_singleton()->set_default_clear_color(clear);
+	RenderingServer::get_singleton()->set_default_clear_color(clear);
 
 	if (show_logo) { //boot logo!
 		String boot_logo_path = GLOBAL_DEF("application/boot_splash/image", String());
@@ -1355,7 +1355,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 		Color boot_bg_color = GLOBAL_DEF("application/boot_splash/bg_color", boot_splash_bg_color);
 		if (boot_logo.is_valid()) {
 			OS::get_singleton()->_msec_splash = OS::get_singleton()->get_ticks_msec();
-			VisualServer::get_singleton()->set_boot_image(boot_logo, boot_bg_color, boot_logo_scale, boot_logo_filter);
+			RenderingServer::get_singleton()->set_boot_image(boot_logo, boot_bg_color, boot_logo_scale, boot_logo_filter);
 
 		} else {
 #ifndef NO_DEFAULT_BOOT_LOGO
@@ -1367,9 +1367,9 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 #endif
 
 			MAIN_PRINT("Main: ClearColor");
-			VisualServer::get_singleton()->set_default_clear_color(boot_bg_color);
+			RenderingServer::get_singleton()->set_default_clear_color(boot_bg_color);
 			MAIN_PRINT("Main: Image");
-			VisualServer::get_singleton()->set_boot_image(splash, boot_bg_color, false);
+			RenderingServer::get_singleton()->set_boot_image(splash, boot_bg_color, false);
 #endif
 		}
 
@@ -1380,7 +1380,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
 	}
 
 	MAIN_PRINT("Main: DCC");
-	VisualServer::get_singleton()->set_default_clear_color(GLOBAL_DEF("rendering/environment/default_clear_color", Color(0.3, 0.3, 0.3)));
+	RenderingServer::get_singleton()->set_default_clear_color(GLOBAL_DEF("rendering/environment/default_clear_color", Color(0.3, 0.3, 0.3)));
 	MAIN_PRINT("Main: END");
 
 	GLOBAL_DEF("application/config/icon", String());
@@ -1826,7 +1826,7 @@ bool Main::start() {
 		{
 
 			int directional_atlas_size = GLOBAL_GET("rendering/quality/directional_shadow/size");
-			VisualServer::get_singleton()->directional_shadow_atlas_set_size(directional_atlas_size);
+			RenderingServer::get_singleton()->directional_shadow_atlas_set_size(directional_atlas_size);
 		}
 
 		if (!editor && !project_manager) {
@@ -2101,25 +2101,25 @@ bool Main::iteration() {
 
 		uint64_t physics_begin = OS::get_singleton()->get_ticks_usec();
 
-		PhysicsServer::get_singleton()->sync();
-		PhysicsServer::get_singleton()->flush_queries();
+		PhysicsServer3D::get_singleton()->sync();
+		PhysicsServer3D::get_singleton()->flush_queries();
 
-		Physics2DServer::get_singleton()->sync();
-		Physics2DServer::get_singleton()->flush_queries();
+		PhysicsServer2D::get_singleton()->sync();
+		PhysicsServer2D::get_singleton()->flush_queries();
 
 		if (OS::get_singleton()->get_main_loop()->iteration(frame_slice * time_scale)) {
 			exit = true;
 			break;
 		}
 
-		NavigationServer::get_singleton_mut()->process(frame_slice * time_scale);
+		NavigationServer3D::get_singleton_mut()->process(frame_slice * time_scale);
 
 		message_queue->flush();
 
-		PhysicsServer::get_singleton()->step(frame_slice * time_scale);
+		PhysicsServer3D::get_singleton()->step(frame_slice * time_scale);
 
-		Physics2DServer::get_singleton()->end_sync();
-		Physics2DServer::get_singleton()->step(frame_slice * time_scale);
+		PhysicsServer2D::get_singleton()->end_sync();
+		PhysicsServer2D::get_singleton()->step(frame_slice * time_scale);
 
 		message_queue->flush();
 
@@ -2137,17 +2137,17 @@ bool Main::iteration() {
 	}
 	message_queue->flush();
 
-	VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames.
+	RenderingServer::get_singleton()->sync(); //sync if still drawing from previous frames.
 
 	if (DisplayServer::get_singleton()->can_any_window_draw() && !disable_render_loop) {
 
 		if ((!force_redraw_requested) && OS::get_singleton()->is_in_low_processor_usage_mode()) {
-			if (VisualServer::get_singleton()->has_changed()) {
-				VisualServer::get_singleton()->draw(true, scaled_step); // flush visual commands
+			if (RenderingServer::get_singleton()->has_changed()) {
+				RenderingServer::get_singleton()->draw(true, scaled_step); // flush visual commands
 				Engine::get_singleton()->frames_drawn++;
 			}
 		} else {
-			VisualServer::get_singleton()->draw(true, scaled_step); // flush visual commands
+			RenderingServer::get_singleton()->draw(true, scaled_step); // flush visual commands
 			Engine::get_singleton()->frames_drawn++;
 			force_redraw_requested = false;
 		}
@@ -2262,7 +2262,7 @@ void Main::cleanup() {
 	ScriptServer::finish_languages();
 
 	// Sync pending commands that may have been queued from a different thread during ScriptServer finalization
-	VisualServer::get_singleton()->sync();
+	RenderingServer::get_singleton()->sync();
 
 #ifdef TOOLS_ENABLED
 	EditorNode::unregister_editor_types();

+ 19 - 19
main/performance.cpp

@@ -35,9 +35,9 @@
 #include "scene/main/node.h"
 #include "scene/main/scene_tree.h"
 #include "servers/audio_server.h"
-#include "servers/physics_2d_server.h"
-#include "servers/physics_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_2d.h"
+#include "servers/physics_server_3d.h"
+#include "servers/rendering_server.h"
 
 Performance *Performance::singleton = NULL;
 
@@ -135,22 +135,22 @@ float Performance::get_monitor(Monitor p_monitor) const {
 		case OBJECT_RESOURCE_COUNT: return ResourceCache::get_cached_resource_count();
 		case OBJECT_NODE_COUNT: return _get_node_count();
 		case OBJECT_ORPHAN_NODE_COUNT: return Node::orphan_node_count;
-		case RENDER_OBJECTS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_OBJECTS_IN_FRAME);
-		case RENDER_VERTICES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_VERTICES_IN_FRAME);
-		case RENDER_MATERIAL_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
-		case RENDER_SHADER_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
-		case RENDER_SURFACE_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
-		case RENDER_DRAW_CALLS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
-		case RENDER_VIDEO_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VIDEO_MEM_USED);
-		case RENDER_TEXTURE_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED);
-		case RENDER_VERTEX_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VERTEX_MEM_USED);
-		case RENDER_USAGE_VIDEO_MEM_TOTAL: return VS::get_singleton()->get_render_info(VS::INFO_USAGE_VIDEO_MEM_TOTAL);
-		case PHYSICS_2D_ACTIVE_OBJECTS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ACTIVE_OBJECTS);
-		case PHYSICS_2D_COLLISION_PAIRS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_COLLISION_PAIRS);
-		case PHYSICS_2D_ISLAND_COUNT: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ISLAND_COUNT);
-		case PHYSICS_3D_ACTIVE_OBJECTS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ACTIVE_OBJECTS);
-		case PHYSICS_3D_COLLISION_PAIRS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_COLLISION_PAIRS);
-		case PHYSICS_3D_ISLAND_COUNT: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ISLAND_COUNT);
+		case RENDER_OBJECTS_IN_FRAME: return RS::get_singleton()->get_render_info(RS::INFO_OBJECTS_IN_FRAME);
+		case RENDER_VERTICES_IN_FRAME: return RS::get_singleton()->get_render_info(RS::INFO_VERTICES_IN_FRAME);
+		case RENDER_MATERIAL_CHANGES_IN_FRAME: return RS::get_singleton()->get_render_info(RS::INFO_MATERIAL_CHANGES_IN_FRAME);
+		case RENDER_SHADER_CHANGES_IN_FRAME: return RS::get_singleton()->get_render_info(RS::INFO_SHADER_CHANGES_IN_FRAME);
+		case RENDER_SURFACE_CHANGES_IN_FRAME: return RS::get_singleton()->get_render_info(RS::INFO_SURFACE_CHANGES_IN_FRAME);
+		case RENDER_DRAW_CALLS_IN_FRAME: return RS::get_singleton()->get_render_info(RS::INFO_DRAW_CALLS_IN_FRAME);
+		case RENDER_VIDEO_MEM_USED: return RS::get_singleton()->get_render_info(RS::INFO_VIDEO_MEM_USED);
+		case RENDER_TEXTURE_MEM_USED: return RS::get_singleton()->get_render_info(RS::INFO_TEXTURE_MEM_USED);
+		case RENDER_VERTEX_MEM_USED: return RS::get_singleton()->get_render_info(RS::INFO_VERTEX_MEM_USED);
+		case RENDER_USAGE_VIDEO_MEM_TOTAL: return RS::get_singleton()->get_render_info(RS::INFO_USAGE_VIDEO_MEM_TOTAL);
+		case PHYSICS_2D_ACTIVE_OBJECTS: return PhysicsServer2D::get_singleton()->get_process_info(PhysicsServer2D::INFO_ACTIVE_OBJECTS);
+		case PHYSICS_2D_COLLISION_PAIRS: return PhysicsServer2D::get_singleton()->get_process_info(PhysicsServer2D::INFO_COLLISION_PAIRS);
+		case PHYSICS_2D_ISLAND_COUNT: return PhysicsServer2D::get_singleton()->get_process_info(PhysicsServer2D::INFO_ISLAND_COUNT);
+		case PHYSICS_3D_ACTIVE_OBJECTS: return PhysicsServer3D::get_singleton()->get_process_info(PhysicsServer3D::INFO_ACTIVE_OBJECTS);
+		case PHYSICS_3D_COLLISION_PAIRS: return PhysicsServer3D::get_singleton()->get_process_info(PhysicsServer3D::INFO_COLLISION_PAIRS);
+		case PHYSICS_3D_ISLAND_COUNT: return PhysicsServer3D::get_singleton()->get_process_info(PhysicsServer3D::INFO_ISLAND_COUNT);
 		case AUDIO_OUTPUT_LATENCY: return AudioServer::get_singleton()->get_output_latency();
 
 		default: {

+ 1 - 1
main/tests/test_math.cpp

@@ -43,7 +43,7 @@
 #include "core/vmap.h"
 #include "scene/main/node.h"
 #include "scene/resources/texture.h"
-#include "servers/visual/shader_language.h"
+#include "servers/rendering/shader_language.h"
 
 #include "core/method_ptrcall.h"
 

+ 65 - 65
main/tests/test_physics.cpp

@@ -37,8 +37,8 @@
 #include "core/os/os.h"
 #include "core/print_string.h"
 #include "servers/display_server.h"
-#include "servers/physics_server.h"
-#include "servers/visual_server.h"
+#include "servers/physics_server_3d.h"
+#include "servers/rendering_server.h"
 
 class TestPhysicsMainLoop : public MainLoop {
 
@@ -65,13 +65,13 @@ class TestPhysicsMainLoop : public MainLoop {
 	Point2 joy_direction;
 
 	List<RID> bodies;
-	Map<PhysicsServer::ShapeType, RID> type_shape_map;
-	Map<PhysicsServer::ShapeType, RID> type_mesh_map;
+	Map<PhysicsServer3D::ShapeType, RID> type_shape_map;
+	Map<PhysicsServer3D::ShapeType, RID> type_mesh_map;
 
 	void body_changed_transform(Object *p_state, RID p_visual_instance) {
 
-		PhysicsDirectBodyState *state = (PhysicsDirectBodyState *)p_state;
-		VisualServer *vs = VisualServer::get_singleton();
+		PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state;
+		RenderingServer *vs = RenderingServer::get_singleton();
 		Transform t = state->get_transform();
 		vs->instance_set_transform(p_visual_instance, t);
 	}
@@ -84,23 +84,23 @@ protected:
 		ClassDB::bind_method("body_changed_transform", &TestPhysicsMainLoop::body_changed_transform);
 	}
 
-	RID create_body(PhysicsServer::ShapeType p_shape, PhysicsServer::BodyMode p_body, const Transform p_location, bool p_active_default = true, const Transform &p_shape_xform = Transform()) {
+	RID create_body(PhysicsServer3D::ShapeType p_shape, PhysicsServer3D::BodyMode p_body, const Transform p_location, bool p_active_default = true, const Transform &p_shape_xform = Transform()) {
 
-		VisualServer *vs = VisualServer::get_singleton();
-		PhysicsServer *ps = PhysicsServer::get_singleton();
+		RenderingServer *vs = RenderingServer::get_singleton();
+		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
 
 		RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape], scenario);
 		RID body = ps->body_create(p_body, !p_active_default);
 		ps->body_set_space(body, space);
-		ps->body_set_param(body, PhysicsServer::BODY_PARAM_BOUNCE, 0.0);
+		ps->body_set_param(body, PhysicsServer3D::BODY_PARAM_BOUNCE, 0.0);
 		//todo set space
 		ps->body_add_shape(body, type_shape_map[p_shape]);
 		ps->body_set_force_integration_callback(body, this, "body_changed_transform", mesh_instance);
 
-		ps->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, p_location);
+		ps->body_set_state(body, PhysicsServer3D::BODY_STATE_TRANSFORM, p_location);
 		bodies.push_back(body);
 
-		if (p_body == PhysicsServer::BODY_MODE_STATIC) {
+		if (p_body == PhysicsServer3D::BODY_MODE_STATIC) {
 
 			vs->instance_set_transform(mesh_instance, p_location);
 		}
@@ -109,12 +109,12 @@ protected:
 
 	RID create_static_plane(const Plane &p_plane) {
 
-		PhysicsServer *ps = PhysicsServer::get_singleton();
+		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
 
-		RID world_margin_shape = ps->shape_create(PhysicsServer::SHAPE_PLANE);
+		RID world_margin_shape = ps->shape_create(PhysicsServer3D::SHAPE_PLANE);
 		ps->shape_set_data(world_margin_shape, p_plane);
 
-		RID b = ps->body_create(PhysicsServer::BODY_MODE_STATIC);
+		RID b = ps->body_create(PhysicsServer3D::BODY_MODE_STATIC);
 		ps->body_set_space(b, space);
 		//todo set space
 		ps->body_add_shape(b, world_margin_shape);
@@ -123,24 +123,24 @@ protected:
 
 	void configure_body(RID p_body, float p_mass, float p_friction, float p_bounce) {
 
-		PhysicsServer *ps = PhysicsServer::get_singleton();
-		ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_MASS, p_mass);
-		ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_FRICTION, p_friction);
-		ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_BOUNCE, p_bounce);
+		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+		ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_MASS, p_mass);
+		ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_FRICTION, p_friction);
+		ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_BOUNCE, p_bounce);
 	}
 
 	void init_shapes() {
 
-		VisualServer *vs = VisualServer::get_singleton();
-		PhysicsServer *ps = PhysicsServer::get_singleton();
+		RenderingServer *vs = RenderingServer::get_singleton();
+		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
 
 		/* SPHERE SHAPE */
 		RID sphere_mesh = vs->make_sphere_mesh(10, 20, 0.5);
-		type_mesh_map[PhysicsServer::SHAPE_SPHERE] = sphere_mesh;
+		type_mesh_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_mesh;
 
-		RID sphere_shape = ps->shape_create(PhysicsServer::SHAPE_SPHERE);
+		RID sphere_shape = ps->shape_create(PhysicsServer3D::SHAPE_SPHERE);
 		ps->shape_set_data(sphere_shape, 0.5);
-		type_shape_map[PhysicsServer::SHAPE_SPHERE] = sphere_shape;
+		type_shape_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_shape;
 
 		/* BOX SHAPE */
 
@@ -148,11 +148,11 @@ protected:
 		RID box_mesh = vs->mesh_create();
 		Geometry::MeshData box_data = Geometry::build_convex_mesh(box_planes);
 		vs->mesh_add_surface_from_mesh_data(box_mesh, box_data);
-		type_mesh_map[PhysicsServer::SHAPE_BOX] = box_mesh;
+		type_mesh_map[PhysicsServer3D::SHAPE_BOX] = box_mesh;
 
-		RID box_shape = ps->shape_create(PhysicsServer::SHAPE_BOX);
+		RID box_shape = ps->shape_create(PhysicsServer3D::SHAPE_BOX);
 		ps->shape_set_data(box_shape, Vector3(0.5, 0.5, 0.5));
-		type_shape_map[PhysicsServer::SHAPE_BOX] = box_shape;
+		type_shape_map[PhysicsServer3D::SHAPE_BOX] = box_shape;
 
 		/* CAPSULE SHAPE */
 
@@ -162,14 +162,14 @@ protected:
 		Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
 		vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
 
-		type_mesh_map[PhysicsServer::SHAPE_CAPSULE] = capsule_mesh;
+		type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
 
-		RID capsule_shape = ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
+		RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
 		Dictionary capsule_params;
 		capsule_params["radius"] = 0.5;
 		capsule_params["height"] = 1.4;
 		ps->shape_set_data(capsule_shape, capsule_params);
-		type_shape_map[PhysicsServer::SHAPE_CAPSULE] = capsule_shape;
+		type_shape_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_shape;
 
 		/* CONVEX SHAPE */
 
@@ -180,18 +180,18 @@ protected:
 		QuickHull::build(convex_data.vertices, convex_data);
 		vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data);
 
-		type_mesh_map[PhysicsServer::SHAPE_CONVEX_POLYGON] = convex_mesh;
+		type_mesh_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_mesh;
 
-		RID convex_shape = ps->shape_create(PhysicsServer::SHAPE_CONVEX_POLYGON);
+		RID convex_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONVEX_POLYGON);
 		ps->shape_set_data(convex_shape, convex_data.vertices);
-		type_shape_map[PhysicsServer::SHAPE_CONVEX_POLYGON] = convex_shape;
+		type_shape_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_shape;
 	}
 
 	void make_trimesh(Vector<Vector3> p_faces, const Transform &p_xform = Transform()) {
 
-		VisualServer *vs = VisualServer::get_singleton();
-		PhysicsServer *ps = PhysicsServer::get_singleton();
-		RID trimesh_shape = ps->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
+		RenderingServer *vs = RenderingServer::get_singleton();
+		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+		RID trimesh_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON);
 		ps->shape_set_data(trimesh_shape, p_faces);
 		p_faces = ps->shape_get_data(trimesh_shape); // optimized one
 		Vector<Vector3> normals; // for drawing
@@ -205,19 +205,19 @@ protected:
 
 		RID trimesh_mesh = vs->mesh_create();
 		Array d;
-		d.resize(VS::ARRAY_MAX);
-		d[VS::ARRAY_VERTEX] = p_faces;
-		d[VS::ARRAY_NORMAL] = normals;
-		vs->mesh_add_surface_from_arrays(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, d);
+		d.resize(RS::ARRAY_MAX);
+		d[RS::ARRAY_VERTEX] = p_faces;
+		d[RS::ARRAY_NORMAL] = normals;
+		vs->mesh_add_surface_from_arrays(trimesh_mesh, RS::PRIMITIVE_TRIANGLES, d);
 
 		RID triins = vs->instance_create2(trimesh_mesh, scenario);
 
-		RID tribody = ps->body_create(PhysicsServer::BODY_MODE_STATIC);
+		RID tribody = ps->body_create(PhysicsServer3D::BODY_MODE_STATIC);
 		ps->body_set_space(tribody, space);
 		//todo set space
 		ps->body_add_shape(tribody, trimesh_shape);
 		Transform tritrans = p_xform;
-		ps->body_set_state(tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans);
+		ps->body_set_state(tribody, PhysicsServer3D::BODY_STATE_TRANSFORM, tritrans);
 		vs->instance_set_transform(triins, tritrans);
 	}
 
@@ -276,11 +276,11 @@ public:
 
 			if (mover.is_valid()) {
 
-				PhysicsServer *ps = PhysicsServer::get_singleton();
-				Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM);
+				PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+				Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
 				t.origin += Vector3(x, y, 0);
 
-				ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t);
+				ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
 			}
 		}
 	}
@@ -294,11 +294,11 @@ public:
 		ofs_x = ofs_y = 0;
 		init_shapes();
 
-		PhysicsServer *ps = PhysicsServer::get_singleton();
+		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
 		space = ps->space_create();
 		ps->space_set_active(space, true);
 
-		VisualServer *vs = VisualServer::get_singleton();
+		RenderingServer *vs = RenderingServer::get_singleton();
 
 		/* LIGHT */
 		RID lightaux = vs->directional_light_create();
@@ -335,17 +335,17 @@ public:
 
 		if (mover.is_valid()) {
 			static float joy_speed = 10;
-			PhysicsServer *ps = PhysicsServer::get_singleton();
-			Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM);
+			PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
+			Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
 			t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
-			ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t);
+			ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
 		};
 
 		Transform cameratr;
 		cameratr.rotate(Vector3(0, 1, 0), ofs_x);
 		cameratr.rotate(Vector3(1, 0, 0), -ofs_y);
 		cameratr.translate(Vector3(0, 2, 8));
-		VisualServer *vs = VisualServer::get_singleton();
+		RenderingServer *vs = RenderingServer::get_singleton();
 		vs->camera_set_transform(camera, cameratr);
 
 		return quit;
@@ -361,17 +361,17 @@ public:
 
 	void test_character() {
 
-		VisualServer *vs = VisualServer::get_singleton();
-		PhysicsServer *ps = PhysicsServer::get_singleton();
+		RenderingServer *vs = RenderingServer::get_singleton();
+		PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
 
 		Vector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y);
 
 		RID capsule_mesh = vs->mesh_create();
 		Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
 		vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
-		type_mesh_map[PhysicsServer::SHAPE_CAPSULE] = capsule_mesh;
+		type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
 
-		RID capsule_shape = ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
+		RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
 		Dictionary capsule_params;
 		capsule_params["radius"] = 0.5;
 		capsule_params["height"] = 1;
@@ -381,14 +381,14 @@ public:
 		ps->shape_set_data(capsule_shape, capsule_params);
 
 		RID mesh_instance = vs->instance_create2(capsule_mesh, scenario);
-		character = ps->body_create(PhysicsServer::BODY_MODE_CHARACTER);
+		character = ps->body_create(PhysicsServer3D::BODY_MODE_CHARACTER);
 		ps->body_set_space(character, space);
 		//todo add space
 		ps->body_add_shape(character, capsule_shape);
 
 		ps->body_set_force_integration_callback(character, this, "body_changed_transform", mesh_instance);
 
-		ps->body_set_state(character, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, 5, -2)));
+		ps->body_set_state(character, PhysicsServer3D::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, 5, -2)));
 		bodies.push_back(character);
 	}
 
@@ -396,21 +396,21 @@ public:
 
 		for (int i = 0; i < 35; i++) {
 
-			static const PhysicsServer::ShapeType shape_idx[] = {
-				PhysicsServer::SHAPE_CAPSULE,
-				PhysicsServer::SHAPE_BOX,
-				PhysicsServer::SHAPE_SPHERE,
-				PhysicsServer::SHAPE_CONVEX_POLYGON
+			static const PhysicsServer3D::ShapeType shape_idx[] = {
+				PhysicsServer3D::SHAPE_CAPSULE,
+				PhysicsServer3D::SHAPE_BOX,
+				PhysicsServer3D::SHAPE_SPHERE,
+				PhysicsServer3D::SHAPE_CONVEX_POLYGON
 			};
 
-			PhysicsServer::ShapeType type = shape_idx[i % 4];
+			PhysicsServer3D::ShapeType type = shape_idx[i % 4];
 
 			Transform t;
 
 			t.origin = Vector3(0.0 * i, 3.5 + 1.1 * i, 0.7 + 0.0 * i);
 			t.basis.rotate(Vector3(0.2, -1, 0), Math_PI / 2 * 0.6);
 
-			create_body(type, PhysicsServer::BODY_MODE_RIGID, t);
+			create_body(type, PhysicsServer3D::BODY_MODE_RIGID, t);
 		}
 
 		create_static_plane(Plane(Vector3(0, 1, 0), -1));
@@ -418,7 +418,7 @@ public:
 
 	void test_activate() {
 
-		create_body(PhysicsServer::SHAPE_BOX, PhysicsServer::BODY_MODE_RIGID, Transform(Basis(), Vector3(0, 2, 0)), true);
+		create_body(PhysicsServer3D::SHAPE_BOX, PhysicsServer3D::BODY_MODE_RIGID, Transform(Basis(), Vector3(0, 2, 0)), true);
 		create_static_plane(Plane(Vector3(0, 1, 0), -1));
 	}
 

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 2
main/tests/test_physics_2d.cpp


+ 12 - 12
main/tests/test_render.cpp

@@ -37,7 +37,7 @@
 #include "core/os/os.h"
 #include "core/print_string.h"
 #include "servers/display_server.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 
 #define OBJECT_COUNT 50
 
@@ -75,7 +75,7 @@ public:
 	virtual void init() {
 
 		print_line("INITIALIZING TEST RENDER");
-		VisualServer *vs = VisualServer::get_singleton();
+		RenderingServer *vs = RenderingServer::get_singleton();
 		test_cube = vs->get_test_cube();
 		scenario = vs->scenario_create();
 
@@ -126,7 +126,7 @@ public:
 		print_line("ERR: " + itos(err));
 		test_cube = vs->mesh_create();
 		vs->mesh_add_surface_from_mesh_data(test_cube, md);
-		//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
+		//vs->scenario_set_debug(scenario,RS::SCENARIO_DEBUG_WIREFRAME);
 
 		/*
 		RID sm = vs->shader_create();
@@ -174,16 +174,16 @@ public:
 		vs->camera_set_perspective(camera, 60, 0.1, 1000);
 
 		/*
-		RID lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
-		vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_RADIUS, 80 );
-		vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ATTENUATION, 1 );
-		vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ENERGY, 1.5 );
+		RID lightaux = vs->light_create( RenderingServer::LIGHT_OMNI );
+		vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_RADIUS, 80 );
+		vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ATTENUATION, 1 );
+		vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ENERGY, 1.5 );
 		light = vs->instance_create( lightaux );
 		*/
 		RID lightaux;
 
 		lightaux = vs->directional_light_create();
-		//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
+		//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
 		vs->light_set_color(lightaux, Color(1.0, 1.0, 1.0));
 		//vs->light_set_shadow( lightaux, true );
 		light = vs->instance_create2(lightaux, scenario);
@@ -194,10 +194,10 @@ public:
 		vs->instance_set_transform(light, lla);
 
 		lightaux = vs->omni_light_create();
-		//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
+		//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
 		vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0));
-		vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_RANGE, 4);
-		vs->light_set_param(lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8);
+		vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_RANGE, 4);
+		vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_ENERGY, 8);
 		//vs->light_set_shadow( lightaux, true );
 		//light = vs->instance_create( lightaux );
 
@@ -206,7 +206,7 @@ public:
 	}
 	virtual bool iteration(float p_time) {
 
-		VisualServer *vs = VisualServer::get_singleton();
+		RenderingServer *vs = RenderingServer::get_singleton();
 		//Transform t;
 		//t.rotate(Vector3(0, 1, 0), ofs);
 		//t.translate(Vector3(0,0,20 ));

+ 1 - 1
main/tests/test_shader_lang.cpp

@@ -37,7 +37,7 @@
 #include "core/print_string.h"
 #include "scene/gui/control.h"
 #include "scene/gui/text_edit.h"
-#include "servers/visual/shader_language.h"
+#include "servers/rendering/shader_language.h"
 
 typedef ShaderLanguage SL;
 

+ 10 - 10
modules/assimp/editor_scene_importer_assimp.cpp

@@ -1208,9 +1208,9 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
 			}
 
 			Array array_copy;
-			array_copy.resize(VisualServer::ARRAY_MAX);
+			array_copy.resize(RenderingServer::ARRAY_MAX);
 
-			for (int l = 0; l < VisualServer::ARRAY_MAX; l++) {
+			for (int l = 0; l < RenderingServer::ARRAY_MAX; l++) {
 				array_copy[l] = array_mesh[l].duplicate(true);
 			}
 
@@ -1224,13 +1224,13 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
 					Vector3 position = Vector3(ai_pos.x, ai_pos.y, ai_pos.z);
 					vertices.ptrw()[l] = position;
 				}
-				PackedVector3Array new_vertices = array_copy[VisualServer::ARRAY_VERTEX].duplicate(true);
+				PackedVector3Array new_vertices = array_copy[RenderingServer::ARRAY_VERTEX].duplicate(true);
 				ERR_CONTINUE(vertices.size() != new_vertices.size());
 				for (int32_t l = 0; l < new_vertices.size(); l++) {
 					Vector3 *w = new_vertices.ptrw();
 					w[l] = vertices[l];
 				}
-				array_copy[VisualServer::ARRAY_VERTEX] = new_vertices;
+				array_copy[RenderingServer::ARRAY_VERTEX] = new_vertices;
 			}
 
 			int32_t color_set = 0;
@@ -1242,13 +1242,13 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
 					Color color = Color(ai_color.r, ai_color.g, ai_color.b, ai_color.a);
 					colors.ptrw()[l] = color;
 				}
-				PackedColorArray new_colors = array_copy[VisualServer::ARRAY_COLOR].duplicate(true);
+				PackedColorArray new_colors = array_copy[RenderingServer::ARRAY_COLOR].duplicate(true);
 				ERR_CONTINUE(colors.size() != new_colors.size());
 				for (int32_t l = 0; l < colors.size(); l++) {
 					Color *w = new_colors.ptrw();
 					w[l] = colors[l];
 				}
-				array_copy[VisualServer::ARRAY_COLOR] = new_colors;
+				array_copy[RenderingServer::ARRAY_COLOR] = new_colors;
 			}
 
 			if (ai_mesh->mAnimMeshes[j]->HasNormals()) {
@@ -1259,13 +1259,13 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
 					Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z);
 					normals.ptrw()[l] = normal;
 				}
-				PackedVector3Array new_normals = array_copy[VisualServer::ARRAY_NORMAL].duplicate(true);
+				PackedVector3Array new_normals = array_copy[RenderingServer::ARRAY_NORMAL].duplicate(true);
 				ERR_CONTINUE(normals.size() != new_normals.size());
 				for (int l = 0; l < normals.size(); l++) {
 					Vector3 *w = new_normals.ptrw();
 					w[l] = normals[l];
 				}
-				array_copy[VisualServer::ARRAY_NORMAL] = new_normals;
+				array_copy[RenderingServer::ARRAY_NORMAL] = new_normals;
 			}
 
 			if (ai_mesh->mAnimMeshes[j]->HasTangentsAndBitangents()) {
@@ -1275,7 +1275,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
 				for (size_t l = 0; l < num_vertices; l++) {
 					AssimpUtils::calc_tangent_from_mesh(ai_mesh, j, l, l, w);
 				}
-				PackedFloat32Array new_tangents = array_copy[VisualServer::ARRAY_TANGENT].duplicate(true);
+				PackedFloat32Array new_tangents = array_copy[RenderingServer::ARRAY_TANGENT].duplicate(true);
 				ERR_CONTINUE(new_tangents.size() != tangents.size() * 4);
 				for (int32_t l = 0; l < tangents.size(); l++) {
 					new_tangents.ptrw()[l + 0] = tangents[l].r;
@@ -1283,7 +1283,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
 					new_tangents.ptrw()[l + 2] = tangents[l].b;
 					new_tangents.ptrw()[l + 3] = tangents[l].a;
 				}
-				array_copy[VisualServer::ARRAY_TANGENT] = new_tangents;
+				array_copy[RenderingServer::ARRAY_TANGENT] = new_tangents;
 			}
 
 			morphs[j] = array_copy;

+ 11 - 11
modules/basis_universal/register_types.cpp

@@ -31,7 +31,7 @@
 #include "register_types.h"
 
 #include "core/os/os.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 #include "texture_basisu.h"
 
 #ifdef TOOLS_ENABLED
@@ -164,10 +164,10 @@ static Ref<Image> basis_universal_unpacker(const Vector<uint8_t> &p_buffer) {
 	switch (*(uint32_t *)(ptr)) {
 		case BASIS_DECOMPRESS_RG: {
 
-			if (VS::get_singleton()->has_os_feature("rgtc")) {
+			if (RS::get_singleton()->has_os_feature("rgtc")) {
 				format = basist::transcoder_texture_format::cTFBC5; // get this from renderer
 				imgfmt = Image::FORMAT_RGTC_RG;
-			} else if (VS::get_singleton()->has_os_feature("etc2")) {
+			} else if (RS::get_singleton()->has_os_feature("etc2")) {
 				//unfortunately, basis universal does not support
 				//
 				ERR_FAIL_V(image); //unimplemented here
@@ -179,13 +179,13 @@ static Ref<Image> basis_universal_unpacker(const Vector<uint8_t> &p_buffer) {
 			}
 		} break;
 		case BASIS_DECOMPRESS_RGB: {
-			if (VS::get_singleton()->has_os_feature("bptc")) {
+			if (RS::get_singleton()->has_os_feature("bptc")) {
 				format = basist::transcoder_texture_format::cTFBC7_M6_OPAQUE_ONLY; // get this from renderer
 				imgfmt = Image::FORMAT_BPTC_RGBA;
-			} else if (VS::get_singleton()->has_os_feature("s3tc")) {
+			} else if (RS::get_singleton()->has_os_feature("s3tc")) {
 				format = basist::transcoder_texture_format::cTFBC1; // get this from renderer
 				imgfmt = Image::FORMAT_DXT1;
-			} else if (VS::get_singleton()->has_os_feature("etc")) {
+			} else if (RS::get_singleton()->has_os_feature("etc")) {
 
 				format = basist::transcoder_texture_format::cTFETC1; // get this from renderer
 				imgfmt = Image::FORMAT_ETC;
@@ -196,13 +196,13 @@ static Ref<Image> basis_universal_unpacker(const Vector<uint8_t> &p_buffer) {
 
 		} break;
 		case BASIS_DECOMPRESS_RGBA: {
-			if (VS::get_singleton()->has_os_feature("bptc")) {
+			if (RS::get_singleton()->has_os_feature("bptc")) {
 				format = basist::transcoder_texture_format::cTFBC7_M5; // get this from renderer
 				imgfmt = Image::FORMAT_BPTC_RGBA;
-			} else if (VS::get_singleton()->has_os_feature("s3tc")) {
+			} else if (RS::get_singleton()->has_os_feature("s3tc")) {
 				format = basist::transcoder_texture_format::cTFBC3; // get this from renderer
 				imgfmt = Image::FORMAT_DXT5;
-			} else if (VS::get_singleton()->has_os_feature("etc2")) {
+			} else if (RS::get_singleton()->has_os_feature("etc2")) {
 				format = basist::transcoder_texture_format::cTFETC2; // get this from renderer
 				imgfmt = Image::FORMAT_ETC2_RGBA8;
 			} else {
@@ -212,10 +212,10 @@ static Ref<Image> basis_universal_unpacker(const Vector<uint8_t> &p_buffer) {
 			}
 		} break;
 		case BASIS_DECOMPRESS_RG_AS_RA: {
-			if (VS::get_singleton()->has_os_feature("s3tc")) {
+			if (RS::get_singleton()->has_os_feature("s3tc")) {
 				format = basist::transcoder_texture_format::cTFBC3; // get this from renderer
 				imgfmt = Image::FORMAT_DXT5_RA_AS_RG;
-			} else if (VS::get_singleton()->has_os_feature("etc2")) {
+			} else if (RS::get_singleton()->has_os_feature("etc2")) {
 				format = basist::transcoder_texture_format::cTFETC2; // get this from renderer
 				imgfmt = Image::FORMAT_ETC2_RGBA8;
 			} else {

+ 5 - 5
modules/basis_universal/texture_basisu.cpp

@@ -72,7 +72,7 @@ bool TextureBasisU::has_alpha() const {
 void TextureBasisU::set_flags(uint32_t p_flags) {
 
 	flags = p_flags;
-	VisualServer::get_singleton()->texture_set_flags(texture, p_flags);
+	RenderingServer::get_singleton()->texture_set_flags(texture, p_flags);
 };
 
 uint32_t TextureBasisU::get_flags() const {
@@ -144,8 +144,8 @@ void TextureBasisU::set_basisu_data(const Vector<uint8_t>& p_data) {
 	img.instance();
 	img->create(info.m_width, info.m_height, info.m_total_levels > 1, imgfmt, gpudata);
 
-	VisualServer::get_singleton()->texture_allocate(texture, tex_size.x, tex_size.y, 0, img->get_format(), VS::TEXTURE_TYPE_2D, flags);
-	VisualServer::get_singleton()->texture_set_data(texture, img);
+	RenderingServer::get_singleton()->texture_allocate(texture, tex_size.x, tex_size.y, 0, img->get_format(), RS::TEXTURE_TYPE_2D, flags);
+	RenderingServer::get_singleton()->texture_set_data(texture, img);
 };
 
 Error TextureBasisU::import(const Ref<Image>& p_img) {
@@ -221,13 +221,13 @@ Vector<uint8_t> TextureBasisU::get_basisu_data() const {
 TextureBasisU::TextureBasisU() {
 
 	flags = FLAGS_DEFAULT;
-	texture = VisualServer::get_singleton()->texture_create();
+	texture = RenderingServer::get_singleton()->texture_create();
 };
 
 
 TextureBasisU::~TextureBasisU() {
 
-	VisualServer::get_singleton()->free(texture);
+	RenderingServer::get_singleton()->free(texture);
 };
 
 #endif

+ 24 - 24
modules/bullet/area_bullet.cpp

@@ -46,7 +46,7 @@
 AreaBullet::AreaBullet() :
 		RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_AREA),
 		monitorable(true),
-		spOv_mode(PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED),
+		spOv_mode(PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED),
 		spOv_gravityPoint(false),
 		spOv_gravityPointDistanceScale(0),
 		spOv_gravityPointAttenuation(1),
@@ -86,11 +86,11 @@ void AreaBullet::dispatch_callbacks() {
 		switch (otherObj.state) {
 			case OVERLAP_STATE_ENTER:
 				otherObj.state = OVERLAP_STATE_INSIDE;
-				call_event(otherObj.object, PhysicsServer::AREA_BODY_ADDED);
+				call_event(otherObj.object, PhysicsServer3D::AREA_BODY_ADDED);
 				otherObj.object->on_enter_area(this);
 				break;
 			case OVERLAP_STATE_EXIT:
-				call_event(otherObj.object, PhysicsServer::AREA_BODY_REMOVED);
+				call_event(otherObj.object, PhysicsServer3D::AREA_BODY_REMOVED);
 				otherObj.object->on_exit_area(this);
 				overlappingObjects.remove(i); // Remove after callback
 				break;
@@ -101,7 +101,7 @@ void AreaBullet::dispatch_callbacks() {
 	}
 }
 
-void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer::AreaBodyStatus p_status) {
+void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status) {
 
 	InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_otherObject->getType())];
 	Object *areaGodoObject = ObjectDB::get_instance(event.event_callback_id);
@@ -130,7 +130,7 @@ void AreaBullet::scratch() {
 void AreaBullet::clear_overlaps(bool p_notify) {
 	for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
 		if (p_notify)
-			call_event(overlappingObjects[i].object, PhysicsServer::AREA_BODY_REMOVED);
+			call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);
 		overlappingObjects[i].object->on_exit_area(this);
 	}
 	overlappingObjects.clear();
@@ -140,7 +140,7 @@ void AreaBullet::remove_overlap(CollisionObjectBullet *p_object, bool p_notify)
 	for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
 		if (overlappingObjects[i].object == p_object) {
 			if (p_notify)
-				call_event(overlappingObjects[i].object, PhysicsServer::AREA_BODY_REMOVED);
+				call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);
 			overlappingObjects[i].object->on_exit_area(this);
 			overlappingObjects.remove(i);
 			break;
@@ -218,30 +218,30 @@ void AreaBullet::put_overlap_as_inside(int p_index) {
 	}
 }
 
-void AreaBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
+void AreaBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
 	switch (p_param) {
-		case PhysicsServer::AREA_PARAM_GRAVITY:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY:
 			set_spOv_gravityMag(p_value);
 			break;
-		case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
 			set_spOv_gravityVec(p_value);
 			break;
-		case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
+		case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
 			set_spOv_linearDump(p_value);
 			break;
-		case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
+		case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
 			set_spOv_angularDump(p_value);
 			break;
-		case PhysicsServer::AREA_PARAM_PRIORITY:
+		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 			set_spOv_priority(p_value);
 			break;
-		case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
 			set_spOv_gravityPoint(p_value);
 			break;
-		case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
 			set_spOv_gravityPointDistanceScale(p_value);
 			break;
-		case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
 			set_spOv_gravityPointAttenuation(p_value);
 			break;
 		default:
@@ -249,23 +249,23 @@ void AreaBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &
 	}
 }
 
-Variant AreaBullet::get_param(PhysicsServer::AreaParameter p_param) const {
+Variant AreaBullet::get_param(PhysicsServer3D::AreaParameter p_param) const {
 	switch (p_param) {
-		case PhysicsServer::AREA_PARAM_GRAVITY:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY:
 			return spOv_gravityMag;
-		case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
 			return spOv_gravityVec;
-		case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
+		case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
 			return spOv_linearDump;
-		case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
+		case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
 			return spOv_angularDump;
-		case PhysicsServer::AREA_PARAM_PRIORITY:
+		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 			return spOv_priority;
-		case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
 			return spOv_gravityPoint;
-		case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
 			return spOv_gravityPointDistanceScale;
-		case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
 			return spOv_gravityPointAttenuation;
 		default:
 			WARN_PRINT("Area doesn't support this parameter in the Bullet backend: " + itos(p_param));

+ 7 - 7
modules/bullet/area_bullet.h

@@ -33,7 +33,7 @@
 
 #include "collision_object_bullet.h"
 #include "core/vector.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
 #include "space_bullet.h"
 
 /**
@@ -88,7 +88,7 @@ private:
 	Vector<OverlappingObjectData> overlappingObjects;
 	bool monitorable;
 
-	PhysicsServer::AreaSpaceOverrideMode spOv_mode;
+	PhysicsServer3D::AreaSpaceOverrideMode spOv_mode;
 	bool spOv_gravityPoint;
 	real_t spOv_gravityPointDistanceScale;
 	real_t spOv_gravityPointAttenuation;
@@ -114,8 +114,8 @@ public:
 
 	bool is_monitoring() const;
 
-	_FORCE_INLINE_ void set_spOv_mode(PhysicsServer::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; }
-	_FORCE_INLINE_ PhysicsServer::AreaSpaceOverrideMode get_spOv_mode() { return spOv_mode; }
+	_FORCE_INLINE_ void set_spOv_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; }
+	_FORCE_INLINE_ PhysicsServer3D::AreaSpaceOverrideMode get_spOv_mode() { return spOv_mode; }
 
 	_FORCE_INLINE_ void set_spOv_gravityPoint(bool p_isGP) { spOv_gravityPoint = p_isGP; }
 	_FORCE_INLINE_ bool is_spOv_gravityPoint() { return spOv_gravityPoint; }
@@ -146,7 +146,7 @@ public:
 	virtual void set_space(SpaceBullet *p_space);
 
 	virtual void dispatch_callbacks();
-	void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer::AreaBodyStatus p_status);
+	void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status);
 	void set_on_state_change(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
 	void scratch();
 
@@ -162,8 +162,8 @@ public:
 	void put_overlap_as_exit(int p_index);
 	void put_overlap_as_inside(int p_index);
 
-	void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);
-	Variant get_param(PhysicsServer::AreaParameter p_param) const;
+	void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
+	Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
 
 	void set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method);
 	bool has_event_callback(Type p_callbackObjectType);

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 148 - 148
modules/bullet/bullet_physics_server.cpp


+ 9 - 9
modules/bullet/bullet_physics_server.h

@@ -36,7 +36,7 @@
 #include "core/rid_owner.h"
 #include "joint_bullet.h"
 #include "rigid_body_bullet.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
 #include "shape_bullet.h"
 #include "soft_body_bullet.h"
 #include "space_bullet.h"
@@ -44,8 +44,8 @@
 	@author AndreaCatania
 */
 
-class BulletPhysicsServer : public PhysicsServer {
-	GDCLASS(BulletPhysicsServer, PhysicsServer);
+class BulletPhysicsServer3D : public PhysicsServer3D {
+	GDCLASS(BulletPhysicsServer3D, PhysicsServer3D);
 
 	friend class BulletPhysicsDirectSpaceState;
 
@@ -64,8 +64,8 @@ protected:
 	static void _bind_methods();
 
 public:
-	BulletPhysicsServer();
-	~BulletPhysicsServer();
+	BulletPhysicsServer3D();
+	~BulletPhysicsServer3D();
 
 	_FORCE_INLINE_ RID_PtrOwner<SpaceBullet> *get_space_owner() {
 		return &space_owner;
@@ -111,7 +111,7 @@ public:
 	/// Not supported
 	virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const;
 
-	virtual PhysicsDirectSpaceState *space_get_direct_state(RID p_space);
+	virtual PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space);
 
 	virtual void space_set_debug_contacts(RID p_space, int p_max_contacts);
 	virtual Vector<Vector3> space_get_contacts(RID p_space) const;
@@ -252,7 +252,7 @@ public:
 	virtual bool body_is_ray_pickable(RID p_body) const;
 
 	// this function only works on physics process, errors and returns null otherwise
-	virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
+	virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body);
 
 	virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true);
 	virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001);
@@ -261,7 +261,7 @@ public:
 
 	virtual RID soft_body_create(bool p_init_sleeping = false);
 
-	virtual void soft_body_update_visual_server(RID p_body, class SoftBodyVisualServerHandler *p_visual_server_handler);
+	virtual void soft_body_update_rendering_server(RID p_body, class SoftBodyRenderingServerHandler *p_rendering_server_handler);
 
 	virtual void soft_body_set_space(RID p_body, RID p_space);
 	virtual RID soft_body_get_space(RID p_body) const;
@@ -387,7 +387,7 @@ public:
 	}
 
 	static bool singleton_isActive() {
-		return static_cast<BulletPhysicsServer *>(get_singleton())->active;
+		return static_cast<BulletPhysicsServer3D *>(get_singleton())->active;
 	}
 
 	bool isActive() {

+ 1 - 1
modules/bullet/collision_object_bullet.cpp

@@ -60,7 +60,7 @@ void CollisionObjectBullet::ShapeWrapper::set_transform(const btTransform &p_tra
 }
 
 btTransform CollisionObjectBullet::ShapeWrapper::get_adjusted_transform() const {
-	if (shape->get_type() == PhysicsServer::SHAPE_HEIGHTMAP) {
+	if (shape->get_type() == PhysicsServer3D::SHAPE_HEIGHTMAP) {
 		const HeightMapShapeBullet *hm_shape = (const HeightMapShapeBullet *)shape; // should be safe to cast now
 		btTransform adjusted_transform;
 

+ 14 - 14
modules/bullet/cone_twist_joint_bullet.cpp

@@ -64,43 +64,43 @@ ConeTwistJointBullet::ConeTwistJointBullet(RigidBodyBullet *rbA, RigidBodyBullet
 	setup(coneConstraint);
 }
 
-void ConeTwistJointBullet::set_param(PhysicsServer::ConeTwistJointParam p_param, real_t p_value) {
+void ConeTwistJointBullet::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) {
 	switch (p_param) {
-		case PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN:
+		case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN:
 			coneConstraint->setLimit(5, p_value);
 			coneConstraint->setLimit(4, p_value);
 			break;
-		case PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN:
+		case PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN:
 			coneConstraint->setLimit(3, p_value);
 			break;
-		case PhysicsServer::CONE_TWIST_JOINT_BIAS:
+		case PhysicsServer3D::CONE_TWIST_JOINT_BIAS:
 			coneConstraint->setLimit(coneConstraint->getSwingSpan1(), coneConstraint->getSwingSpan2(), coneConstraint->getTwistSpan(), coneConstraint->getLimitSoftness(), p_value, coneConstraint->getRelaxationFactor());
 			break;
-		case PhysicsServer::CONE_TWIST_JOINT_SOFTNESS:
+		case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS:
 			coneConstraint->setLimit(coneConstraint->getSwingSpan1(), coneConstraint->getSwingSpan2(), coneConstraint->getTwistSpan(), p_value, coneConstraint->getBiasFactor(), coneConstraint->getRelaxationFactor());
 			break;
-		case PhysicsServer::CONE_TWIST_JOINT_RELAXATION:
+		case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION:
 			coneConstraint->setLimit(coneConstraint->getSwingSpan1(), coneConstraint->getSwingSpan2(), coneConstraint->getTwistSpan(), coneConstraint->getLimitSoftness(), coneConstraint->getBiasFactor(), p_value);
 			break;
-		case PhysicsServer::CONE_TWIST_MAX:
+		case PhysicsServer3D::CONE_TWIST_MAX:
 			// Internal size value, nothing to do.
 			break;
 	}
 }
 
-real_t ConeTwistJointBullet::get_param(PhysicsServer::ConeTwistJointParam p_param) const {
+real_t ConeTwistJointBullet::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const {
 	switch (p_param) {
-		case PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN:
+		case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN:
 			return coneConstraint->getSwingSpan1();
-		case PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN:
+		case PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN:
 			return coneConstraint->getTwistSpan();
-		case PhysicsServer::CONE_TWIST_JOINT_BIAS:
+		case PhysicsServer3D::CONE_TWIST_JOINT_BIAS:
 			return coneConstraint->getBiasFactor();
-		case PhysicsServer::CONE_TWIST_JOINT_SOFTNESS:
+		case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS:
 			return coneConstraint->getLimitSoftness();
-		case PhysicsServer::CONE_TWIST_JOINT_RELAXATION:
+		case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION:
 			return coneConstraint->getRelaxationFactor();
-		case PhysicsServer::CONE_TWIST_MAX:
+		case PhysicsServer3D::CONE_TWIST_MAX:
 			// Internal size value, nothing to do.
 			return 0;
 	}

+ 3 - 3
modules/bullet/cone_twist_joint_bullet.h

@@ -45,9 +45,9 @@ class ConeTwistJointBullet : public JointBullet {
 public:
 	ConeTwistJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform &rbAFrame, const Transform &rbBFrame);
 
-	virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_CONE_TWIST; }
+	virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_CONE_TWIST; }
 
-	void set_param(PhysicsServer::ConeTwistJointParam p_param, real_t p_value);
-	real_t get_param(PhysicsServer::ConeTwistJointParam p_param) const;
+	void set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value);
+	real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const;
 };
 #endif

+ 49 - 49
modules/bullet/generic_6dof_joint_bullet.cpp

@@ -118,62 +118,62 @@ void Generic6DOFJointBullet::set_angular_upper_limit(const Vector3 &angularUpper
 	sixDOFConstraint->setAngularUpperLimit(btVec);
 }
 
-void Generic6DOFJointBullet::set_param(Vector3::Axis p_axis, PhysicsServer::G6DOFJointAxisParam p_param, real_t p_value) {
+void Generic6DOFJointBullet::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) {
 	ERR_FAIL_INDEX(p_axis, 3);
 	switch (p_param) {
-		case PhysicsServer::G6DOF_JOINT_LINEAR_LOWER_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT:
 			limits_lower[0][p_axis] = p_value;
-			set_flag(p_axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, flags[p_axis][PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT]); // Reload bullet parameter
+			set_flag(p_axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, flags[p_axis][PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT]); // Reload bullet parameter
 			break;
-		case PhysicsServer::G6DOF_JOINT_LINEAR_UPPER_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT:
 			limits_upper[0][p_axis] = p_value;
-			set_flag(p_axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, flags[p_axis][PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT]); // Reload bullet parameter
+			set_flag(p_axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, flags[p_axis][PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT]); // Reload bullet parameter
 			break;
-		case PhysicsServer::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY:
 			sixDOFConstraint->getTranslationalLimitMotor()->m_targetVelocity.m_floats[p_axis] = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT:
 			sixDOFConstraint->getTranslationalLimitMotor()->m_maxMotorForce.m_floats[p_axis] = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_DAMPING:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING:
 			sixDOFConstraint->getTranslationalLimitMotor()->m_springDamping.m_floats[p_axis] = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS:
 			sixDOFConstraint->getTranslationalLimitMotor()->m_springStiffness.m_floats[p_axis] = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT:
 			sixDOFConstraint->getTranslationalLimitMotor()->m_equilibriumPoint.m_floats[p_axis] = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_LOWER_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT:
 			limits_lower[1][p_axis] = p_value;
-			set_flag(p_axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, flags[p_axis][PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT]); // Reload bullet parameter
+			set_flag(p_axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, flags[p_axis][PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT]); // Reload bullet parameter
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_UPPER_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT:
 			limits_upper[1][p_axis] = p_value;
-			set_flag(p_axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, flags[p_axis][PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT]); // Reload bullet parameter
+			set_flag(p_axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, flags[p_axis][PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT]); // Reload bullet parameter
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_RESTITUTION:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_bounce = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_ERP:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_stopERP = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_targetVelocity = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_maxMotorForce = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_springStiffness = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_DAMPING:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_springDamping = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_equilibriumPoint = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_MAX:
+		case PhysicsServer3D::G6DOF_JOINT_MAX:
 			// Internal size value, nothing to do.
 			break;
 		default:
@@ -182,42 +182,42 @@ void Generic6DOFJointBullet::set_param(Vector3::Axis p_axis, PhysicsServer::G6DO
 	}
 }
 
-real_t Generic6DOFJointBullet::get_param(Vector3::Axis p_axis, PhysicsServer::G6DOFJointAxisParam p_param) const {
+real_t Generic6DOFJointBullet::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const {
 	ERR_FAIL_INDEX_V(p_axis, 3, 0.);
 	switch (p_param) {
-		case PhysicsServer::G6DOF_JOINT_LINEAR_LOWER_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT:
 			return limits_lower[0][p_axis];
-		case PhysicsServer::G6DOF_JOINT_LINEAR_UPPER_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT:
 			return limits_upper[0][p_axis];
-		case PhysicsServer::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY:
 			return sixDOFConstraint->getTranslationalLimitMotor()->m_targetVelocity.m_floats[p_axis];
-		case PhysicsServer::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT:
 			return sixDOFConstraint->getTranslationalLimitMotor()->m_maxMotorForce.m_floats[p_axis];
-		case PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_DAMPING:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING:
 			return sixDOFConstraint->getTranslationalLimitMotor()->m_springDamping.m_floats[p_axis];
-		case PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS:
 			return sixDOFConstraint->getTranslationalLimitMotor()->m_springStiffness.m_floats[p_axis];
-		case PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT:
+		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT:
 			return sixDOFConstraint->getTranslationalLimitMotor()->m_equilibriumPoint.m_floats[p_axis];
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_LOWER_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT:
 			return limits_lower[1][p_axis];
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_UPPER_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT:
 			return limits_upper[1][p_axis];
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_RESTITUTION:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION:
 			return sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_bounce;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_ERP:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP:
 			return sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_stopERP;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY:
 			return sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_targetVelocity;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT:
 			return sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_maxMotorForce;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS:
 			return sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_springStiffness;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_DAMPING:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING:
 			return sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_springDamping;
-		case PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT:
+		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT:
 			return sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_equilibriumPoint;
-		case PhysicsServer::G6DOF_JOINT_MAX:
+		case PhysicsServer3D::G6DOF_JOINT_MAX:
 			// Internal size value, nothing to do.
 			return 0;
 		default:
@@ -226,45 +226,45 @@ real_t Generic6DOFJointBullet::get_param(Vector3::Axis p_axis, PhysicsServer::G6
 	}
 }
 
-void Generic6DOFJointBullet::set_flag(Vector3::Axis p_axis, PhysicsServer::G6DOFJointAxisFlag p_flag, bool p_value) {
+void Generic6DOFJointBullet::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) {
 	ERR_FAIL_INDEX(p_axis, 3);
 
 	flags[p_axis][p_flag] = p_value;
 
 	switch (p_flag) {
-		case PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT:
 			if (flags[p_axis][p_flag]) {
 				sixDOFConstraint->setLimit(p_axis, limits_lower[0][p_axis], limits_upper[0][p_axis]);
 			} else {
 				sixDOFConstraint->setLimit(p_axis, 0, -1); // Free
 			}
 			break;
-		case PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT:
+		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT:
 			if (flags[p_axis][p_flag]) {
 				sixDOFConstraint->setLimit(p_axis + 3, limits_lower[1][p_axis], limits_upper[1][p_axis]);
 			} else {
 				sixDOFConstraint->setLimit(p_axis + 3, 0, -1); // Free
 			}
 			break;
-		case PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING:
+		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_enableSpring = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING:
+		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING:
 			sixDOFConstraint->getTranslationalLimitMotor()->m_enableSpring[p_axis] = p_value;
 			break;
-		case PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_MOTOR:
+		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR:
 			sixDOFConstraint->getRotationalLimitMotor(p_axis)->m_enableMotor = flags[p_axis][p_flag];
 			break;
-		case PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR:
+		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR:
 			sixDOFConstraint->getTranslationalLimitMotor()->m_enableMotor[p_axis] = flags[p_axis][p_flag];
 			break;
-		case PhysicsServer::G6DOF_JOINT_FLAG_MAX:
+		case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX:
 			// Internal size value, nothing to do.
 			break;
 	}
 }
 
-bool Generic6DOFJointBullet::get_flag(Vector3::Axis p_axis, PhysicsServer::G6DOFJointAxisFlag p_flag) const {
+bool Generic6DOFJointBullet::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const {
 	ERR_FAIL_INDEX_V(p_axis, 3, false);
 	return flags[p_axis][p_flag];
 }

+ 6 - 6
modules/bullet/generic_6dof_joint_bullet.h

@@ -45,12 +45,12 @@ class Generic6DOFJointBullet : public JointBullet {
 	// First is linear second is angular
 	Vector3 limits_lower[2];
 	Vector3 limits_upper[2];
-	bool flags[3][PhysicsServer::G6DOF_JOINT_FLAG_MAX];
+	bool flags[3][PhysicsServer3D::G6DOF_JOINT_FLAG_MAX];
 
 public:
 	Generic6DOFJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform &frameInA, const Transform &frameInB);
 
-	virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_6DOF; }
+	virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_6DOF; }
 
 	Transform getFrameOffsetA() const;
 	Transform getFrameOffsetB() const;
@@ -63,11 +63,11 @@ public:
 	void set_angular_lower_limit(const Vector3 &angularLower);
 	void set_angular_upper_limit(const Vector3 &angularUpper);
 
-	void set_param(Vector3::Axis p_axis, PhysicsServer::G6DOFJointAxisParam p_param, real_t p_value);
-	real_t get_param(Vector3::Axis p_axis, PhysicsServer::G6DOFJointAxisParam p_param) const;
+	void set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value);
+	real_t get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const;
 
-	void set_flag(Vector3::Axis p_axis, PhysicsServer::G6DOFJointAxisFlag p_flag, bool p_value);
-	bool get_flag(Vector3::Axis p_axis, PhysicsServer::G6DOFJointAxisFlag p_flag) const;
+	void set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value);
+	bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const;
 
 	void set_precision(int p_precision);
 	int get_precision() const;

+ 2 - 2
modules/bullet/godot_result_callbacks.cpp

@@ -107,7 +107,7 @@ btScalar GodotAllConvexResultCallback::addSingleResult(btCollisionWorld::LocalCo
 
 	CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(convexResult.m_hitCollisionObject->getUserPointer());
 
-	PhysicsDirectSpaceState::ShapeResult &result = m_results[count];
+	PhysicsDirectSpaceState3D::ShapeResult &result = m_results[count];
 
 	result.shape = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
 	result.rid = gObj->get_self();
@@ -207,7 +207,7 @@ btScalar GodotAllContactResultCallback::addSingleResult(btManifoldPoint &cp, con
 
 	if (cp.getDistance() <= 0) {
 
-		PhysicsDirectSpaceState::ShapeResult &result = m_results[m_count];
+		PhysicsDirectSpaceState3D::ShapeResult &result = m_results[m_count];
 		// Penetrated
 
 		CollisionObjectBullet *colObj;

+ 7 - 7
modules/bullet/godot_result_callbacks.h

@@ -31,7 +31,7 @@
 #ifndef GODOT_RESULT_CALLBACKS_H
 #define GODOT_RESULT_CALLBACKS_H
 
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
 
 #include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
 #include <btBulletDynamicsCommon.h>
@@ -85,12 +85,12 @@ public:
 // store all colliding object
 struct GodotAllConvexResultCallback : public btCollisionWorld::ConvexResultCallback {
 public:
-	PhysicsDirectSpaceState::ShapeResult *m_results;
+	PhysicsDirectSpaceState3D::ShapeResult *m_results;
 	int m_resultMax;
 	const Set<RID> *m_exclude;
 	int count;
 
-	GodotAllConvexResultCallback(PhysicsDirectSpaceState::ShapeResult *p_results, int p_resultMax, const Set<RID> *p_exclude) :
+	GodotAllConvexResultCallback(PhysicsDirectSpaceState3D::ShapeResult *p_results, int p_resultMax, const Set<RID> *p_exclude) :
 			m_results(p_results),
 			m_resultMax(p_resultMax),
 			m_exclude(p_exclude),
@@ -137,7 +137,7 @@ public:
 struct GodotAllContactResultCallback : public btCollisionWorld::ContactResultCallback {
 public:
 	const btCollisionObject *m_self_object;
-	PhysicsDirectSpaceState::ShapeResult *m_results;
+	PhysicsDirectSpaceState3D::ShapeResult *m_results;
 	int m_resultMax;
 	const Set<RID> *m_exclude;
 	int m_count;
@@ -145,7 +145,7 @@ public:
 	bool collide_with_bodies;
 	bool collide_with_areas;
 
-	GodotAllContactResultCallback(btCollisionObject *p_self_object, PhysicsDirectSpaceState::ShapeResult *p_results, int p_resultMax, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
+	GodotAllContactResultCallback(btCollisionObject *p_self_object, PhysicsDirectSpaceState3D::ShapeResult *p_results, int p_resultMax, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
 			m_self_object(p_self_object),
 			m_results(p_results),
 			m_resultMax(p_resultMax),
@@ -188,7 +188,7 @@ public:
 struct GodotRestInfoContactResultCallback : public btCollisionWorld::ContactResultCallback {
 public:
 	const btCollisionObject *m_self_object;
-	PhysicsDirectSpaceState::ShapeRestInfo *m_result;
+	PhysicsDirectSpaceState3D::ShapeRestInfo *m_result;
 	const Set<RID> *m_exclude;
 	bool m_collided;
 	real_t m_min_distance;
@@ -197,7 +197,7 @@ public:
 	bool collide_with_bodies;
 	bool collide_with_areas;
 
-	GodotRestInfoContactResultCallback(btCollisionObject *p_self_object, PhysicsDirectSpaceState::ShapeRestInfo *p_result, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
+	GodotRestInfoContactResultCallback(btCollisionObject *p_self_object, PhysicsDirectSpaceState3D::ShapeRestInfo *p_result, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
 			m_self_object(p_self_object),
 			m_result(p_result),
 			m_exclude(p_exclude),

+ 27 - 27
modules/bullet/hinge_joint_bullet.cpp

@@ -93,58 +93,58 @@ real_t HingeJointBullet::get_hinge_angle() {
 	return hingeConstraint->getHingeAngle();
 }
 
-void HingeJointBullet::set_param(PhysicsServer::HingeJointParam p_param, real_t p_value) {
+void HingeJointBullet::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) {
 	switch (p_param) {
-		case PhysicsServer::HINGE_JOINT_BIAS:
+		case PhysicsServer3D::HINGE_JOINT_BIAS:
 			WARN_DEPRECATED_MSG("The HingeJoint parameter \"bias\" is deprecated.");
 			break;
-		case PhysicsServer::HINGE_JOINT_LIMIT_UPPER:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER:
 			hingeConstraint->setLimit(hingeConstraint->getLowerLimit(), p_value, hingeConstraint->getLimitSoftness(), hingeConstraint->getLimitBiasFactor(), hingeConstraint->getLimitRelaxationFactor());
 			break;
-		case PhysicsServer::HINGE_JOINT_LIMIT_LOWER:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER:
 			hingeConstraint->setLimit(p_value, hingeConstraint->getUpperLimit(), hingeConstraint->getLimitSoftness(), hingeConstraint->getLimitBiasFactor(), hingeConstraint->getLimitRelaxationFactor());
 			break;
-		case PhysicsServer::HINGE_JOINT_LIMIT_BIAS:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS:
 			hingeConstraint->setLimit(hingeConstraint->getLowerLimit(), hingeConstraint->getUpperLimit(), hingeConstraint->getLimitSoftness(), p_value, hingeConstraint->getLimitRelaxationFactor());
 			break;
-		case PhysicsServer::HINGE_JOINT_LIMIT_SOFTNESS:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS:
 			hingeConstraint->setLimit(hingeConstraint->getLowerLimit(), hingeConstraint->getUpperLimit(), p_value, hingeConstraint->getLimitBiasFactor(), hingeConstraint->getLimitRelaxationFactor());
 			break;
-		case PhysicsServer::HINGE_JOINT_LIMIT_RELAXATION:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION:
 			hingeConstraint->setLimit(hingeConstraint->getLowerLimit(), hingeConstraint->getUpperLimit(), hingeConstraint->getLimitSoftness(), hingeConstraint->getLimitBiasFactor(), p_value);
 			break;
-		case PhysicsServer::HINGE_JOINT_MOTOR_TARGET_VELOCITY:
+		case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY:
 			hingeConstraint->setMotorTargetVelocity(p_value);
 			break;
-		case PhysicsServer::HINGE_JOINT_MOTOR_MAX_IMPULSE:
+		case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE:
 			hingeConstraint->setMaxMotorImpulse(p_value);
 			break;
-		case PhysicsServer::HINGE_JOINT_MAX:
+		case PhysicsServer3D::HINGE_JOINT_MAX:
 			// Internal size value, nothing to do.
 			break;
 	}
 }
 
-real_t HingeJointBullet::get_param(PhysicsServer::HingeJointParam p_param) const {
+real_t HingeJointBullet::get_param(PhysicsServer3D::HingeJointParam p_param) const {
 	switch (p_param) {
-		case PhysicsServer::HINGE_JOINT_BIAS:
+		case PhysicsServer3D::HINGE_JOINT_BIAS:
 			WARN_DEPRECATED_MSG("The HingeJoint parameter \"bias\" is deprecated.");
 			return 0;
-		case PhysicsServer::HINGE_JOINT_LIMIT_UPPER:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER:
 			return hingeConstraint->getUpperLimit();
-		case PhysicsServer::HINGE_JOINT_LIMIT_LOWER:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER:
 			return hingeConstraint->getLowerLimit();
-		case PhysicsServer::HINGE_JOINT_LIMIT_BIAS:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS:
 			return hingeConstraint->getLimitBiasFactor();
-		case PhysicsServer::HINGE_JOINT_LIMIT_SOFTNESS:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS:
 			return hingeConstraint->getLimitSoftness();
-		case PhysicsServer::HINGE_JOINT_LIMIT_RELAXATION:
+		case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION:
 			return hingeConstraint->getLimitRelaxationFactor();
-		case PhysicsServer::HINGE_JOINT_MOTOR_TARGET_VELOCITY:
+		case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY:
 			return hingeConstraint->getMotorTargetVelocity();
-		case PhysicsServer::HINGE_JOINT_MOTOR_MAX_IMPULSE:
+		case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE:
 			return hingeConstraint->getMaxMotorImpulse();
-		case PhysicsServer::HINGE_JOINT_MAX:
+		case PhysicsServer3D::HINGE_JOINT_MAX:
 			// Internal size value, nothing to do.
 			return 0;
 	}
@@ -152,25 +152,25 @@ real_t HingeJointBullet::get_param(PhysicsServer::HingeJointParam p_param) const
 	return 0;
 }
 
-void HingeJointBullet::set_flag(PhysicsServer::HingeJointFlag p_flag, bool p_value) {
+void HingeJointBullet::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) {
 	switch (p_flag) {
-		case PhysicsServer::HINGE_JOINT_FLAG_USE_LIMIT:
+		case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT:
 			if (!p_value) {
 				hingeConstraint->setLimit(-Math_PI, Math_PI);
 			}
 			break;
-		case PhysicsServer::HINGE_JOINT_FLAG_ENABLE_MOTOR:
+		case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR:
 			hingeConstraint->enableMotor(p_value);
 			break;
-		case PhysicsServer::HINGE_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
+		case PhysicsServer3D::HINGE_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
 	}
 }
 
-bool HingeJointBullet::get_flag(PhysicsServer::HingeJointFlag p_flag) const {
+bool HingeJointBullet::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const {
 	switch (p_flag) {
-		case PhysicsServer::HINGE_JOINT_FLAG_USE_LIMIT:
+		case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT:
 			return true;
-		case PhysicsServer::HINGE_JOINT_FLAG_ENABLE_MOTOR:
+		case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR:
 			return hingeConstraint->getEnableAngularMotor();
 		default:
 			return false;

+ 5 - 5
modules/bullet/hinge_joint_bullet.h

@@ -44,14 +44,14 @@ public:
 	HingeJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform &frameA, const Transform &frameB);
 	HingeJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB);
 
-	virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_HINGE; }
+	virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_HINGE; }
 
 	real_t get_hinge_angle();
 
-	void set_param(PhysicsServer::HingeJointParam p_param, real_t p_value);
-	real_t get_param(PhysicsServer::HingeJointParam p_param) const;
+	void set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value);
+	real_t get_param(PhysicsServer3D::HingeJointParam p_param) const;
 
-	void set_flag(PhysicsServer::HingeJointFlag p_flag, bool p_value);
-	bool get_flag(PhysicsServer::HingeJointFlag p_flag) const;
+	void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
+	bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
 };
 #endif

+ 2 - 2
modules/bullet/joint_bullet.h

@@ -32,7 +32,7 @@
 #define JOINT_BULLET_H
 
 #include "constraint_bullet.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
 
 /**
 	@author AndreaCatania
@@ -47,6 +47,6 @@ public:
 	JointBullet();
 	virtual ~JointBullet();
 
-	virtual PhysicsServer::JointType get_type() const = 0;
+	virtual PhysicsServer3D::JointType get_type() const = 0;
 };
 #endif

+ 8 - 8
modules/bullet/pin_joint_bullet.cpp

@@ -62,27 +62,27 @@ PinJointBullet::PinJointBullet(RigidBodyBullet *p_body_a, const Vector3 &p_pos_a
 
 PinJointBullet::~PinJointBullet() {}
 
-void PinJointBullet::set_param(PhysicsServer::PinJointParam p_param, real_t p_value) {
+void PinJointBullet::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) {
 	switch (p_param) {
-		case PhysicsServer::PIN_JOINT_BIAS:
+		case PhysicsServer3D::PIN_JOINT_BIAS:
 			p2pConstraint->m_setting.m_tau = p_value;
 			break;
-		case PhysicsServer::PIN_JOINT_DAMPING:
+		case PhysicsServer3D::PIN_JOINT_DAMPING:
 			p2pConstraint->m_setting.m_damping = p_value;
 			break;
-		case PhysicsServer::PIN_JOINT_IMPULSE_CLAMP:
+		case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP:
 			p2pConstraint->m_setting.m_impulseClamp = p_value;
 			break;
 	}
 }
 
-real_t PinJointBullet::get_param(PhysicsServer::PinJointParam p_param) const {
+real_t PinJointBullet::get_param(PhysicsServer3D::PinJointParam p_param) const {
 	switch (p_param) {
-		case PhysicsServer::PIN_JOINT_BIAS:
+		case PhysicsServer3D::PIN_JOINT_BIAS:
 			return p2pConstraint->m_setting.m_tau;
-		case PhysicsServer::PIN_JOINT_DAMPING:
+		case PhysicsServer3D::PIN_JOINT_DAMPING:
 			return p2pConstraint->m_setting.m_damping;
-		case PhysicsServer::PIN_JOINT_IMPULSE_CLAMP:
+		case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP:
 			return p2pConstraint->m_setting.m_impulseClamp;
 	}
 	// Compiler doesn't seem to notice that all code paths are fulfilled...

+ 3 - 3
modules/bullet/pin_joint_bullet.h

@@ -46,10 +46,10 @@ public:
 	PinJointBullet(RigidBodyBullet *p_body_a, const Vector3 &p_pos_a, RigidBodyBullet *p_body_b, const Vector3 &p_pos_b);
 	~PinJointBullet();
 
-	virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_PIN; }
+	virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_PIN; }
 
-	void set_param(PhysicsServer::PinJointParam p_param, real_t p_value);
-	real_t get_param(PhysicsServer::PinJointParam p_param) const;
+	void set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value);
+	real_t get_param(PhysicsServer3D::PinJointParam p_param) const;
 
 	void setPivotInA(const Vector3 &p_pos);
 	void setPivotInB(const Vector3 &p_pos);

+ 4 - 4
modules/bullet/register_types.cpp

@@ -39,15 +39,15 @@
 */
 
 #ifndef _3D_DISABLED
-PhysicsServer *_createBulletPhysicsCallback() {
-	return memnew(BulletPhysicsServer);
+PhysicsServer3D *_createBulletPhysicsCallback() {
+	return memnew(BulletPhysicsServer3D);
 }
 #endif
 
 void register_bullet_types() {
 #ifndef _3D_DISABLED
-	PhysicsServerManager::register_server("Bullet", &_createBulletPhysicsCallback);
-	PhysicsServerManager::set_default_server("Bullet", 1);
+	PhysicsServer3DManager::register_server("Bullet", &_createBulletPhysicsCallback);
+	PhysicsServer3DManager::set_default_server("Bullet", 1);
 
 	GLOBAL_DEF("physics/3d/active_soft_world", true);
 	ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/active_soft_world", PropertyInfo(Variant::BOOL, "physics/3d/active_soft_world"));

+ 4 - 4
modules/bullet/rid_bullet.h

@@ -37,17 +37,17 @@
 	@author AndreaCatania
 */
 
-class BulletPhysicsServer;
+class BulletPhysicsServer3D;
 
 class RIDBullet {
 	RID self;
-	BulletPhysicsServer *physicsServer;
+	BulletPhysicsServer3D *physicsServer;
 
 public:
 	_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
 	_FORCE_INLINE_ RID get_self() const { return self; }
 
-	_FORCE_INLINE_ void _set_physics_server(BulletPhysicsServer *p_physicsServer) { physicsServer = p_physicsServer; }
-	_FORCE_INLINE_ BulletPhysicsServer *get_physics_server() const { return physicsServer; }
+	_FORCE_INLINE_ void _set_physics_server(BulletPhysicsServer3D *p_physicsServer) { physicsServer = p_physicsServer; }
+	_FORCE_INLINE_ BulletPhysicsServer3D *get_physics_server() const { return physicsServer; }
 };
 #endif

+ 63 - 63
modules/bullet/rigid_body_bullet.cpp

@@ -194,7 +194,7 @@ Vector3 BulletPhysicsDirectBodyState::get_contact_collider_velocity_at_position(
 	return velocityAtPoint;
 }
 
-PhysicsDirectSpaceState *BulletPhysicsDirectBodyState::get_space_state() {
+PhysicsDirectSpaceState3D *BulletPhysicsDirectBodyState::get_space_state() {
 	return body->get_space()->get_direct_state();
 }
 
@@ -231,12 +231,12 @@ void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() {
 		shapes.write[i].transform = shape_wrapper->transform;
 		shapes.write[i].transform.getOrigin() *= owner_scale;
 		switch (shape_wrapper->shape->get_type()) {
-			case PhysicsServer::SHAPE_SPHERE:
-			case PhysicsServer::SHAPE_BOX:
-			case PhysicsServer::SHAPE_CAPSULE:
-			case PhysicsServer::SHAPE_CYLINDER:
-			case PhysicsServer::SHAPE_CONVEX_POLYGON:
-			case PhysicsServer::SHAPE_RAY: {
+			case PhysicsServer3D::SHAPE_SPHERE:
+			case PhysicsServer3D::SHAPE_BOX:
+			case PhysicsServer3D::SHAPE_CAPSULE:
+			case PhysicsServer3D::SHAPE_CYLINDER:
+			case PhysicsServer3D::SHAPE_CONVEX_POLYGON:
+			case PhysicsServer3D::SHAPE_RAY: {
 				shapes.write[i].shape = static_cast<btConvexShape *>(shape_wrapper->shape->create_bt_shape(owner_scale * shape_wrapper->scale, safe_margin));
 			} break;
 			default:
@@ -286,7 +286,7 @@ RigidBodyBullet::RigidBodyBullet() :
 	reload_shapes();
 	setupBulletCollisionObject(btBody);
 
-	set_mode(PhysicsServer::BODY_MODE_RIGID);
+	set_mode(PhysicsServer3D::BODY_MODE_RIGID);
 	reload_axis_lock();
 
 	areasWhereIam.resize(maxAreasWhereIam);
@@ -487,29 +487,29 @@ void RigidBodyBullet::set_omit_forces_integration(bool p_omit) {
 	omit_forces_integration = p_omit;
 }
 
-void RigidBodyBullet::set_param(PhysicsServer::BodyParameter p_param, real_t p_value) {
+void RigidBodyBullet::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) {
 	switch (p_param) {
-		case PhysicsServer::BODY_PARAM_BOUNCE:
+		case PhysicsServer3D::BODY_PARAM_BOUNCE:
 			btBody->setRestitution(p_value);
 			break;
-		case PhysicsServer::BODY_PARAM_FRICTION:
+		case PhysicsServer3D::BODY_PARAM_FRICTION:
 			btBody->setFriction(p_value);
 			break;
-		case PhysicsServer::BODY_PARAM_MASS: {
+		case PhysicsServer3D::BODY_PARAM_MASS: {
 			ERR_FAIL_COND(p_value < 0);
 			mass = p_value;
 			_internal_set_mass(p_value);
 			break;
 		}
-		case PhysicsServer::BODY_PARAM_LINEAR_DAMP:
+		case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP:
 			linearDamp = p_value;
 			btBody->setDamping(linearDamp, angularDamp);
 			break;
-		case PhysicsServer::BODY_PARAM_ANGULAR_DAMP:
+		case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP:
 			angularDamp = p_value;
 			btBody->setDamping(linearDamp, angularDamp);
 			break;
-		case PhysicsServer::BODY_PARAM_GRAVITY_SCALE:
+		case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE:
 			gravity_scale = p_value;
 			/// The Bullet gravity will be is set by reload_space_override_modificator
 			scratch_space_override_modificator();
@@ -519,21 +519,21 @@ void RigidBodyBullet::set_param(PhysicsServer::BodyParameter p_param, real_t p_v
 	}
 }
 
-real_t RigidBodyBullet::get_param(PhysicsServer::BodyParameter p_param) const {
+real_t RigidBodyBullet::get_param(PhysicsServer3D::BodyParameter p_param) const {
 	switch (p_param) {
-		case PhysicsServer::BODY_PARAM_BOUNCE:
+		case PhysicsServer3D::BODY_PARAM_BOUNCE:
 			return btBody->getRestitution();
-		case PhysicsServer::BODY_PARAM_FRICTION:
+		case PhysicsServer3D::BODY_PARAM_FRICTION:
 			return btBody->getFriction();
-		case PhysicsServer::BODY_PARAM_MASS: {
+		case PhysicsServer3D::BODY_PARAM_MASS: {
 			const btScalar invMass = btBody->getInvMass();
 			return 0 == invMass ? 0 : 1 / invMass;
 		}
-		case PhysicsServer::BODY_PARAM_LINEAR_DAMP:
+		case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP:
 			return linearDamp;
-		case PhysicsServer::BODY_PARAM_ANGULAR_DAMP:
+		case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP:
 			return angularDamp;
-		case PhysicsServer::BODY_PARAM_GRAVITY_SCALE:
+		case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE:
 			return gravity_scale;
 		default:
 			WARN_PRINT("Parameter " + itos(p_param) + " not supported by bullet");
@@ -541,31 +541,31 @@ real_t RigidBodyBullet::get_param(PhysicsServer::BodyParameter p_param) const {
 	}
 }
 
-void RigidBodyBullet::set_mode(PhysicsServer::BodyMode p_mode) {
+void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) {
 	// This is necessary to block force_integration untile next move
 	can_integrate_forces = false;
 	destroy_kinematic_utilities();
 	// The mode change is relevant to its mass
 	switch (p_mode) {
-		case PhysicsServer::BODY_MODE_KINEMATIC:
-			mode = PhysicsServer::BODY_MODE_KINEMATIC;
+		case PhysicsServer3D::BODY_MODE_KINEMATIC:
+			mode = PhysicsServer3D::BODY_MODE_KINEMATIC;
 			reload_axis_lock();
 			_internal_set_mass(0);
 			init_kinematic_utilities();
 			break;
-		case PhysicsServer::BODY_MODE_STATIC:
-			mode = PhysicsServer::BODY_MODE_STATIC;
+		case PhysicsServer3D::BODY_MODE_STATIC:
+			mode = PhysicsServer3D::BODY_MODE_STATIC;
 			reload_axis_lock();
 			_internal_set_mass(0);
 			break;
-		case PhysicsServer::BODY_MODE_RIGID:
-			mode = PhysicsServer::BODY_MODE_RIGID;
+		case PhysicsServer3D::BODY_MODE_RIGID:
+			mode = PhysicsServer3D::BODY_MODE_RIGID;
 			reload_axis_lock();
 			_internal_set_mass(0 == mass ? 1 : mass);
 			scratch_space_override_modificator();
 			break;
-		case PhysicsServer::BODY_MODE_CHARACTER:
-			mode = PhysicsServer::BODY_MODE_CHARACTER;
+		case PhysicsServer3D::BODY_MODE_CHARACTER:
+			mode = PhysicsServer3D::BODY_MODE_CHARACTER;
 			reload_axis_lock();
 			_internal_set_mass(0 == mass ? 1 : mass);
 			scratch_space_override_modificator();
@@ -575,26 +575,26 @@ void RigidBodyBullet::set_mode(PhysicsServer::BodyMode p_mode) {
 	btBody->setAngularVelocity(btVector3(0, 0, 0));
 	btBody->setLinearVelocity(btVector3(0, 0, 0));
 }
-PhysicsServer::BodyMode RigidBodyBullet::get_mode() const {
+PhysicsServer3D::BodyMode RigidBodyBullet::get_mode() const {
 	return mode;
 }
 
-void RigidBodyBullet::set_state(PhysicsServer::BodyState p_state, const Variant &p_variant) {
+void RigidBodyBullet::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
 
 	switch (p_state) {
-		case PhysicsServer::BODY_STATE_TRANSFORM:
+		case PhysicsServer3D::BODY_STATE_TRANSFORM:
 			set_transform(p_variant);
 			break;
-		case PhysicsServer::BODY_STATE_LINEAR_VELOCITY:
+		case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY:
 			set_linear_velocity(p_variant);
 			break;
-		case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY:
+		case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY:
 			set_angular_velocity(p_variant);
 			break;
-		case PhysicsServer::BODY_STATE_SLEEPING:
+		case PhysicsServer3D::BODY_STATE_SLEEPING:
 			set_activation_state(!bool(p_variant));
 			break;
-		case PhysicsServer::BODY_STATE_CAN_SLEEP:
+		case PhysicsServer3D::BODY_STATE_CAN_SLEEP:
 			can_sleep = bool(p_variant);
 			if (!can_sleep) {
 				// Can't sleep
@@ -606,17 +606,17 @@ void RigidBodyBullet::set_state(PhysicsServer::BodyState p_state, const Variant
 	}
 }
 
-Variant RigidBodyBullet::get_state(PhysicsServer::BodyState p_state) const {
+Variant RigidBodyBullet::get_state(PhysicsServer3D::BodyState p_state) const {
 	switch (p_state) {
-		case PhysicsServer::BODY_STATE_TRANSFORM:
+		case PhysicsServer3D::BODY_STATE_TRANSFORM:
 			return get_transform();
-		case PhysicsServer::BODY_STATE_LINEAR_VELOCITY:
+		case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY:
 			return get_linear_velocity();
-		case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY:
+		case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY:
 			return get_angular_velocity();
-		case PhysicsServer::BODY_STATE_SLEEPING:
+		case PhysicsServer3D::BODY_STATE_SLEEPING:
 			return !is_active();
-		case PhysicsServer::BODY_STATE_CAN_SLEEP:
+		case PhysicsServer3D::BODY_STATE_CAN_SLEEP:
 			return can_sleep;
 		default:
 			WARN_PRINT("This state " + itos(p_state) + " is not supported by Bullet");
@@ -714,7 +714,7 @@ Vector3 RigidBodyBullet::get_applied_torque() const {
 	return gTotTorq;
 }
 
-void RigidBodyBullet::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock) {
+void RigidBodyBullet::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
 	if (lock) {
 		locked_axis |= p_axis;
 	} else {
@@ -724,18 +724,18 @@ void RigidBodyBullet::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock) {
 	reload_axis_lock();
 }
 
-bool RigidBodyBullet::is_axis_locked(PhysicsServer::BodyAxis p_axis) const {
+bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
 	return locked_axis & p_axis;
 }
 
 void RigidBodyBullet::reload_axis_lock() {
 
-	btBody->setLinearFactor(btVector3(float(!is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_X)), float(!is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_Y)), float(!is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_Z))));
-	if (PhysicsServer::BODY_MODE_CHARACTER == mode) {
+	btBody->setLinearFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z))));
+	if (PhysicsServer3D::BODY_MODE_CHARACTER == mode) {
 		/// When character angular is always locked
 		btBody->setAngularFactor(btVector3(0., 0., 0.));
 	} else {
-		btBody->setAngularFactor(btVector3(float(!is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_X)), float(!is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_Y)), float(!is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_Z))));
+		btBody->setAngularFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Z))));
 	}
 }
 
@@ -794,7 +794,7 @@ Vector3 RigidBodyBullet::get_angular_velocity() const {
 }
 
 void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) {
-	if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
+	if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
 		if (space && space->get_delta_time() != 0)
 			btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time());
 		// The kinematic use MotionState class
@@ -862,7 +862,7 @@ void RigidBodyBullet::on_enter_area(AreaBullet *p_area) {
 			}
 		}
 	}
-	if (PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
+	if (PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
 		scratch_space_override_modificator();
 	}
 
@@ -895,7 +895,7 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
 
 		--areaWhereIamCount;
 		areasWhereIam.write[areaWhereIamCount] = NULL; // Even if this is not required, I clear the last element to be safe
-		if (PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
+		if (PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
 			scratch_space_override_modificator();
 		}
 	}
@@ -904,7 +904,7 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
 void RigidBodyBullet::reload_space_override_modificator() {
 
 	// Make sure that kinematic bodies have their total gravity calculated
-	if (!is_active() && PhysicsServer::BODY_MODE_KINEMATIC != mode)
+	if (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode)
 		return;
 
 	Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude());
@@ -920,7 +920,7 @@ void RigidBodyBullet::reload_space_override_modificator() {
 
 		currentArea = areasWhereIam[i];
 
-		if (!currentArea || PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) {
+		if (!currentArea || PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) {
 			continue;
 		}
 
@@ -954,11 +954,11 @@ void RigidBodyBullet::reload_space_override_modificator() {
 		}
 
 		switch (currentArea->get_spOv_mode()) {
-			case PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED:
+			case PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED:
 				/// This area does not affect gravity/damp. These are generally areas
 				/// that exist only to detect collisions, and objects entering or exiting them.
 				break;
-			case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE:
+			case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
 				/// This area adds its gravity/damp values to whatever has been
 				/// calculated so far. This way, many overlapping areas can combine
 				/// their physics to make interesting
@@ -967,7 +967,7 @@ void RigidBodyBullet::reload_space_override_modificator() {
 				newAngularDamp += currentArea->get_spOv_angularDamp();
 				++countCombined;
 				break;
-			case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE:
+			case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE:
 				/// This area adds its gravity/damp values to whatever has been calculated
 				/// so far. Then stops taking into account the rest of the areas, even the
 				/// default one.
@@ -976,7 +976,7 @@ void RigidBodyBullet::reload_space_override_modificator() {
 				newAngularDamp += currentArea->get_spOv_angularDamp();
 				++countCombined;
 				goto endAreasCycle;
-			case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE:
+			case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
 				/// This area replaces any gravity/damp, even the default one, and
 				/// stops taking into account the rest of the areas.
 				newGravity = support_gravity;
@@ -984,7 +984,7 @@ void RigidBodyBullet::reload_space_override_modificator() {
 				newAngularDamp = currentArea->get_spOv_angularDamp();
 				countCombined = 1;
 				goto endAreasCycle;
-			case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE:
+			case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE:
 				/// This area replaces any gravity/damp calculated so far, but keeps
 				/// calculating the rest of the areas, down to the default one.
 				newGravity = support_gravity;
@@ -1032,14 +1032,14 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
 	const bool isDynamic = p_mass != 0.f;
 	if (isDynamic) {
 
-		if (PhysicsServer::BODY_MODE_RIGID != mode && PhysicsServer::BODY_MODE_CHARACTER != mode)
+		if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode)
 			return;
 
 		m_isStatic = false;
 		if (mainShape)
 			mainShape->calculateLocalInertia(p_mass, localInertia);
 
-		if (PhysicsServer::BODY_MODE_RIGID == mode) {
+		if (PhysicsServer3D::BODY_MODE_RIGID == mode) {
 
 			btBody->setCollisionFlags(clearedCurrentFlags); // Just set the flags without Kin and Static
 		} else {
@@ -1054,11 +1054,11 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
 		}
 	} else {
 
-		if (PhysicsServer::BODY_MODE_STATIC != mode && PhysicsServer::BODY_MODE_KINEMATIC != mode)
+		if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode)
 			return;
 
 		m_isStatic = true;
-		if (PhysicsServer::BODY_MODE_STATIC == mode) {
+		if (PhysicsServer3D::BODY_MODE_STATIC == mode) {
 
 			btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_STATIC_OBJECT);
 		} else {

+ 13 - 13
modules/bullet/rigid_body_bullet.h

@@ -51,10 +51,10 @@ class BulletPhysicsDirectBodyState;
 /// is set to be only in one single thread.
 ///
 /// In the system there is only one object at a time that manage all bodies and is
-/// created by BulletPhysicsServer and is held by the "singleton" variable of this class
+/// created by BulletPhysicsServer3D and is held by the "singleton" variable of this class
 /// Each time something require it, the body must be set again.
-class BulletPhysicsDirectBodyState : public PhysicsDirectBodyState {
-	GDCLASS(BulletPhysicsDirectBodyState, PhysicsDirectBodyState);
+class BulletPhysicsDirectBodyState : public PhysicsDirectBodyState3D {
+	GDCLASS(BulletPhysicsDirectBodyState, PhysicsDirectBodyState3D);
 
 	static BulletPhysicsDirectBodyState *singleton;
 
@@ -138,7 +138,7 @@ public:
 		// Skip the execution of this function
 	}
 
-	virtual PhysicsDirectSpaceState *get_space_state();
+	virtual PhysicsDirectSpaceState3D *get_space_state();
 };
 
 class RigidBodyBullet : public RigidCollisionObjectBullet {
@@ -192,7 +192,7 @@ private:
 	// This is required only for Kinematic movement
 	KinematicUtilities *kinematic_utilities;
 
-	PhysicsServer::BodyMode mode;
+	PhysicsServer3D::BodyMode mode;
 	GodotMotionState *godotMotionState;
 	btRigidBody *btBody;
 	uint16_t locked_axis;
@@ -278,14 +278,14 @@ public:
 	void set_omit_forces_integration(bool p_omit);
 	_FORCE_INLINE_ bool get_omit_forces_integration() const { return omit_forces_integration; }
 
-	void set_param(PhysicsServer::BodyParameter p_param, real_t);
-	real_t get_param(PhysicsServer::BodyParameter p_param) const;
+	void set_param(PhysicsServer3D::BodyParameter p_param, real_t);
+	real_t get_param(PhysicsServer3D::BodyParameter p_param) const;
 
-	void set_mode(PhysicsServer::BodyMode p_mode);
-	PhysicsServer::BodyMode get_mode() const;
+	void set_mode(PhysicsServer3D::BodyMode p_mode);
+	PhysicsServer3D::BodyMode get_mode() const;
 
-	void set_state(PhysicsServer::BodyState p_state, const Variant &p_variant);
-	Variant get_state(PhysicsServer::BodyState p_state) const;
+	void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
+	Variant get_state(PhysicsServer3D::BodyState p_state) const;
 
 	void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse);
 	void apply_central_impulse(const Vector3 &p_impulse);
@@ -300,8 +300,8 @@ public:
 	void set_applied_torque(const Vector3 &p_torque);
 	Vector3 get_applied_torque() const;
 
-	void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock);
-	bool is_axis_locked(PhysicsServer::BodyAxis p_axis) const;
+	void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock);
+	bool is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const;
 	void reload_axis_lock();
 
 	/// Doc:

+ 19 - 19
modules/bullet/shape_bullet.cpp

@@ -150,7 +150,7 @@ btHeightfieldTerrainShape *ShapeBullet::create_shape_height_field(Vector<real_t>
 
 	btHeightfieldTerrainShape *heightfield = bulletnew(btHeightfieldTerrainShape(p_width, p_depth, heightsPtr, ignoredHeightScale, p_min_height, p_max_height, YAxis, PHY_FLOAT, flipQuadEdges));
 
-	// The shape can be created without params when you do PhysicsServer.shape_create(PhysicsServer.SHAPE_HEIGHTMAP)
+	// The shape can be created without params when you do PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_HEIGHTMAP)
 	if (heightsPtr)
 		heightfield->buildAccelerator(16);
 
@@ -176,8 +176,8 @@ Variant PlaneShapeBullet::get_data() const {
 	return plane;
 }
 
-PhysicsServer::ShapeType PlaneShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_PLANE;
+PhysicsServer3D::ShapeType PlaneShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_PLANE;
 }
 
 void PlaneShapeBullet::setup(const Plane &p_plane) {
@@ -204,8 +204,8 @@ Variant SphereShapeBullet::get_data() const {
 	return radius;
 }
 
-PhysicsServer::ShapeType SphereShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_SPHERE;
+PhysicsServer3D::ShapeType SphereShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_SPHERE;
 }
 
 void SphereShapeBullet::setup(real_t p_radius) {
@@ -231,8 +231,8 @@ Variant BoxShapeBullet::get_data() const {
 	return g_half_extents;
 }
 
-PhysicsServer::ShapeType BoxShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_BOX;
+PhysicsServer3D::ShapeType BoxShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_BOX;
 }
 
 void BoxShapeBullet::setup(const Vector3 &p_half_extents) {
@@ -263,8 +263,8 @@ Variant CapsuleShapeBullet::get_data() const {
 	return d;
 }
 
-PhysicsServer::ShapeType CapsuleShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_CAPSULE;
+PhysicsServer3D::ShapeType CapsuleShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_CAPSULE;
 }
 
 void CapsuleShapeBullet::setup(real_t p_height, real_t p_radius) {
@@ -296,8 +296,8 @@ Variant CylinderShapeBullet::get_data() const {
 	return d;
 }
 
-PhysicsServer::ShapeType CylinderShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_CYLINDER;
+PhysicsServer3D::ShapeType CylinderShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_CYLINDER;
 }
 
 void CylinderShapeBullet::setup(real_t p_height, real_t p_radius) {
@@ -334,8 +334,8 @@ Variant ConvexPolygonShapeBullet::get_data() const {
 	return out_vertices;
 }
 
-PhysicsServer::ShapeType ConvexPolygonShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_CONVEX_POLYGON;
+PhysicsServer3D::ShapeType ConvexPolygonShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_CONVEX_POLYGON;
 }
 
 void ConvexPolygonShapeBullet::setup(const Vector<Vector3> &p_vertices) {
@@ -381,8 +381,8 @@ Variant ConcavePolygonShapeBullet::get_data() const {
 	return faces;
 }
 
-PhysicsServer::ShapeType ConcavePolygonShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_CONCAVE_POLYGON;
+PhysicsServer3D::ShapeType ConcavePolygonShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_CONCAVE_POLYGON;
 }
 
 void ConcavePolygonShapeBullet::setup(Vector<Vector3> p_faces) {
@@ -536,8 +536,8 @@ Variant HeightMapShapeBullet::get_data() const {
 	ERR_FAIL_V(Variant());
 }
 
-PhysicsServer::ShapeType HeightMapShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_HEIGHTMAP;
+PhysicsServer3D::ShapeType HeightMapShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_HEIGHTMAP;
 }
 
 void HeightMapShapeBullet::setup(Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
@@ -580,8 +580,8 @@ Variant RayShapeBullet::get_data() const {
 	return d;
 }
 
-PhysicsServer::ShapeType RayShapeBullet::get_type() const {
-	return PhysicsServer::SHAPE_RAY;
+PhysicsServer3D::ShapeType RayShapeBullet::get_type() const {
+	return PhysicsServer3D::SHAPE_RAY;
 }
 
 void RayShapeBullet::setup(real_t p_length, bool p_slips_on_slope) {

+ 11 - 11
modules/bullet/shape_bullet.h

@@ -34,7 +34,7 @@
 #include "core/math/geometry.h"
 #include "core/variant.h"
 #include "rid_bullet.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
 
 #include <LinearMath/btAlignedObjectArray.h>
 #include <LinearMath/btScalar.h>
@@ -78,7 +78,7 @@ public:
 	virtual void set_data(const Variant &p_data) = 0;
 	virtual Variant get_data() const = 0;
 
-	virtual PhysicsServer::ShapeType get_type() const = 0;
+	virtual PhysicsServer3D::ShapeType get_type() const = 0;
 
 public:
 	static class btEmptyShape *create_shape_empty();
@@ -103,7 +103,7 @@ public:
 
 	virtual void set_data(const Variant &p_data);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
 
 private:
@@ -120,7 +120,7 @@ public:
 	_FORCE_INLINE_ real_t get_radius() { return radius; }
 	virtual void set_data(const Variant &p_data);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
 
 private:
@@ -137,7 +137,7 @@ public:
 	_FORCE_INLINE_ const btVector3 &get_half_extents() { return half_extents; }
 	virtual void set_data(const Variant &p_data);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
 
 private:
@@ -156,7 +156,7 @@ public:
 	_FORCE_INLINE_ real_t get_radius() { return radius; }
 	virtual void set_data(const Variant &p_data);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
 
 private:
@@ -175,7 +175,7 @@ public:
 	_FORCE_INLINE_ real_t get_radius() { return radius; }
 	virtual void set_data(const Variant &p_data);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_margin = 0);
 
 private:
@@ -192,7 +192,7 @@ public:
 	virtual void set_data(const Variant &p_data);
 	void get_vertices(Vector<Vector3> &out_vertices);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
 
 private:
@@ -210,7 +210,7 @@ public:
 
 	virtual void set_data(const Variant &p_data);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
 
 private:
@@ -230,7 +230,7 @@ public:
 
 	virtual void set_data(const Variant &p_data);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
 
 private:
@@ -247,7 +247,7 @@ public:
 
 	virtual void set_data(const Variant &p_data);
 	virtual Variant get_data() const;
-	virtual PhysicsServer::ShapeType get_type() const;
+	virtual PhysicsServer3D::ShapeType get_type() const;
 	virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
 
 private:

+ 47 - 47
modules/bullet/slider_joint_bullet.cpp

@@ -342,58 +342,58 @@ real_t SliderJointBullet::getLinearPos() {
 	;
 }
 
-void SliderJointBullet::set_param(PhysicsServer::SliderJointParam p_param, real_t p_value) {
+void SliderJointBullet::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) {
 	switch (p_param) {
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_UPPER: setUpperLinLimit(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_LOWER: setLowerLinLimit(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: setSoftnessLimLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: setRestitutionLimLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_DAMPING: setDampingLimLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: setSoftnessDirLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: setRestitutionDirLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_MOTION_DAMPING: setDampingDirLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: setSoftnessOrthoLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: setRestitutionOrthoLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: setDampingOrthoLin(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_UPPER: setUpperAngLimit(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_LOWER: setLowerAngLimit(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: setSoftnessLimAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: setRestitutionLimAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: setDampingLimAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: setSoftnessDirAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: setRestitutionDirAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_MOTION_DAMPING: setDampingDirAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: setSoftnessOrthoAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: setRestitutionOrthoAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: setDampingOrthoAng(p_value); break;
-		case PhysicsServer::SLIDER_JOINT_MAX: break; // Can't happen, but silences warning
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER: setUpperLinLimit(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER: setLowerLinLimit(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: setSoftnessLimLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: setRestitutionLimLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING: setDampingLimLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: setSoftnessDirLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: setRestitutionDirLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING: setDampingDirLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: setSoftnessOrthoLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: setRestitutionOrthoLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: setDampingOrthoLin(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER: setUpperAngLimit(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER: setLowerAngLimit(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: setSoftnessLimAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: setRestitutionLimAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: setDampingLimAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: setSoftnessDirAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: setRestitutionDirAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING: setDampingDirAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: setSoftnessOrthoAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: setRestitutionOrthoAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: setDampingOrthoAng(p_value); break;
+		case PhysicsServer3D::SLIDER_JOINT_MAX: break; // Can't happen, but silences warning
 	}
 }
 
-real_t SliderJointBullet::get_param(PhysicsServer::SliderJointParam p_param) const {
+real_t SliderJointBullet::get_param(PhysicsServer3D::SliderJointParam p_param) const {
 	switch (p_param) {
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_UPPER: return getUpperLinLimit();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_LOWER: return getLowerLinLimit();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: return getSoftnessLimLin();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: return getRestitutionLimLin();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_DAMPING: return getDampingLimLin();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: return getSoftnessDirLin();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: return getRestitutionDirLin();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_MOTION_DAMPING: return getDampingDirLin();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: return getSoftnessOrthoLin();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: return getRestitutionOrthoLin();
-		case PhysicsServer::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: return getDampingOrthoLin();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_UPPER: return getUpperAngLimit();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_LOWER: return getLowerAngLimit();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: return getSoftnessLimAng();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: return getRestitutionLimAng();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: return getDampingLimAng();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: return getSoftnessDirAng();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: return getRestitutionDirAng();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_MOTION_DAMPING: return getDampingDirAng();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: return getSoftnessOrthoAng();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: return getRestitutionOrthoAng();
-		case PhysicsServer::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: return getDampingOrthoAng();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER: return getUpperLinLimit();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER: return getLowerLinLimit();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: return getSoftnessLimLin();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: return getRestitutionLimLin();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING: return getDampingLimLin();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: return getSoftnessDirLin();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: return getRestitutionDirLin();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING: return getDampingDirLin();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: return getSoftnessOrthoLin();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: return getRestitutionOrthoLin();
+		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: return getDampingOrthoLin();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER: return getUpperAngLimit();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER: return getLowerAngLimit();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: return getSoftnessLimAng();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: return getRestitutionLimAng();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: return getDampingLimAng();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: return getSoftnessDirAng();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: return getRestitutionDirAng();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING: return getDampingDirAng();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: return getSoftnessOrthoAng();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: return getRestitutionOrthoAng();
+		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: return getDampingOrthoAng();
 		default:
 			return 0;
 	}

+ 3 - 3
modules/bullet/slider_joint_bullet.h

@@ -46,7 +46,7 @@ public:
 	/// Reference frame is A
 	SliderJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform &frameInA, const Transform &frameInB);
 
-	virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_SLIDER; }
+	virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_SLIDER; }
 
 	const RigidBodyBullet *getRigidBodyA() const;
 	const RigidBodyBullet *getRigidBodyB() const;
@@ -115,7 +115,7 @@ public:
 	real_t getMaxAngMotorForce();
 	real_t getLinearPos();
 
-	void set_param(PhysicsServer::SliderJointParam p_param, real_t p_value);
-	real_t get_param(PhysicsServer::SliderJointParam p_param) const;
+	void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value);
+	real_t get_param(PhysicsServer3D::SliderJointParam p_param) const;
 };
 #endif

+ 8 - 8
modules/bullet/soft_body_bullet.cpp

@@ -76,7 +76,7 @@ void SoftBodyBullet::on_enter_area(AreaBullet *p_area) {}
 
 void SoftBodyBullet::on_exit_area(AreaBullet *p_area) {}
 
-void SoftBodyBullet::update_visual_server(SoftBodyVisualServerHandler *p_visual_server_handler) {
+void SoftBodyBullet::update_rendering_server(SoftBodyRenderingServerHandler *p_rendering_server_handler) {
 	if (!bt_soft_body)
 		return;
 
@@ -96,8 +96,8 @@ void SoftBodyBullet::update_visual_server(SoftBodyVisualServerHandler *p_visual_
 
 		const int vs_indices_size(vs_indices->size());
 		for (int x = 0; x < vs_indices_size; ++x) {
-			p_visual_server_handler->set_vertex((*vs_indices)[x], vertex_position);
-			p_visual_server_handler->set_normal((*vs_indices)[x], vertex_normal);
+			p_rendering_server_handler->set_vertex((*vs_indices)[x], vertex_position);
+			p_rendering_server_handler->set_normal((*vs_indices)[x], vertex_normal);
 		}
 	}
 
@@ -112,7 +112,7 @@ void SoftBodyBullet::update_visual_server(SoftBodyVisualServerHandler *p_visual_
 	B_TO_G(aabb_min, aabb.position);
 	B_TO_G(size, aabb.size);
 
-	p_visual_server_handler->set_aabb(aabb);
+	p_rendering_server_handler->set_aabb(aabb);
 }
 
 void SoftBodyBullet::set_soft_mesh(const Ref<Mesh> &p_mesh) {
@@ -129,8 +129,8 @@ void SoftBodyBullet::set_soft_mesh(const Ref<Mesh> &p_mesh) {
 	}
 
 	Array arrays = soft_mesh->surface_get_arrays(0);
-	ERR_FAIL_COND(!(soft_mesh->surface_get_format(0) & VS::ARRAY_FORMAT_INDEX));
-	set_trimesh_body_shape(arrays[VS::ARRAY_INDEX], arrays[VS::ARRAY_VERTEX]);
+	ERR_FAIL_COND(!(soft_mesh->surface_get_format(0) & RS::ARRAY_FORMAT_INDEX));
+	set_trimesh_body_shape(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
 }
 
 void SoftBodyBullet::destroy_soft_body() {
@@ -184,7 +184,7 @@ void SoftBodyBullet::get_node_offset(int p_node_index, Vector3 &r_offset) const
 		return;
 
 	Array arrays = soft_mesh->surface_get_arrays(0);
-	Vector<Vector3> vertices(arrays[VS::ARRAY_VERTEX]);
+	Vector<Vector3> vertices(arrays[RS::ARRAY_VERTEX]);
 
 	if (0 <= p_node_index && vertices.size() > p_node_index) {
 		r_offset = vertices[p_node_index];
@@ -230,7 +230,7 @@ void SoftBodyBullet::reset_all_node_positions() {
 		return;
 
 	Array arrays = soft_mesh->surface_get_arrays(0);
-	Vector<Vector3> vs_vertices(arrays[VS::ARRAY_VERTEX]);
+	Vector<Vector3> vs_vertices(arrays[RS::ARRAY_VERTEX]);
 	const Vector3 *vs_vertices_read = vs_vertices.ptr();
 
 	for (int vertex_index = bt_soft_body->m_nodes.size() - 1; 0 <= vertex_index; --vertex_index) {

+ 2 - 2
modules/bullet/soft_body_bullet.h

@@ -43,7 +43,7 @@
 #include "BulletSoftBody/btSoftBodyHelpers.h"
 #include "collision_object_bullet.h"
 #include "scene/resources/mesh.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
 
 #ifdef x11_None
 /// This is required to re add the macro None defined by x11 compiler
@@ -100,7 +100,7 @@ public:
 
 	_FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; }
 
-	void update_visual_server(class SoftBodyVisualServerHandler *p_visual_server_handler);
+	void update_rendering_server(class SoftBodyRenderingServerHandler *p_rendering_server_handler);
 
 	void set_soft_mesh(const Ref<Mesh> &p_mesh);
 	void destroy_soft_body();

+ 43 - 43
modules/bullet/space_bullet.cpp

@@ -39,7 +39,7 @@
 #include "godot_collision_configuration.h"
 #include "godot_collision_dispatcher.h"
 #include "rigid_body_bullet.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
 #include "soft_body_bullet.h"
 
 #include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
@@ -59,7 +59,7 @@
 */
 
 BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space) :
-		PhysicsDirectSpaceState(),
+		PhysicsDirectSpaceState3D(),
 		space(p_space) {}
 
 int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
@@ -366,27 +366,27 @@ void SpaceBullet::step(real_t p_delta_time) {
 	dynamicsWorld->stepSimulation(p_delta_time, 0, 0);
 }
 
-void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
+void SpaceBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
 	assert(dynamicsWorld);
 
 	switch (p_param) {
-		case PhysicsServer::AREA_PARAM_GRAVITY:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY:
 			gravityMagnitude = p_value;
 			update_gravity();
 			break;
-		case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
 			gravityDirection = p_value;
 			update_gravity();
 			break;
-		case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
-		case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
+		case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
+		case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
 			break; // No damp
-		case PhysicsServer::AREA_PARAM_PRIORITY:
+		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 			// Priority is always 0, the lower
 			break;
-		case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
-		case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
-		case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
 			break;
 		default:
 			WARN_PRINT("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
@@ -394,22 +394,22 @@ void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant
 	}
 }
 
-Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
+Variant SpaceBullet::get_param(PhysicsServer3D::AreaParameter p_param) {
 	switch (p_param) {
-		case PhysicsServer::AREA_PARAM_GRAVITY:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY:
 			return gravityMagnitude;
-		case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
 			return gravityDirection;
-		case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
-		case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
+		case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
+		case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
 			return 0; // No damp
-		case PhysicsServer::AREA_PARAM_PRIORITY:
+		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 			return 0; // Priority is always 0, the lower
-		case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
 			return false;
-		case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
 			return 0;
-		case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
+		case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
 			return 0;
 		default:
 			WARN_PRINT("This get parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
@@ -417,32 +417,32 @@ Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
 	}
 }
 
-void SpaceBullet::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {
+void SpaceBullet::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
 	switch (p_param) {
-		case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
-		case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
-		case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
-		case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
-		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
-		case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
-		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
-		case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
+		case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
+		case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
+		case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
+		case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
+		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
+		case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
+		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
+		case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 		default:
 			WARN_PRINT("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
 			break;
 	}
 }
 
-real_t SpaceBullet::get_param(PhysicsServer::SpaceParameter p_param) {
+real_t SpaceBullet::get_param(PhysicsServer3D::SpaceParameter p_param) {
 	switch (p_param) {
-		case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
-		case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
-		case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
-		case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
-		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
-		case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
-		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
-		case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
+		case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
+		case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
+		case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
+		case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
+		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
+		case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
+		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
+		case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 		default:
 			WARN_PRINT("The SpaceBullet  doesn't support this get parameter (" + itos(p_param) + "), 0 is returned.");
 			return 0.f;
@@ -891,7 +891,7 @@ static Ref<StandardMaterial3D> red_mat;
 static Ref<StandardMaterial3D> blue_mat;
 #endif
 
-bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {
+bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes) {
 
 #if debug_test_motion
 	/// Yes I know this is not good, but I've used it as fast debugging hack.
@@ -1042,7 +1042,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
 	return has_penetration;
 }
 
-int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, float p_margin) {
+int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, float p_margin) {
 
 	btTransform body_transform;
 	G_TO_B(p_transform, body_transform);
@@ -1054,7 +1054,7 @@ int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p
 	int rays_found_this_round = 0;
 
 	for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
-		PhysicsServer::SeparationResult *next_results = &r_results[rays_found];
+		PhysicsServer3D::SeparationResult *next_results = &r_results[rays_found];
 		rays_found_this_round = recover_from_penetration_ray(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, p_result_max - rays_found, recover_motion, next_results);
 
 		rays_found += rays_found_this_round;
@@ -1333,7 +1333,7 @@ bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btC
 	return false;
 }
 
-int SpaceBullet::add_separation_result(PhysicsServer::SeparationResult *r_result, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const {
+int SpaceBullet::add_separation_result(PhysicsServer3D::SeparationResult *r_result, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const {
 
 	// optimize results (ignore non-colliding)
 	if (p_recover_result.penetration_distance < 0.0) {
@@ -1355,7 +1355,7 @@ int SpaceBullet::add_separation_result(PhysicsServer::SeparationResult *r_result
 	}
 }
 
-int SpaceBullet::recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer::SeparationResult *r_results) {
+int SpaceBullet::recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer3D::SeparationResult *r_results) {
 
 	// Calculate the cumulative AABB of all shapes of the kinematic body
 	btVector3 aabb_min, aabb_max;

+ 11 - 11
modules/bullet/space_bullet.h

@@ -35,7 +35,7 @@
 #include "core/vector.h"
 #include "godot_result_callbacks.h"
 #include "rid_bullet.h"
-#include "servers/physics_server.h"
+#include "servers/physics_server_3d.h"
 
 #include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
 #include <BulletCollision/BroadphaseCollision/btOverlappingPairCache.h>
@@ -67,8 +67,8 @@ class btGjkEpaPenetrationDepthSolver;
 
 extern ContactAddedCallback gContactAddedCallback;
 
-class BulletPhysicsDirectSpaceState : public PhysicsDirectSpaceState {
-	GDCLASS(BulletPhysicsDirectSpaceState, PhysicsDirectSpaceState);
+class BulletPhysicsDirectSpaceState : public PhysicsDirectSpaceState3D {
+	GDCLASS(BulletPhysicsDirectSpaceState, PhysicsDirectSpaceState3D);
 
 private:
 	SpaceBullet *space;
@@ -131,15 +131,15 @@ public:
 	/// @param p_param:
 	///     AREA_PARAM_GRAVITY          to set the gravity magnitude of entire world
 	///     AREA_PARAM_GRAVITY_VECTOR   to set the gravity direction of entire world
-	void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);
+	void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
 	/// Used to get some parameters to Bullet world
 	/// @param p_param:
 	///     AREA_PARAM_GRAVITY          to get the gravity magnitude of entire world
 	///     AREA_PARAM_GRAVITY_VECTOR   to get the gravity direction of entire world
-	Variant get_param(PhysicsServer::AreaParameter p_param);
+	Variant get_param(PhysicsServer3D::AreaParameter p_param);
 
-	void set_param(PhysicsServer::SpaceParameter p_param, real_t p_value);
-	real_t get_param(PhysicsServer::SpaceParameter p_param);
+	void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value);
+	real_t get_param(PhysicsServer3D::SpaceParameter p_param);
 
 	void add_area(AreaBullet *p_area);
 	void remove_area(AreaBullet *p_area);
@@ -177,8 +177,8 @@ public:
 
 	void update_gravity();
 
-	bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes);
-	int test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, float p_margin);
+	bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes);
+	int test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, float p_margin);
 
 private:
 	void create_empty_world(bool p_create_soft_world);
@@ -213,7 +213,7 @@ private:
 	/// Using this we leave Bullet to select the best algorithm, For example GJK in case we have Convex Convex, or a Bullet accelerated algorithm
 	bool RFP_convex_world_test(const btConvexShape *p_shapeA, const btCollisionShape *p_shapeB, btCollisionObject *p_objectA, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = NULL);
 
-	int add_separation_result(PhysicsServer::SeparationResult *r_results, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const;
-	int recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer::SeparationResult *r_results);
+	int add_separation_result(PhysicsServer3D::SeparationResult *r_results, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const;
+	int recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer3D::SeparationResult *r_results);
 };
 #endif

+ 14 - 14
modules/csg/csg_shape.cpp

@@ -43,16 +43,16 @@ void CSGShape3D::set_use_collision(bool p_enable) {
 
 	if (use_collision) {
 		root_collision_shape.instance();
-		root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
-		PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
-		PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
-		PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
-		PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
+		root_collision_instance = PhysicsServer3D::get_singleton()->body_create(PhysicsServer3D::BODY_MODE_STATIC);
+		PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
+		PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
+		PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
+		PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
 		set_collision_layer(collision_layer);
 		set_collision_mask(collision_mask);
 		_make_dirty(); //force update
 	} else {
-		PhysicsServer::get_singleton()->free(root_collision_instance);
+		PhysicsServer3D::get_singleton()->free(root_collision_instance);
 		root_collision_instance = RID();
 		root_collision_shape.unref();
 	}
@@ -66,7 +66,7 @@ bool CSGShape3D::is_using_collision() const {
 void CSGShape3D::set_collision_layer(uint32_t p_layer) {
 	collision_layer = p_layer;
 	if (root_collision_instance.is_valid()) {
-		PhysicsServer::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
+		PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
 	}
 }
 
@@ -79,7 +79,7 @@ void CSGShape3D::set_collision_mask(uint32_t p_mask) {
 
 	collision_mask = p_mask;
 	if (root_collision_instance.is_valid()) {
-		PhysicsServer::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
+		PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
 	}
 }
 
@@ -506,11 +506,11 @@ void CSGShape3D::_notification(int p_what) {
 
 		if (use_collision && is_root_shape()) {
 			root_collision_shape.instance();
-			root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
-			PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
-			PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
-			PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
-			PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
+			root_collision_instance = PhysicsServer3D::get_singleton()->body_create(PhysicsServer3D::BODY_MODE_STATIC);
+			PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
+			PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
+			PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
+			PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
 			set_collision_layer(collision_layer);
 			set_collision_mask(collision_mask);
 		}
@@ -539,7 +539,7 @@ void CSGShape3D::_notification(int p_what) {
 		parent = NULL;
 
 		if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
-			PhysicsServer::get_singleton()->free(root_collision_instance);
+			PhysicsServer3D::get_singleton()->free(root_collision_instance);
 			root_collision_instance = RID();
 			root_collision_shape.unref();
 		}

+ 4 - 4
modules/gdnative/arvr/arvr_interface_gdnative.cpp

@@ -31,7 +31,7 @@
 #include "arvr_interface_gdnative.h"
 #include "core/input/input_filter.h"
 #include "servers/arvr/arvr_positional_tracker.h"
-#include "servers/visual/visual_server_globals.h"
+#include "servers/rendering/rendering_server_globals.h"
 
 void ARVRInterfaceGDNative::_bind_methods() {
 	ADD_PROPERTY_DEFAULT("interface_is_initialized", false);
@@ -292,7 +292,7 @@ void GDAPI godot_arvr_blit(godot_int p_eye, godot_rid *p_render_target, godot_re
 #warning this needs to be redone
 #endif
 #if 0
-	VSG::rasterizer->blit_render_target_to_screen(*render_target, screen_rect, 0);
+	RSG::rasterizer->blit_render_target_to_screen(*render_target, screen_rect, 0);
 #endif
 }
 
@@ -302,13 +302,13 @@ godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target) {
 #if 0
 	RID *render_target = (RID *)p_render_target;
 
-	RID eye_texture = VSG::storage->render_target_get_texture(*render_target);
+	RID eye_texture = RSG::storage->render_target_get_texture(*render_target);
 #endif
 
 #ifndef _MSC_VER
 #warning need to obtain this ID again
 #endif
-	uint32_t texid = 0; //VS::get_singleton()->texture_get_texid(eye_texture);
+	uint32_t texid = 0; //RS::get_singleton()->texture_get_texid(eye_texture);
 
 	return texid;
 }

+ 1 - 1
modules/gdnavigation/gd_navigation_server.cpp

@@ -114,7 +114,7 @@
 	void GdNavigationServer::MERGE(_cmd_, F_NAME)(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3)
 
 GdNavigationServer::GdNavigationServer() :
-		NavigationServer(),
+		NavigationServer3D(),
 		active(true) {
 }
 

+ 2 - 2
modules/gdnavigation/gd_navigation_server.h

@@ -33,7 +33,7 @@
 
 #include "core/rid.h"
 #include "core/rid_owner.h"
-#include "servers/navigation_server.h"
+#include "servers/navigation_server_3d.h"
 
 #include "nav_map.h"
 #include "nav_region.h"
@@ -67,7 +67,7 @@ struct SetCommand {
 	virtual void exec(GdNavigationServer *server) = 0;
 };
 
-class GdNavigationServer : public NavigationServer {
+class GdNavigationServer : public NavigationServer3D {
 	Mutex commands_mutex;
 	/// Mutex used to make any operation threadsafe.
 	Mutex operations_mutex;

+ 3 - 3
modules/gdnavigation/register_types.cpp

@@ -32,7 +32,7 @@
 
 #include "core/engine.h"
 #include "gd_navigation_server.h"
-#include "servers/navigation_server.h"
+#include "servers/navigation_server_3d.h"
 
 #ifndef _3D_DISABLED
 #include "navigation_mesh_generator.h"
@@ -50,12 +50,12 @@
 NavigationMeshGenerator *_nav_mesh_generator = NULL;
 #endif
 
-NavigationServer *new_server() {
+NavigationServer3D *new_server() {
 	return memnew(GdNavigationServer);
 }
 
 void register_gdnavigation_types() {
-	NavigationServerManager::set_default_server(new_server);
+	NavigationServer3DManager::set_default_server(new_server);
 
 #ifndef _3D_DISABLED
 	_nav_mesh_generator = memnew(NavigationMeshGenerator);

+ 1 - 1
modules/glslang/register_types.cpp

@@ -30,7 +30,7 @@
 
 #include "register_types.h"
 
-#include "servers/visual/rendering_device.h"
+#include "servers/rendering/rendering_device.h"
 
 #include <SPIRV/GlslangToSpv.h>
 #include <glslang/Include/Types.h>

+ 73 - 73
modules/gridmap/grid_map.cpp

@@ -36,8 +36,8 @@
 #include "scene/resources/mesh_library.h"
 #include "scene/resources/surface_tool.h"
 #include "scene/scene_string_names.h"
-#include "servers/navigation_server.h"
-#include "servers/visual_server.h"
+#include "servers/navigation_server_3d.h"
+#include "servers/rendering_server.h"
 
 bool GridMap::_set(const StringName &p_name, const Variant &p_value) {
 
@@ -76,12 +76,12 @@ bool GridMap::_set(const StringName &p_name, const Variant &p_value) {
 			BakedMesh bm;
 			bm.mesh = meshes[i];
 			ERR_CONTINUE(!bm.mesh.is_valid());
-			bm.instance = VS::get_singleton()->instance_create();
-			VS::get_singleton()->get_singleton()->instance_set_base(bm.instance, bm.mesh->get_rid());
-			VS::get_singleton()->instance_attach_object_instance_id(bm.instance, get_instance_id());
+			bm.instance = RS::get_singleton()->instance_create();
+			RS::get_singleton()->get_singleton()->instance_set_base(bm.instance, bm.mesh->get_rid());
+			RS::get_singleton()->instance_attach_object_instance_id(bm.instance, get_instance_id());
 			if (is_inside_tree()) {
-				VS::get_singleton()->instance_set_scenario(bm.instance, get_world()->get_scenario());
-				VS::get_singleton()->instance_set_transform(bm.instance, get_global_transform());
+				RS::get_singleton()->instance_set_scenario(bm.instance, get_world()->get_scenario());
+				RS::get_singleton()->instance_set_transform(bm.instance, get_global_transform());
 			}
 			baked_meshes.push_back(bm);
 		}
@@ -306,17 +306,17 @@ void GridMap::set_cell_item(int p_x, int p_y, int p_z, int p_item, int p_rot) {
 		//create octant because it does not exist
 		Octant *g = memnew(Octant);
 		g->dirty = true;
-		g->static_body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
-		PhysicsServer::get_singleton()->body_attach_object_instance_id(g->static_body, get_instance_id());
-		PhysicsServer::get_singleton()->body_set_collision_layer(g->static_body, collision_layer);
-		PhysicsServer::get_singleton()->body_set_collision_mask(g->static_body, collision_mask);
+		g->static_body = PhysicsServer3D::get_singleton()->body_create(PhysicsServer3D::BODY_MODE_STATIC);
+		PhysicsServer3D::get_singleton()->body_attach_object_instance_id(g->static_body, get_instance_id());
+		PhysicsServer3D::get_singleton()->body_set_collision_layer(g->static_body, collision_layer);
+		PhysicsServer3D::get_singleton()->body_set_collision_mask(g->static_body, collision_mask);
 		SceneTree *st = SceneTree::get_singleton();
 
 		if (st && st->is_debugging_collisions_hint()) {
 
-			g->collision_debug = VisualServer::get_singleton()->mesh_create();
-			g->collision_debug_instance = VisualServer::get_singleton()->instance_create();
-			VisualServer::get_singleton()->instance_set_base(g->collision_debug_instance, g->collision_debug);
+			g->collision_debug = RenderingServer::get_singleton()->mesh_create();
+			g->collision_debug_instance = RenderingServer::get_singleton()->instance_create();
+			RenderingServer::get_singleton()->instance_set_base(g->collision_debug_instance, g->collision_debug);
 		}
 
 		octant_map[octantkey] = g;
@@ -392,14 +392,14 @@ void GridMap::_octant_transform(const OctantKey &p_key) {
 
 	ERR_FAIL_COND(!octant_map.has(p_key));
 	Octant &g = *octant_map[p_key];
-	PhysicsServer::get_singleton()->body_set_state(g.static_body, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
+	PhysicsServer3D::get_singleton()->body_set_state(g.static_body, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
 
 	if (g.collision_debug_instance.is_valid()) {
-		VS::get_singleton()->instance_set_transform(g.collision_debug_instance, get_global_transform());
+		RS::get_singleton()->instance_set_transform(g.collision_debug_instance, get_global_transform());
 	}
 
 	for (int i = 0; i < g.multimesh_instances.size(); i++) {
-		VS::get_singleton()->instance_set_transform(g.multimesh_instances[i].instance, get_global_transform());
+		RS::get_singleton()->instance_set_transform(g.multimesh_instances[i].instance, get_global_transform());
 	}
 }
 
@@ -410,17 +410,17 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 		return false;
 
 	//erase body shapes
-	PhysicsServer::get_singleton()->body_clear_shapes(g.static_body);
+	PhysicsServer3D::get_singleton()->body_clear_shapes(g.static_body);
 
 	//erase body shapes debug
 	if (g.collision_debug.is_valid()) {
 
-		VS::get_singleton()->mesh_clear(g.collision_debug);
+		RS::get_singleton()->mesh_clear(g.collision_debug);
 	}
 
 	//erase navigation
 	for (Map<IndexKey, Octant::NavMesh>::Element *E = g.navmesh_ids.front(); E; E = E->next()) {
-		NavigationServer::get_singleton()->free(E->get().region);
+		NavigationServer3D::get_singleton()->free(E->get().region);
 	}
 	g.navmesh_ids.clear();
 
@@ -428,8 +428,8 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 
 	for (int i = 0; i < g.multimesh_instances.size(); i++) {
 
-		VS::get_singleton()->free(g.multimesh_instances[i].instance);
-		VS::get_singleton()->free(g.multimesh_instances[i].multimesh);
+		RS::get_singleton()->free(g.multimesh_instances[i].instance);
+		RS::get_singleton()->free(g.multimesh_instances[i].multimesh);
 	}
 	g.multimesh_instances.clear();
 
@@ -484,7 +484,7 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 			// add the item's shape
 			if (!shapes[i].shape.is_valid())
 				continue;
-			PhysicsServer::get_singleton()->body_add_shape(g.static_body, shapes[i].shape->get_rid(), xform * shapes[i].local_transform);
+			PhysicsServer3D::get_singleton()->body_add_shape(g.static_body, shapes[i].shape->get_rid(), xform * shapes[i].local_transform);
 			if (g.collision_debug.is_valid()) {
 				shapes.write[i].shape->add_vertices_to_array(col_debug, xform * shapes[i].local_transform);
 			}
@@ -497,10 +497,10 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 			nm.xform = xform * mesh_library->get_item_navmesh_transform(c.item);
 
 			if (navigation) {
-				RID region = NavigationServer::get_singleton()->region_create();
-				NavigationServer::get_singleton()->region_set_navmesh(region, navmesh);
-				NavigationServer::get_singleton()->region_set_transform(region, navigation->get_global_transform() * nm.xform);
-				NavigationServer::get_singleton()->region_set_map(region, navigation->get_rid());
+				RID region = NavigationServer3D::get_singleton()->region_create();
+				NavigationServer3D::get_singleton()->region_set_navmesh(region, navmesh);
+				NavigationServer3D::get_singleton()->region_set_transform(region, navigation->get_global_transform() * nm.xform);
+				NavigationServer3D::get_singleton()->region_set_map(region, navigation->get_rid());
 				nm.region = region;
 			}
 			g.navmesh_ids[E->get()] = nm;
@@ -513,13 +513,13 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 		for (Map<int, List<Pair<Transform, IndexKey>>>::Element *E = multimesh_items.front(); E; E = E->next()) {
 			Octant::MultimeshInstance mmi;
 
-			RID mm = VS::get_singleton()->multimesh_create();
-			VS::get_singleton()->multimesh_allocate(mm, E->get().size(), VS::MULTIMESH_TRANSFORM_3D);
-			VS::get_singleton()->multimesh_set_mesh(mm, mesh_library->get_item_mesh(E->key())->get_rid());
+			RID mm = RS::get_singleton()->multimesh_create();
+			RS::get_singleton()->multimesh_allocate(mm, E->get().size(), RS::MULTIMESH_TRANSFORM_3D);
+			RS::get_singleton()->multimesh_set_mesh(mm, mesh_library->get_item_mesh(E->key())->get_rid());
 
 			int idx = 0;
 			for (List<Pair<Transform, IndexKey>>::Element *F = E->get().front(); F; F = F->next()) {
-				VS::get_singleton()->multimesh_instance_set_transform(mm, idx, F->get().first);
+				RS::get_singleton()->multimesh_instance_set_transform(mm, idx, F->get().first);
 #ifdef TOOLS_ENABLED
 
 				Octant::MultimeshInstance::Item it;
@@ -532,12 +532,12 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 				idx++;
 			}
 
-			RID instance = VS::get_singleton()->instance_create();
-			VS::get_singleton()->instance_set_base(instance, mm);
+			RID instance = RS::get_singleton()->instance_create();
+			RS::get_singleton()->instance_set_base(instance, mm);
 
 			if (is_inside_tree()) {
-				VS::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
-				VS::get_singleton()->instance_set_transform(instance, get_global_transform());
+				RS::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
+				RS::get_singleton()->instance_set_transform(instance, get_global_transform());
 			}
 
 			mmi.multimesh = mm;
@@ -550,13 +550,13 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 	if (col_debug.size()) {
 
 		Array arr;
-		arr.resize(VS::ARRAY_MAX);
-		arr[VS::ARRAY_VERTEX] = col_debug;
+		arr.resize(RS::ARRAY_MAX);
+		arr[RS::ARRAY_VERTEX] = col_debug;
 
-		VS::get_singleton()->mesh_add_surface_from_arrays(g.collision_debug, VS::PRIMITIVE_LINES, arr);
+		RS::get_singleton()->mesh_add_surface_from_arrays(g.collision_debug, RS::PRIMITIVE_LINES, arr);
 		SceneTree *st = SceneTree::get_singleton();
 		if (st) {
-			VS::get_singleton()->mesh_surface_set_material(g.collision_debug, 0, st->get_debug_collision_material()->get_rid());
+			RS::get_singleton()->mesh_surface_set_material(g.collision_debug, 0, st->get_debug_collision_material()->get_rid());
 		}
 	}
 
@@ -567,8 +567,8 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 
 void GridMap::_reset_physic_bodies_collision_filters() {
 	for (Map<OctantKey, Octant *>::Element *E = octant_map.front(); E; E = E->next()) {
-		PhysicsServer::get_singleton()->body_set_collision_layer(E->get()->static_body, collision_layer);
-		PhysicsServer::get_singleton()->body_set_collision_mask(E->get()->static_body, collision_mask);
+		PhysicsServer3D::get_singleton()->body_set_collision_layer(E->get()->static_body, collision_layer);
+		PhysicsServer3D::get_singleton()->body_set_collision_mask(E->get()->static_body, collision_mask);
 	}
 }
 
@@ -576,17 +576,17 @@ void GridMap::_octant_enter_world(const OctantKey &p_key) {
 
 	ERR_FAIL_COND(!octant_map.has(p_key));
 	Octant &g = *octant_map[p_key];
-	PhysicsServer::get_singleton()->body_set_state(g.static_body, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
-	PhysicsServer::get_singleton()->body_set_space(g.static_body, get_world()->get_space());
+	PhysicsServer3D::get_singleton()->body_set_state(g.static_body, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
+	PhysicsServer3D::get_singleton()->body_set_space(g.static_body, get_world()->get_space());
 
 	if (g.collision_debug_instance.is_valid()) {
-		VS::get_singleton()->instance_set_scenario(g.collision_debug_instance, get_world()->get_scenario());
-		VS::get_singleton()->instance_set_transform(g.collision_debug_instance, get_global_transform());
+		RS::get_singleton()->instance_set_scenario(g.collision_debug_instance, get_world()->get_scenario());
+		RS::get_singleton()->instance_set_transform(g.collision_debug_instance, get_global_transform());
 	}
 
 	for (int i = 0; i < g.multimesh_instances.size(); i++) {
-		VS::get_singleton()->instance_set_scenario(g.multimesh_instances[i].instance, get_world()->get_scenario());
-		VS::get_singleton()->instance_set_transform(g.multimesh_instances[i].instance, get_global_transform());
+		RS::get_singleton()->instance_set_scenario(g.multimesh_instances[i].instance, get_world()->get_scenario());
+		RS::get_singleton()->instance_set_transform(g.multimesh_instances[i].instance, get_global_transform());
 	}
 
 	if (navigation && mesh_library.is_valid()) {
@@ -595,10 +595,10 @@ void GridMap::_octant_enter_world(const OctantKey &p_key) {
 			if (cell_map.has(F->key()) && F->get().region.is_valid() == false) {
 				Ref<NavigationMesh> nm = mesh_library->get_item_navmesh(cell_map[F->key()].item);
 				if (nm.is_valid()) {
-					RID region = NavigationServer::get_singleton()->region_create();
-					NavigationServer::get_singleton()->region_set_navmesh(region, nm);
-					NavigationServer::get_singleton()->region_set_transform(region, navigation->get_global_transform() * F->get().xform);
-					NavigationServer::get_singleton()->region_set_map(region, navigation->get_rid());
+					RID region = NavigationServer3D::get_singleton()->region_create();
+					NavigationServer3D::get_singleton()->region_set_navmesh(region, nm);
+					NavigationServer3D::get_singleton()->region_set_transform(region, navigation->get_global_transform() * F->get().xform);
+					NavigationServer3D::get_singleton()->region_set_map(region, navigation->get_rid());
 					F->get().region = region;
 				}
 			}
@@ -610,23 +610,23 @@ void GridMap::_octant_exit_world(const OctantKey &p_key) {
 
 	ERR_FAIL_COND(!octant_map.has(p_key));
 	Octant &g = *octant_map[p_key];
-	PhysicsServer::get_singleton()->body_set_state(g.static_body, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
-	PhysicsServer::get_singleton()->body_set_space(g.static_body, RID());
+	PhysicsServer3D::get_singleton()->body_set_state(g.static_body, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
+	PhysicsServer3D::get_singleton()->body_set_space(g.static_body, RID());
 
 	if (g.collision_debug_instance.is_valid()) {
 
-		VS::get_singleton()->instance_set_scenario(g.collision_debug_instance, RID());
+		RS::get_singleton()->instance_set_scenario(g.collision_debug_instance, RID());
 	}
 
 	for (int i = 0; i < g.multimesh_instances.size(); i++) {
-		VS::get_singleton()->instance_set_scenario(g.multimesh_instances[i].instance, RID());
+		RS::get_singleton()->instance_set_scenario(g.multimesh_instances[i].instance, RID());
 	}
 
 	if (navigation) {
 		for (Map<IndexKey, Octant::NavMesh>::Element *F = g.navmesh_ids.front(); F; F = F->next()) {
 
 			if (F->get().region.is_valid()) {
-				NavigationServer::get_singleton()->free(F->get().region);
+				NavigationServer3D::get_singleton()->free(F->get().region);
 				F->get().region = RID();
 			}
 		}
@@ -639,15 +639,15 @@ void GridMap::_octant_clean_up(const OctantKey &p_key) {
 	Octant &g = *octant_map[p_key];
 
 	if (g.collision_debug.is_valid())
-		VS::get_singleton()->free(g.collision_debug);
+		RS::get_singleton()->free(g.collision_debug);
 	if (g.collision_debug_instance.is_valid())
-		VS::get_singleton()->free(g.collision_debug_instance);
+		RS::get_singleton()->free(g.collision_debug_instance);
 
-	PhysicsServer::get_singleton()->free(g.static_body);
+	PhysicsServer3D::get_singleton()->free(g.static_body);
 
 	// Erase navigation
 	for (Map<IndexKey, Octant::NavMesh>::Element *E = g.navmesh_ids.front(); E; E = E->next()) {
-		NavigationServer::get_singleton()->free(E->get().region);
+		NavigationServer3D::get_singleton()->free(E->get().region);
 	}
 	g.navmesh_ids.clear();
 
@@ -655,8 +655,8 @@ void GridMap::_octant_clean_up(const OctantKey &p_key) {
 
 	for (int i = 0; i < g.multimesh_instances.size(); i++) {
 
-		VS::get_singleton()->free(g.multimesh_instances[i].instance);
-		VS::get_singleton()->free(g.multimesh_instances[i].multimesh);
+		RS::get_singleton()->free(g.multimesh_instances[i].instance);
+		RS::get_singleton()->free(g.multimesh_instances[i].multimesh);
 	}
 	g.multimesh_instances.clear();
 }
@@ -684,8 +684,8 @@ void GridMap::_notification(int p_what) {
 			}
 
 			for (int i = 0; i < baked_meshes.size(); i++) {
-				VS::get_singleton()->instance_set_scenario(baked_meshes[i].instance, get_world()->get_scenario());
-				VS::get_singleton()->instance_set_transform(baked_meshes[i].instance, get_global_transform());
+				RS::get_singleton()->instance_set_scenario(baked_meshes[i].instance, get_world()->get_scenario());
+				RS::get_singleton()->instance_set_transform(baked_meshes[i].instance, get_global_transform());
 			}
 
 		} break;
@@ -702,7 +702,7 @@ void GridMap::_notification(int p_what) {
 			last_transform = new_xform;
 
 			for (int i = 0; i < baked_meshes.size(); i++) {
-				VS::get_singleton()->instance_set_transform(baked_meshes[i].instance, get_global_transform());
+				RS::get_singleton()->instance_set_transform(baked_meshes[i].instance, get_global_transform());
 			}
 
 		} break;
@@ -718,7 +718,7 @@ void GridMap::_notification(int p_what) {
 			//_update_octants_callback();
 			//_update_area_instances();
 			for (int i = 0; i < baked_meshes.size(); i++) {
-				VS::get_singleton()->instance_set_scenario(baked_meshes[i].instance, RID());
+				RS::get_singleton()->instance_set_scenario(baked_meshes[i].instance, RID());
 			}
 
 		} break;
@@ -738,7 +738,7 @@ void GridMap::_update_visibility() {
 		Octant *octant = e->value();
 		for (int i = 0; i < octant->multimesh_instances.size(); i++) {
 			const Octant::MultimeshInstance &mi = octant->multimesh_instances[i];
-			VS::get_singleton()->instance_set_visible(mi.instance, is_visible());
+			RS::get_singleton()->instance_set_visible(mi.instance, is_visible());
 		}
 	}
 }
@@ -975,7 +975,7 @@ Vector3 GridMap::_get_offset() const {
 void GridMap::clear_baked_meshes() {
 
 	for (int i = 0; i < baked_meshes.size(); i++) {
-		VS::get_singleton()->free(baked_meshes[i].instance);
+		RS::get_singleton()->free(baked_meshes[i].instance);
 	}
 	baked_meshes.clear();
 
@@ -1050,12 +1050,12 @@ void GridMap::make_baked_meshes(bool p_gen_lightmap_uv, float p_lightmap_uv_texe
 
 		BakedMesh bm;
 		bm.mesh = mesh;
-		bm.instance = VS::get_singleton()->instance_create();
-		VS::get_singleton()->get_singleton()->instance_set_base(bm.instance, bm.mesh->get_rid());
-		VS::get_singleton()->instance_attach_object_instance_id(bm.instance, get_instance_id());
+		bm.instance = RS::get_singleton()->instance_create();
+		RS::get_singleton()->get_singleton()->instance_set_base(bm.instance, bm.mesh->get_rid());
+		RS::get_singleton()->instance_attach_object_instance_id(bm.instance, get_instance_id());
 		if (is_inside_tree()) {
-			VS::get_singleton()->instance_set_scenario(bm.instance, get_world()->get_scenario());
-			VS::get_singleton()->instance_set_transform(bm.instance, get_global_transform());
+			RS::get_singleton()->instance_set_scenario(bm.instance, get_world()->get_scenario());
+			RS::get_singleton()->instance_set_transform(bm.instance, get_global_transform());
 		}
 
 		if (p_gen_lightmap_uv) {

+ 2 - 2
modules/gridmap/grid_map.h

@@ -166,10 +166,10 @@ class GridMap : public Node3D {
 
 	struct BakeLight {
 
-		VS::LightType type;
+		RS::LightType type;
 		Vector3 pos;
 		Vector3 dir;
-		float param[VS::LIGHT_PARAM_MAX];
+		float param[RS::LIGHT_PARAM_MAX];
 	};
 
 	_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {

+ 64 - 64
modules/gridmap/grid_map_editor_plugin.cpp

@@ -281,8 +281,8 @@ void GridMapEditor::_update_cursor_transform() {
 	cursor_transform = node->get_global_transform() * cursor_transform;
 
 	if (cursor_instance.is_valid()) {
-		VisualServer::get_singleton()->instance_set_transform(cursor_instance, cursor_transform);
-		VisualServer::get_singleton()->instance_set_visible(cursor_instance, cursor_visible);
+		RenderingServer::get_singleton()->instance_set_transform(cursor_instance, cursor_transform);
+		RenderingServer::get_singleton()->instance_set_visible(cursor_instance, cursor_visible);
 	}
 }
 
@@ -292,9 +292,9 @@ void GridMapEditor::_update_selection_transform() {
 
 	if (!selection.active) {
 
-		VisualServer::get_singleton()->instance_set_transform(selection_instance, xf_zero);
+		RenderingServer::get_singleton()->instance_set_transform(selection_instance, xf_zero);
 		for (int i = 0; i < 3; i++) {
-			VisualServer::get_singleton()->instance_set_transform(selection_level_instance[i], xf_zero);
+			RenderingServer::get_singleton()->instance_set_transform(selection_level_instance[i], xf_zero);
 		}
 		return;
 	}
@@ -303,11 +303,11 @@ void GridMapEditor::_update_selection_transform() {
 	xf.scale((Vector3(1, 1, 1) + (selection.end - selection.begin)) * node->get_cell_size());
 	xf.origin = selection.begin * node->get_cell_size();
 
-	VisualServer::get_singleton()->instance_set_transform(selection_instance, node->get_global_transform() * xf);
+	RenderingServer::get_singleton()->instance_set_transform(selection_instance, node->get_global_transform() * xf);
 
 	for (int i = 0; i < 3; i++) {
 		if (i != edit_axis || (edit_floor[edit_axis] < selection.begin[edit_axis]) || (edit_floor[edit_axis] > selection.end[edit_axis] + 1)) {
-			VisualServer::get_singleton()->instance_set_transform(selection_level_instance[i], xf_zero);
+			RenderingServer::get_singleton()->instance_set_transform(selection_level_instance[i], xf_zero);
 		} else {
 
 			Vector3 scale = (selection.end - selection.begin + Vector3(1, 1, 1));
@@ -322,7 +322,7 @@ void GridMapEditor::_update_selection_transform() {
 			xf2.basis.scale(scale);
 			xf2.origin = pos;
 
-			VisualServer::get_singleton()->instance_set_transform(selection_level_instance[i], xf2);
+			RenderingServer::get_singleton()->instance_set_transform(selection_level_instance[i], xf2);
 		}
 	}
 }
@@ -416,7 +416,7 @@ bool GridMapEditor::do_input_action(Camera3D *p_camera, const Point2 &p_point, b
 		}
 	}
 
-	VS::get_singleton()->instance_set_transform(grid_instance[edit_axis], node->get_global_transform() * edit_grid_xform);
+	RS::get_singleton()->instance_set_transform(grid_instance[edit_axis], node->get_global_transform() * edit_grid_xform);
 
 	if (cursor_instance.is_valid()) {
 
@@ -528,7 +528,7 @@ void GridMapEditor::_clear_clipboard_data() {
 
 	for (List<ClipboardItem>::Element *E = clipboard_items.front(); E; E = E->next()) {
 
-		VisualServer::get_singleton()->free(E->get().instance);
+		RenderingServer::get_singleton()->free(E->get().instance);
 	}
 
 	clipboard_items.clear();
@@ -556,7 +556,7 @@ void GridMapEditor::_set_clipboard_data() {
 				item.cell_item = itm;
 				item.grid_offset = Vector3(i, j, k) - selection.begin;
 				item.orientation = node->get_cell_item_orientation(i, j, k);
-				item.instance = VisualServer::get_singleton()->instance_create2(mesh->get_rid(), get_tree()->get_root()->get_world()->get_scenario());
+				item.instance = RenderingServer::get_singleton()->instance_create2(mesh->get_rid(), get_tree()->get_root()->get_world()->get_scenario());
 
 				clipboard_items.push_back(item);
 			}
@@ -570,7 +570,7 @@ void GridMapEditor::_update_paste_indicator() {
 
 		Transform xf;
 		xf.basis.set_zero();
-		VisualServer::get_singleton()->instance_set_transform(paste_instance, xf);
+		RenderingServer::get_singleton()->instance_set_transform(paste_instance, xf);
 		return;
 	}
 
@@ -584,7 +584,7 @@ void GridMapEditor::_update_paste_indicator() {
 	xf.basis = rot * xf.basis;
 	xf.translate((-center * node->get_cell_size()) / scale);
 
-	VisualServer::get_singleton()->instance_set_transform(paste_instance, node->get_global_transform() * xf);
+	RenderingServer::get_singleton()->instance_set_transform(paste_instance, node->get_global_transform() * xf);
 
 	for (List<ClipboardItem>::Element *E = clipboard_items.front(); E; E = E->next()) {
 
@@ -599,7 +599,7 @@ void GridMapEditor::_update_paste_indicator() {
 		item_rot.set_orthogonal_index(item.orientation);
 		xf.basis = item_rot * xf.basis * node->get_cell_scale();
 
-		VisualServer::get_singleton()->instance_set_transform(item.instance, node->get_global_transform() * xf);
+		RenderingServer::get_singleton()->instance_set_transform(item.instance, node->get_global_transform() * xf);
 	}
 }
 
@@ -969,11 +969,11 @@ void GridMapEditor::edit(GridMap *p_gridmap) {
 	if (!node) {
 		set_process(false);
 		for (int i = 0; i < 3; i++) {
-			VisualServer::get_singleton()->instance_set_visible(grid_instance[i], false);
+			RenderingServer::get_singleton()->instance_set_visible(grid_instance[i], false);
 		}
 
 		if (cursor_instance.is_valid()) {
-			VisualServer::get_singleton()->instance_set_visible(cursor_instance, false);
+			RenderingServer::get_singleton()->instance_set_visible(cursor_instance, false);
 		}
 
 		return;
@@ -1011,7 +1011,7 @@ void GridMapEditor::update_grid() {
 	edit_grid_xform.basis = Basis();
 
 	for (int i = 0; i < 3; i++) {
-		VisualServer::get_singleton()->instance_set_visible(grid_instance[i], i == edit_axis);
+		RenderingServer::get_singleton()->instance_set_visible(grid_instance[i], i == edit_axis);
 	}
 
 	updating = true;
@@ -1023,7 +1023,7 @@ void GridMapEditor::_draw_grids(const Vector3 &cell_size) {
 	Vector3 edited_floor = node->has_meta("_editor_floor_") ? node->get_meta("_editor_floor_") : Variant();
 
 	for (int i = 0; i < 3; i++) {
-		VS::get_singleton()->mesh_clear(grid[i]);
+		RS::get_singleton()->mesh_clear(grid[i]);
 		edit_floor[i] = edited_floor[i];
 	}
 
@@ -1065,11 +1065,11 @@ void GridMapEditor::_draw_grids(const Vector3 &cell_size) {
 		}
 
 		Array d;
-		d.resize(VS::ARRAY_MAX);
-		d[VS::ARRAY_VERTEX] = grid_points[i];
-		d[VS::ARRAY_COLOR] = grid_colors[i];
-		VisualServer::get_singleton()->mesh_add_surface_from_arrays(grid[i], VisualServer::PRIMITIVE_LINES, d);
-		VisualServer::get_singleton()->mesh_surface_set_material(grid[i], 0, indicator_mat->get_rid());
+		d.resize(RS::ARRAY_MAX);
+		d[RS::ARRAY_VERTEX] = grid_points[i];
+		d[RS::ARRAY_COLOR] = grid_colors[i];
+		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(grid[i], RenderingServer::PRIMITIVE_LINES, d);
+		RenderingServer::get_singleton()->mesh_surface_set_material(grid[i], 0, indicator_mat->get_rid());
 	}
 }
 
@@ -1082,13 +1082,13 @@ void GridMapEditor::_notification(int p_what) {
 			mesh_library_palette->connect("item_selected", callable_mp(this, &GridMapEditor::_item_selected_cbk));
 			for (int i = 0; i < 3; i++) {
 
-				grid[i] = VS::get_singleton()->mesh_create();
-				grid_instance[i] = VS::get_singleton()->instance_create2(grid[i], get_tree()->get_root()->get_world()->get_scenario());
-				selection_level_instance[i] = VisualServer::get_singleton()->instance_create2(selection_level_mesh[i], get_tree()->get_root()->get_world()->get_scenario());
+				grid[i] = RS::get_singleton()->mesh_create();
+				grid_instance[i] = RS::get_singleton()->instance_create2(grid[i], get_tree()->get_root()->get_world()->get_scenario());
+				selection_level_instance[i] = RenderingServer::get_singleton()->instance_create2(selection_level_mesh[i], get_tree()->get_root()->get_world()->get_scenario());
 			}
 
-			selection_instance = VisualServer::get_singleton()->instance_create2(selection_mesh, get_tree()->get_root()->get_world()->get_scenario());
-			paste_instance = VisualServer::get_singleton()->instance_create2(paste_mesh, get_tree()->get_root()->get_world()->get_scenario());
+			selection_instance = RenderingServer::get_singleton()->instance_create2(selection_mesh, get_tree()->get_root()->get_world()->get_scenario());
+			paste_instance = RenderingServer::get_singleton()->instance_create2(paste_mesh, get_tree()->get_root()->get_world()->get_scenario());
 
 			_update_selection_transform();
 			_update_paste_indicator();
@@ -1100,15 +1100,15 @@ void GridMapEditor::_notification(int p_what) {
 
 			for (int i = 0; i < 3; i++) {
 
-				VS::get_singleton()->free(grid_instance[i]);
-				VS::get_singleton()->free(grid[i]);
+				RS::get_singleton()->free(grid_instance[i]);
+				RS::get_singleton()->free(grid[i]);
 				grid_instance[i] = RID();
 				grid[i] = RID();
-				VisualServer::get_singleton()->free(selection_level_instance[i]);
+				RenderingServer::get_singleton()->free(selection_level_instance[i]);
 			}
 
-			VisualServer::get_singleton()->free(selection_instance);
-			VisualServer::get_singleton()->free(paste_instance);
+			RenderingServer::get_singleton()->free(selection_instance);
+			RenderingServer::get_singleton()->free(paste_instance);
 			selection_instance = RID();
 			paste_instance = RID();
 		} break;
@@ -1123,7 +1123,7 @@ void GridMapEditor::_notification(int p_what) {
 			if (xf != grid_xform) {
 				for (int i = 0; i < 3; i++) {
 
-					VS::get_singleton()->instance_set_transform(grid_instance[i], xf * edit_grid_xform);
+					RS::get_singleton()->instance_set_transform(grid_instance[i], xf * edit_grid_xform);
 				}
 				grid_xform = xf;
 			}
@@ -1159,7 +1159,7 @@ void GridMapEditor::_update_cursor_instance() {
 	}
 
 	if (cursor_instance.is_valid())
-		VisualServer::get_singleton()->free(cursor_instance);
+		RenderingServer::get_singleton()->free(cursor_instance);
 	cursor_instance = RID();
 
 	if (selected_palette >= 0) {
@@ -1168,8 +1168,8 @@ void GridMapEditor::_update_cursor_instance() {
 			Ref<Mesh> mesh = node->get_mesh_library()->get_item_mesh(selected_palette);
 			if (!mesh.is_null() && mesh->get_rid().is_valid()) {
 
-				cursor_instance = VisualServer::get_singleton()->instance_create2(mesh->get_rid(), get_tree()->get_root()->get_world()->get_scenario());
-				VisualServer::get_singleton()->instance_set_transform(cursor_instance, cursor_transform);
+				cursor_instance = RenderingServer::get_singleton()->instance_create2(mesh->get_rid(), get_tree()->get_root()->get_world()->get_scenario());
+				RenderingServer::get_singleton()->instance_set_transform(cursor_instance, cursor_transform);
 			}
 		}
 	}
@@ -1353,8 +1353,8 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
 	lock_view = false;
 	cursor_rot = 0;
 
-	selection_mesh = VisualServer::get_singleton()->mesh_create();
-	paste_mesh = VisualServer::get_singleton()->mesh_create();
+	selection_mesh = RenderingServer::get_singleton()->mesh_create();
+	paste_mesh = RenderingServer::get_singleton()->mesh_create();
 
 	{
 		// Selection mesh create.
@@ -1431,16 +1431,16 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
 		}
 
 		Array d;
-		d.resize(VS::ARRAY_MAX);
+		d.resize(RS::ARRAY_MAX);
 
 		inner_mat.instance();
 		inner_mat->set_albedo(Color(0.7, 0.7, 1.0, 0.2));
 		inner_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 		inner_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 
-		d[VS::ARRAY_VERTEX] = triangles;
-		VisualServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, VS::PRIMITIVE_TRIANGLES, d);
-		VisualServer::get_singleton()->mesh_surface_set_material(selection_mesh, 0, inner_mat->get_rid());
+		d[RS::ARRAY_VERTEX] = triangles;
+		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, RS::PRIMITIVE_TRIANGLES, d);
+		RenderingServer::get_singleton()->mesh_surface_set_material(selection_mesh, 0, inner_mat->get_rid());
 
 		outer_mat.instance();
 		outer_mat->set_albedo(Color(0.7, 0.7, 1.0, 0.8));
@@ -1454,23 +1454,23 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
 		selection_floor_mat->set_on_top_of_alpha();
 		selection_floor_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 
-		d[VS::ARRAY_VERTEX] = lines;
-		VisualServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, VS::PRIMITIVE_LINES, d);
-		VisualServer::get_singleton()->mesh_surface_set_material(selection_mesh, 1, outer_mat->get_rid());
+		d[RS::ARRAY_VERTEX] = lines;
+		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, RS::PRIMITIVE_LINES, d);
+		RenderingServer::get_singleton()->mesh_surface_set_material(selection_mesh, 1, outer_mat->get_rid());
 
-		d[VS::ARRAY_VERTEX] = triangles;
-		VisualServer::get_singleton()->mesh_add_surface_from_arrays(paste_mesh, VS::PRIMITIVE_TRIANGLES, d);
-		VisualServer::get_singleton()->mesh_surface_set_material(paste_mesh, 0, inner_mat->get_rid());
+		d[RS::ARRAY_VERTEX] = triangles;
+		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(paste_mesh, RS::PRIMITIVE_TRIANGLES, d);
+		RenderingServer::get_singleton()->mesh_surface_set_material(paste_mesh, 0, inner_mat->get_rid());
 
-		d[VS::ARRAY_VERTEX] = lines;
-		VisualServer::get_singleton()->mesh_add_surface_from_arrays(paste_mesh, VS::PRIMITIVE_LINES, d);
-		VisualServer::get_singleton()->mesh_surface_set_material(paste_mesh, 1, outer_mat->get_rid());
+		d[RS::ARRAY_VERTEX] = lines;
+		RenderingServer::get_singleton()->mesh_add_surface_from_arrays(paste_mesh, RS::PRIMITIVE_LINES, d);
+		RenderingServer::get_singleton()->mesh_surface_set_material(paste_mesh, 1, outer_mat->get_rid());
 
 		for (int i = 0; i < 3; i++) {
-			d[VS::ARRAY_VERTEX] = square[i];
-			selection_level_mesh[i] = VS::get_singleton()->mesh_create();
-			VisualServer::get_singleton()->mesh_add_surface_from_arrays(selection_level_mesh[i], VS::PRIMITIVE_LINES, d);
-			VisualServer::get_singleton()->mesh_surface_set_material(selection_level_mesh[i], 0, selection_floor_mat->get_rid());
+			d[RS::ARRAY_VERTEX] = square[i];
+			selection_level_mesh[i] = RS::get_singleton()->mesh_create();
+			RenderingServer::get_singleton()->mesh_add_surface_from_arrays(selection_level_mesh[i], RS::PRIMITIVE_LINES, d);
+			RenderingServer::get_singleton()->mesh_surface_set_material(selection_level_mesh[i], 0, selection_floor_mat->get_rid());
 		}
 	}
 
@@ -1493,24 +1493,24 @@ GridMapEditor::~GridMapEditor() {
 	for (int i = 0; i < 3; i++) {
 
 		if (grid[i].is_valid())
-			VisualServer::get_singleton()->free(grid[i]);
+			RenderingServer::get_singleton()->free(grid[i]);
 		if (grid_instance[i].is_valid())
-			VisualServer::get_singleton()->free(grid_instance[i]);
+			RenderingServer::get_singleton()->free(grid_instance[i]);
 		if (cursor_instance.is_valid())
-			VisualServer::get_singleton()->free(cursor_instance);
+			RenderingServer::get_singleton()->free(cursor_instance);
 		if (selection_level_instance[i].is_valid())
-			VisualServer::get_singleton()->free(selection_level_instance[i]);
+			RenderingServer::get_singleton()->free(selection_level_instance[i]);
 		if (selection_level_mesh[i].is_valid())
-			VisualServer::get_singleton()->free(selection_level_mesh[i]);
+			RenderingServer::get_singleton()->free(selection_level_mesh[i]);
 	}
 
-	VisualServer::get_singleton()->free(selection_mesh);
+	RenderingServer::get_singleton()->free(selection_mesh);
 	if (selection_instance.is_valid())
-		VisualServer::get_singleton()->free(selection_instance);
+		RenderingServer::get_singleton()->free(selection_instance);
 
-	VisualServer::get_singleton()->free(paste_mesh);
+	RenderingServer::get_singleton()->free(paste_mesh);
 	if (paste_instance.is_valid())
-		VisualServer::get_singleton()->free(paste_instance);
+		RenderingServer::get_singleton()->free(paste_instance);
 }
 
 void GridMapEditorPlugin::_notification(int p_what) {

+ 1 - 1
modules/mobile_vr/mobile_vr_interface.cpp

@@ -32,7 +32,7 @@
 #include "core/input/input_filter.h"
 #include "core/os/os.h"
 #include "servers/display_server.h"
-#include "servers/visual/visual_server_globals.h"
+#include "servers/rendering/rendering_server_globals.h"
 
 StringName MobileVRInterface::get_name() const {
 	return "Native mobile";

+ 5 - 5
modules/opensimplex/noise_texture.cpp

@@ -50,7 +50,7 @@ NoiseTexture::NoiseTexture() {
 
 NoiseTexture::~NoiseTexture() {
 	if (texture.is_valid()) {
-		VS::get_singleton()->free(texture);
+		RS::get_singleton()->free(texture);
 	}
 	if (noise_thread) {
 		Thread::wait_to_finish(noise_thread);
@@ -100,10 +100,10 @@ void NoiseTexture::_set_texture_data(const Ref<Image> &p_image) {
 	data = p_image;
 	if (data.is_valid()) {
 		if (texture.is_valid()) {
-			RID new_texture = VS::get_singleton()->texture_2d_create(p_image);
-			VS::get_singleton()->texture_replace(texture, new_texture);
+			RID new_texture = RS::get_singleton()->texture_2d_create(p_image);
+			RS::get_singleton()->texture_replace(texture, new_texture);
 		} else {
-			texture = VS::get_singleton()->texture_2d_create(p_image);
+			texture = RS::get_singleton()->texture_2d_create(p_image);
 		}
 	}
 	emit_changed();
@@ -254,7 +254,7 @@ int NoiseTexture::get_height() const {
 
 RID NoiseTexture::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;

+ 6 - 6
platform/android/os_android.cpp

@@ -39,8 +39,8 @@
 #include "drivers/unix/file_access_unix.h"
 #include "file_access_android.h"
 #include "main/main.h"
-#include "servers/visual/visual_server_raster.h"
-#include "servers/visual/visual_server_wrap_mt.h"
+#include "servers/rendering/rendering_server_raster.h"
+#include "servers/rendering/rendering_server_wrap_mt.h"
 
 #include "dir_access_jandroid.h"
 #include "file_access_jandroid.h"
@@ -146,12 +146,12 @@ Error OS_Android::initialize(const VideoMode &p_desired, int p_video_driver, int
 
 	video_driver_index = p_video_driver;
 
-	visual_server = memnew(VisualServerRaster);
+	rendering_server = memnew(RenderingServerRaster);
 	if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
-		visual_server = memnew(VisualServerWrapMT(visual_server, false));
+		rendering_server = memnew(RenderingServerWrapMT(rendering_server, false));
 	}
 
-	visual_server->init();
+	rendering_server->init();
 
 	AudioDriverManager::initialize(p_audio_driver);
 
@@ -759,7 +759,7 @@ OS_Android::OS_Android(GodotJavaWrapper *p_godot_java, GodotIOJavaWrapper *p_god
 	//rasterizer = NULL;
 	use_gl2 = false;
 
-	visual_server = NULL;
+	rendering_server = NULL;
 
 	godot_java = p_godot_java;
 	godot_io_java = p_godot_io_java;

+ 2 - 2
platform/android/os_android.h

@@ -37,7 +37,7 @@
 #include "core/os/main_loop.h"
 #include "drivers/unix/os_unix.h"
 #include "servers/audio_server.h"
-#include "servers/visual/rasterizer.h"
+#include "servers/rendering/rasterizer.h"
 
 class GodotJavaWrapper;
 class GodotIOJavaWrapper;
@@ -75,7 +75,7 @@ private:
 
 	bool use_16bits_fbo;
 
-	VisualServer *visual_server;
+	RenderingServer *rendering_server;
 
 	mutable String data_dir_cache;
 

+ 10 - 10
platform/haiku/os_haiku.cpp

@@ -32,9 +32,9 @@
 
 #include "drivers/gles2/rasterizer_gles2.h"
 #include "main/main.h"
-#include "servers/physics/physics_server_sw.h"
-#include "servers/visual/visual_server_raster.h"
-#include "servers/visual/visual_server_wrap_mt.h"
+#include "servers/physics_3d/physics_server_3d_sw.h"
+#include "servers/rendering/rendering_server_raster.h"
+#include "servers/rendering/rendering_server_wrap_mt.h"
 
 #include <Screen.h>
 
@@ -116,13 +116,13 @@ Error OS_Haiku::initialize(const VideoMode &p_desired, int p_video_driver, int p
 	RasterizerGLES2::make_current();
 #endif
 
-	visual_server = memnew(VisualServerRaster);
+	rendering_server = memnew(RenderingServerRaster);
 	// FIXME: Reimplement threaded rendering
 	if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
-		visual_server = memnew(VisualServerWrapMT(visual_server, false));
+		rendering_server = memnew(RenderingServerWrapMT(rendering_server, false));
 	}
 
-	ERR_FAIL_COND_V(!visual_server, ERR_UNAVAILABLE);
+	ERR_FAIL_COND_V(!rendering_server, ERR_UNAVAILABLE);
 
 	video_driver_index = p_video_driver;
 
@@ -130,7 +130,7 @@ Error OS_Haiku::initialize(const VideoMode &p_desired, int p_video_driver, int p
 	window->SetInput(input);
 
 	window->Show();
-	visual_server->init();
+	rendering_server->init();
 
 	AudioDriverManager::initialize(p_audio_driver);
 
@@ -144,8 +144,8 @@ void OS_Haiku::finalize() {
 
 	main_loop = NULL;
 
-	visual_server->finish();
-	memdelete(visual_server);
+	rendering_server->finish();
+	memdelete(rendering_server);
 
 	memdelete(input);
 
@@ -267,7 +267,7 @@ void OS_Haiku::set_window_position(const Point2 &p_position) {
 void OS_Haiku::set_window_fullscreen(bool p_enabled) {
 	window->SetFullScreen(p_enabled);
 	current_video_mode.fullscreen = p_enabled;
-	visual_server->init();
+	rendering_server->init();
 }
 
 bool OS_Haiku::is_window_fullscreen() const {

+ 2 - 2
platform/haiku/os_haiku.h

@@ -38,7 +38,7 @@
 #include "haiku_application.h"
 #include "haiku_direct_window.h"
 #include "servers/audio_server.h"
-#include "servers/visual_server.h"
+#include "servers/rendering_server.h"
 
 class OS_Haiku : public OS_Unix {
 private:
@@ -46,7 +46,7 @@ private:
 	HaikuDirectWindow *window;
 	MainLoop *main_loop;
 	InputDefault *input;
-	VisualServer *visual_server;
+	RenderingServer *rendering_server;
 	VideoMode current_video_mode;
 	int video_driver_index;
 

+ 11 - 11
platform/iphone/os_iphone.cpp

@@ -37,13 +37,13 @@
 #endif
 
 #if defined(VULKAN_ENABLED)
-#include "servers/visual/rasterizer_rd/rasterizer_rd.h"
+#include "servers/rendering/rasterizer_rd/rasterizer_rd.h"
 // #import <QuartzCore/CAMetalLayer.h>
 #include <vulkan/vulkan_metal.h>
 #endif
 
-#include "servers/visual/visual_server_raster.h"
-#include "servers/visual/visual_server_wrap_mt.h"
+#include "servers/rendering/rendering_server_raster.h"
+#include "servers/rendering/rendering_server_wrap_mt.h"
 
 #include "main/main.h"
 
@@ -134,16 +134,16 @@ Error OSIPhone::initialize(const VideoMode &p_desired, int p_video_driver, int p
 	RasterizerRD::make_current();
 #endif
 
-	visual_server = memnew(VisualServerRaster);
+	rendering_server = memnew(RenderingServerRaster);
 	// FIXME: Reimplement threaded rendering
 	if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
-		visual_server = memnew(VisualServerWrapMT(visual_server, false));
+		rendering_server = memnew(RenderingServerWrapMT(rendering_server, false));
 	}
-	visual_server->init();
-	//visual_server->cursor_set_visible(false, 0);
+	rendering_server->init();
+	//rendering_server->cursor_set_visible(false, 0);
 
 #if defined(OPENGL_ENABLED)
-	// reset this to what it should be, it will have been set to 0 after visual_server->init() is called
+	// reset this to what it should be, it will have been set to 0 after rendering_server->init() is called
 	RasterizerStorageGLES2::system_fbo = gl_view_base_fb;
 #endif
 
@@ -361,8 +361,8 @@ void OSIPhone::finalize() {
 	memdelete(icloud);
 #endif
 
-	visual_server->finish();
-	memdelete(visual_server);
+	rendering_server->finish();
+	memdelete(rendering_server);
 	//	memdelete(rasterizer);
 
 	// Free unhandled events before close
@@ -636,7 +636,7 @@ OSIPhone::OSIPhone(int width, int height, String p_data_dir) {
 	ios_init_callbacks_capacity = 0;
 
 	main_loop = NULL;
-	visual_server = NULL;
+	rendering_server = NULL;
 
 	VideoMode vm;
 	vm.fullscreen = true;

+ 3 - 3
platform/iphone/os_iphone.h

@@ -41,8 +41,8 @@
 #include "in_app_store.h"
 #include "ios.h"
 #include "servers/audio_server.h"
-#include "servers/visual/rasterizer.h"
-#include "servers/visual_server.h"
+#include "servers/rendering/rasterizer.h"
+#include "servers/rendering_server.h"
 
 #if defined(VULKAN_ENABLED)
 #include "drivers/vulkan/rendering_device_vulkan.h"
@@ -60,7 +60,7 @@ private:
 	static HashMap<String, void *> dynamic_symbol_lookup_table;
 	friend void register_dynamic_symbol(char *name, void *address);
 
-	VisualServer *visual_server;
+	RenderingServer *rendering_server;
 
 	AudioDriverCoreAudio audio_driver;
 

+ 3 - 3
platform/javascript/os_javascript.cpp

@@ -36,7 +36,7 @@
 #include "drivers/unix/dir_access_unix.h"
 #include "drivers/unix/file_access_unix.h"
 #include "main/main.h"
-#include "servers/visual/visual_server_raster.h"
+#include "servers/rendering/rendering_server_raster.h"
 
 #include <emscripten.h>
 #include <png.h>
@@ -962,7 +962,7 @@ Error OS_JavaScript::initialize(const VideoMode &p_desired, int p_video_driver,
 	setenv("LANG", locale_ptr, true);
 
 	AudioDriverManager::initialize(p_audio_driver);
-	VisualServer *visual_server = memnew(VisualServerRaster());
+	RenderingServer *rendering_server = memnew(RenderingServerRaster());
 	input = memnew(InputDefault);
 
 	EMSCRIPTEN_RESULT result;
@@ -1016,7 +1016,7 @@ Error OS_JavaScript::initialize(const VideoMode &p_desired, int p_video_driver,
 	);
 	/* clang-format on */
 
-	visual_server->init();
+	rendering_server->init();
 
 	return OK;
 }

+ 1 - 1
platform/javascript/os_javascript.h

@@ -35,7 +35,7 @@
 #include "core/input/input_filter.h"
 #include "drivers/unix/os_unix.h"
 #include "servers/audio_server.h"
-#include "servers/visual/rasterizer.h"
+#include "servers/rendering/rasterizer.h"
 
 #include <emscripten/html5.h>
 

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