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Merge pull request #53525 from Calinou/comments-replace-visual-server

Replace references to VisualServer in code comments with RenderingServer
Rémi Verschelde 3 سال پیش
والد
کامیت
f323d25dd3

+ 1 - 1
core/math/bvh.h

@@ -200,7 +200,7 @@ public:
 
 	// use in conjunction with activate if you have deferred the collision check, and
 	// set pairable has never been called.
-	// (deferred collision checks are a workaround for visual server for historical reasons)
+	// (deferred collision checks are a workaround for rendering server for historical reasons)
 	void force_collision_check(BVHHandle p_handle) {
 		if (USE_PAIRS) {
 			// the aabb should already be up to date in the BVH

+ 1 - 1
editor/editor_resource_preview.cpp

@@ -439,7 +439,7 @@ void EditorResourcePreview::stop() {
 		preview_sem.post();
 		while (!exited.is_set()) {
 			OS::get_singleton()->delay_usec(10000);
-			RenderingServer::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 rendering server
 		}
 		thread.wait_to_finish();
 	}

+ 4 - 4
modules/bullet/soft_body_bullet.cpp

@@ -71,7 +71,7 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
 		return;
 	}
 
-	/// Update visual server vertices
+	/// Update rendering server vertices
 	const btSoftBody::tNodeArray &nodes(bt_soft_body->m_nodes);
 	const int nodes_count = nodes.size();
 
@@ -298,11 +298,11 @@ bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
 	ERR_FAIL_COND_V(p_indices.is_empty(), false);
 	ERR_FAIL_COND_V(p_vertices.is_empty(), false);
 
-	/// Parse visual server indices to physical indices.
-	/// Merge all overlapping vertices and create a map of physical vertices to visual server
+	/// Parse rendering server indices to physical indices.
+	/// Merge all overlapping vertices and create a map of physical vertices to rendering server
 
 	{
-		/// This is the map of visual server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
+		/// This is the map of rendering server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
 		Vector<int> vs_indices_to_physics_table;
 
 		{ // Map vertices

+ 1 - 1
modules/theora/video_stream_theora.cpp

@@ -108,7 +108,7 @@ void VideoStreamPlaybackTheora::video_write() {
 
 	Ref<Image> img = memnew(Image(size.x, size.y, 0, Image::FORMAT_RGBA8, frame_data)); //zero copy image creation
 
-	texture->update(img); //zero copy send to visual server
+	texture->update(img); //zero copy send to rendering server
 
 	frames_pending = 1;
 }

+ 1 - 1
modules/webm/video_stream_webm.cpp

@@ -311,7 +311,7 @@ void VideoStreamPlaybackWebm::update(float p_delta) {
 
 						if (converted) {
 							Ref<Image> img = memnew(Image(image.w, image.h, 0, Image::FORMAT_RGBA8, frame_data));
-							texture->update(img); //Zero copy send to visual server
+							texture->update(img); //Zero copy send to rendering server
 							video_frame_done = true;
 						}
 					}

+ 1 - 1
scene/3d/voxel_gi.cpp

@@ -398,7 +398,7 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {
 
 	baker.end_bake();
 
-	//create the data for visual server
+	//create the data for rendering server
 
 	if (p_create_visual_debug) {
 		MultiMeshInstance3D *mmi = memnew(MultiMeshInstance3D);

+ 1 - 1
scene/3d/voxelizer.cpp

@@ -660,7 +660,7 @@ void Voxelizer::end_bake() {
 	_fixup_plot(0, 0);
 }
 
-//create the data for visual server
+//create the data for rendering server
 
 int Voxelizer::get_voxel_gi_octree_depth() const {
 	return cell_subdiv;

+ 1 - 1
scene/gui/control.h

@@ -408,7 +408,7 @@ public:
 	Rect2 get_rect() const;
 	Rect2 get_global_rect() const;
 	Rect2 get_screen_rect() const;
-	Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the visual server
+	Rect2 get_window_rect() const; ///< use with care, as it blocks waiting for the rendering server
 	Rect2 get_anchorable_rect() const override;
 
 	void set_rect(const Rect2 &p_rect); // Reset anchors to begin and set rect, for faster container children sorting.

+ 1 - 1
servers/rendering/renderer_canvas_cull.h

@@ -315,4 +315,4 @@ public:
 	~RendererCanvasCull();
 };
 
-#endif // VISUALSERVERCANVAS_H
+#endif // RENDERING_SERVER_CANVAS_CULL_H

+ 1 - 1
servers/rendering/renderer_scene_cull.h

@@ -1158,4 +1158,4 @@ public:
 	virtual ~RendererSceneCull();
 };
 
-#endif // VISUALSERVERSCENE_H
+#endif // RENDERING_SERVER_SCENE_CULL_H

+ 3 - 3
servers/rendering/renderer_viewport.h

@@ -28,8 +28,8 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 
-#ifndef VISUALSERVERVIEWPORT_H
-#define VISUALSERVERVIEWPORT_H
+#ifndef RENDERER_VIEWPORT_H
+#define RENDERER_VIEWPORT_H
 
 #include "core/templates/local_vector.h"
 #include "core/templates/rid_owner.h"
@@ -282,4 +282,4 @@ public:
 	virtual ~RendererViewport() {}
 };
 
-#endif // VISUALSERVERVIEWPORT_H
+#endif // RENDERER_VIEWPORT_H

+ 1 - 1
servers/rendering/rendering_server_default.cpp

@@ -38,7 +38,7 @@
 #include "renderer_scene_cull.h"
 #include "rendering_server_globals.h"
 
-// careful, these may run in different threads than the visual server
+// careful, these may run in different threads than the rendering server
 
 int RenderingServerDefault::changes = 0;
 

+ 1 - 1
servers/rendering_server.h

@@ -1416,7 +1416,7 @@ public:
 
 	/* FREE */
 
-	virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server
+	virtual void free(RID p_rid) = 0; ///< free RIDs associated with the rendering server
 
 	virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0;