Switch from Nz prefix to namespace Nz

What a huge commit


Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
This commit is contained in:
Lynix
2015-09-25 19:20:05 +02:00
parent c214251ecf
commit df8da275c4
609 changed files with 68265 additions and 66534 deletions

View File

@@ -17,83 +17,86 @@
#include <Nazara/Utility/VertexStruct.hpp>
#include <vector>
class NzDrawable;
class NzMaterial;
class NzTexture;
struct NzMeshData;
class NAZARA_GRAPHICS_API NzAbstractRenderQueue
namespace Nz
{
public:
struct DirectionalLight;
struct PointLight;
struct SpotLight;
class Drawable;
class Material;
class Texture;
struct MeshData;
NzAbstractRenderQueue() = default;
NzAbstractRenderQueue(const NzAbstractRenderQueue&) = delete;
NzAbstractRenderQueue(NzAbstractRenderQueue&&) = default;
virtual ~NzAbstractRenderQueue();
class NAZARA_GRAPHICS_API AbstractRenderQueue
{
public:
struct DirectionalLight;
struct PointLight;
struct SpotLight;
// Je ne suis vraiment pas fan du nombre de surcharges pour AddBillboards,
// mais je n'ai pas d'autre solution tout aussi performante pour le moment...
virtual void AddBillboard(const NzMaterial* material, const NzVector3f& position, const NzVector2f& size, const NzVector2f& sinCos = NzVector2f(0.f, 1.f), const NzColor& color = NzColor::White) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const NzVector2f> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr = nullptr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const NzVector2f> sinCosPtr, NzSparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const NzColor> colorPtr = nullptr) = 0;
virtual void AddBillboards(const NzMaterial* material, unsigned int count, NzSparsePtr<const NzVector3f> positionPtr, NzSparsePtr<const float> sizePtr, NzSparsePtr<const float> anglePtr, NzSparsePtr<const float> alphaPtr) = 0;
virtual void AddDrawable(const NzDrawable* drawable) = 0;
virtual void AddDirectionalLight(const DirectionalLight& light);
virtual void AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix) = 0;
virtual void AddPointLight(const PointLight& light);
virtual void AddSpotLight(const SpotLight& light);
virtual void AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay = nullptr) = 0;
AbstractRenderQueue() = default;
AbstractRenderQueue(const AbstractRenderQueue&) = delete;
AbstractRenderQueue(AbstractRenderQueue&&) = default;
virtual ~AbstractRenderQueue();
virtual void Clear(bool fully = false);
// Je ne suis vraiment pas fan du nombre de surcharges pour AddBillboards,
// mais je n'ai pas d'autre solution tout aussi performante pour le moment...
virtual void AddBillboard(const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) = 0;
virtual void AddBillboards(const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) = 0;
virtual void AddDrawable(const Drawable* drawable) = 0;
virtual void AddDirectionalLight(const DirectionalLight& light);
virtual void AddMesh(const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) = 0;
virtual void AddPointLight(const PointLight& light);
virtual void AddSpotLight(const SpotLight& light);
virtual void AddSprites(const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) = 0;
NzAbstractRenderQueue& operator=(const NzAbstractRenderQueue&) = delete;
NzAbstractRenderQueue& operator=(NzAbstractRenderQueue&&) = default;
virtual void Clear(bool fully = false);
struct DirectionalLight
{
NzColor color;
NzVector3f direction;
float ambientFactor;
float diffuseFactor;
};
AbstractRenderQueue& operator=(const AbstractRenderQueue&) = delete;
AbstractRenderQueue& operator=(AbstractRenderQueue&&) = default;
struct PointLight
{
NzColor color;
NzVector3f position;
float ambientFactor;
float attenuation;
float diffuseFactor;
float invRadius;
float radius;
};
struct DirectionalLight
{
Color color;
Vector3f direction;
float ambientFactor;
float diffuseFactor;
};
struct SpotLight
{
NzColor color;
NzVector3f direction;
NzVector3f position;
float ambientFactor;
float attenuation;
float diffuseFactor;
float innerAngleCosine;
float invRadius;
float outerAngleCosine;
float outerAngleTangent;
float radius;
};
struct PointLight
{
Color color;
Vector3f position;
float ambientFactor;
float attenuation;
float diffuseFactor;
float invRadius;
float radius;
};
std::vector<DirectionalLight> directionalLights;
std::vector<PointLight> pointLights;
std::vector<SpotLight> spotLights;
};
struct SpotLight
{
Color color;
Vector3f direction;
Vector3f position;
float ambientFactor;
float attenuation;
float diffuseFactor;
float innerAngleCosine;
float invRadius;
float outerAngleCosine;
float outerAngleTangent;
float radius;
};
std::vector<DirectionalLight> directionalLights;
std::vector<PointLight> pointLights;
std::vector<SpotLight> spotLights;
};
}
#endif // NAZARA_ABSTRACTRENDERQUEUE_HPP