Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -15,40 +15,43 @@
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Renderer/TextureSampler.hpp>
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class NAZARA_GRAPHICS_API NzDeferredBloomPass : public NzDeferredRenderPass
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namespace Nz
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{
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public:
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NzDeferredBloomPass();
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virtual ~NzDeferredBloomPass();
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class NAZARA_GRAPHICS_API DeferredBloomPass : public DeferredRenderPass
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{
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public:
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DeferredBloomPass();
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virtual ~DeferredBloomPass();
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unsigned int GetBlurPassCount() const;
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float GetBrightLuminance() const;
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float GetBrightMiddleGrey() const;
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float GetBrightThreshold() const;
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NzTexture* GetTexture(unsigned int i) const;
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unsigned int GetBlurPassCount() const;
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float GetBrightLuminance() const;
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float GetBrightMiddleGrey() const;
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float GetBrightThreshold() const;
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Texture* GetTexture(unsigned int i) const;
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bool Process(const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
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bool Resize(const NzVector2ui& dimensions);
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bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
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bool Resize(const Vector2ui& dimensions);
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void SetBlurPassCount(unsigned int passCount);
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void SetBrightLuminance(float luminance);
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void SetBrightMiddleGrey(float middleGrey);
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void SetBrightThreshold(float threshold);
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void SetBlurPassCount(unsigned int passCount);
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void SetBrightLuminance(float luminance);
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void SetBrightMiddleGrey(float middleGrey);
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void SetBrightThreshold(float threshold);
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protected:
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NzRenderStates m_bloomStates;
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NzRenderTexture m_bloomRTT;
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NzShaderRef m_bloomBrightShader;
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NzShaderRef m_bloomFinalShader;
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NzShaderRef m_gaussianBlurShader;
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NzTextureRef m_bloomTextures[2];
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NzTextureSampler m_bilinearSampler;
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mutable bool m_uniformUpdated;
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float m_brightLuminance;
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float m_brightMiddleGrey;
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float m_brightThreshold;
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int m_gaussianBlurShaderFilterLocation;
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unsigned int m_blurPassCount;
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};
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protected:
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RenderStates m_bloomStates;
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RenderTexture m_bloomRTT;
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ShaderRef m_bloomBrightShader;
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ShaderRef m_bloomFinalShader;
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ShaderRef m_gaussianBlurShader;
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TextureRef m_bloomTextures[2];
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TextureSampler m_bilinearSampler;
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mutable bool m_uniformUpdated;
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float m_brightLuminance;
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float m_brightMiddleGrey;
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float m_brightThreshold;
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int m_gaussianBlurShaderFilterLocation;
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unsigned int m_blurPassCount;
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};
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}
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#endif // NAZARA_DEFERREDBLOOMPASS_HPP
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