Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -13,34 +13,37 @@
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#include <Nazara/Renderer/Shader.hpp>
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#include <unordered_map>
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class NAZARA_GRAPHICS_API NzDeferredGeometryPass : public NzDeferredRenderPass
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namespace Nz
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{
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public:
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NzDeferredGeometryPass();
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virtual ~NzDeferredGeometryPass();
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class NAZARA_GRAPHICS_API DeferredGeometryPass : public DeferredRenderPass
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{
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public:
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DeferredGeometryPass();
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virtual ~DeferredGeometryPass();
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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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protected:
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struct ShaderUniforms;
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protected:
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struct ShaderUniforms;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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void OnShaderInvalidated(const NzShader* shader) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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struct ShaderUniforms
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{
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NazaraSlot(NzShader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(NzShader, OnShaderRelease, shaderReleaseSlot);
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struct ShaderUniforms
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{
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NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
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int eyePosition;
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int sceneAmbient;
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int textureOverlay;
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};
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int eyePosition;
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int sceneAmbient;
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int textureOverlay;
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};
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mutable std::unordered_map<const NzShader*, ShaderUniforms> m_shaderUniforms;
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NzRenderStates m_clearStates;
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NzShaderRef m_clearShader;
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};
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mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
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RenderStates m_clearStates;
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ShaderRef m_clearShader;
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};
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}
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#endif // NAZARA_DEFERREDGEOMETRYPASS_HPP
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