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

@@ -14,36 +14,39 @@
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/Mesh.hpp>
class NzStaticMesh;
class NAZARA_GRAPHICS_API NzDeferredPhongLightingPass : public NzDeferredRenderPass
namespace Nz
{
public:
NzDeferredPhongLightingPass();
virtual ~NzDeferredPhongLightingPass();
class StaticMesh;
void EnableLightMeshesDrawing(bool enable);
class NAZARA_GRAPHICS_API DeferredPhongLightingPass : public DeferredRenderPass
{
public:
DeferredPhongLightingPass();
virtual ~DeferredPhongLightingPass();
bool IsLightMeshesDrawingEnabled() const;
void EnableLightMeshesDrawing(bool enable);
bool Process(const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool IsLightMeshesDrawingEnabled() const;
protected:
NzLightUniforms m_directionalLightUniforms;
NzLightUniforms m_pointSpotLightUniforms;
NzMeshRef m_cone;
NzMeshRef m_sphere;
NzShaderRef m_directionalLightShader;
NzShaderRef m_pointSpotLightShader;
NzTextureSampler m_pointSampler;
NzStaticMesh* m_coneMesh;
NzStaticMesh* m_sphereMesh;
bool m_lightMeshesDrawing;
int m_directionalLightShaderEyePositionLocation;
int m_directionalLightShaderSceneAmbientLocation;
int m_pointSpotLightShaderDiscardLocation;
int m_pointSpotLightShaderEyePositionLocation;
int m_pointSpotLightShaderSceneAmbientLocation;
};
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
protected:
LightUniforms m_directionalLightUniforms;
LightUniforms m_pointSpotLightUniforms;
MeshRef m_cone;
MeshRef m_sphere;
ShaderRef m_directionalLightShader;
ShaderRef m_pointSpotLightShader;
TextureSampler m_pointSampler;
StaticMesh* m_coneMesh;
StaticMesh* m_sphereMesh;
bool m_lightMeshesDrawing;
int m_directionalLightShaderEyePositionLocation;
int m_directionalLightShaderSceneAmbientLocation;
int m_pointSpotLightShaderDiscardLocation;
int m_pointSpotLightShaderEyePositionLocation;
int m_pointSpotLightShaderSceneAmbientLocation;
};
}
#endif // NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP