Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -14,36 +14,39 @@
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#include <Nazara/Renderer/TextureSampler.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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class NzStaticMesh;
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class NAZARA_GRAPHICS_API NzDeferredPhongLightingPass : public NzDeferredRenderPass
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namespace Nz
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{
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public:
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NzDeferredPhongLightingPass();
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virtual ~NzDeferredPhongLightingPass();
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class StaticMesh;
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void EnableLightMeshesDrawing(bool enable);
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class NAZARA_GRAPHICS_API DeferredPhongLightingPass : public DeferredRenderPass
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{
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public:
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DeferredPhongLightingPass();
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virtual ~DeferredPhongLightingPass();
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bool IsLightMeshesDrawingEnabled() const;
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void EnableLightMeshesDrawing(bool enable);
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bool Process(const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
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bool IsLightMeshesDrawingEnabled() const;
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protected:
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NzLightUniforms m_directionalLightUniforms;
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NzLightUniforms m_pointSpotLightUniforms;
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NzMeshRef m_cone;
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NzMeshRef m_sphere;
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NzShaderRef m_directionalLightShader;
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NzShaderRef m_pointSpotLightShader;
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NzTextureSampler m_pointSampler;
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NzStaticMesh* m_coneMesh;
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NzStaticMesh* m_sphereMesh;
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bool m_lightMeshesDrawing;
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int m_directionalLightShaderEyePositionLocation;
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int m_directionalLightShaderSceneAmbientLocation;
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int m_pointSpotLightShaderDiscardLocation;
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int m_pointSpotLightShaderEyePositionLocation;
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int m_pointSpotLightShaderSceneAmbientLocation;
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};
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bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
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protected:
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LightUniforms m_directionalLightUniforms;
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LightUniforms m_pointSpotLightUniforms;
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MeshRef m_cone;
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MeshRef m_sphere;
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ShaderRef m_directionalLightShader;
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ShaderRef m_pointSpotLightShader;
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TextureSampler m_pointSampler;
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StaticMesh* m_coneMesh;
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StaticMesh* m_sphereMesh;
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bool m_lightMeshesDrawing;
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int m_directionalLightShaderEyePositionLocation;
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int m_directionalLightShaderSceneAmbientLocation;
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int m_pointSpotLightShaderDiscardLocation;
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int m_pointSpotLightShaderEyePositionLocation;
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int m_pointSpotLightShaderSceneAmbientLocation;
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};
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}
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#endif // NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP
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