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

@@ -13,46 +13,49 @@
#include <Nazara/Graphics/SceneData.hpp>
#include <Nazara/Math/Vector2.hpp>
class NzAbstractViewer;
class NzDeferredRenderTechnique;
class NzDeferredRenderQueue;
class NzRenderBuffer;
class NzRenderTexture;
class NzScene;
class NzTexture;
class NAZARA_GRAPHICS_API NzDeferredRenderPass
namespace Nz
{
friend NzDeferredRenderTechnique;
class AbstractViewer;
class DeferredRenderTechnique;
class DeferredRenderQueue;
class RenderBuffer;
class RenderTexture;
class Scene;
class Texture;
public:
NzDeferredRenderPass();
NzDeferredRenderPass(const NzDeferredRenderPass&) = delete;
virtual ~NzDeferredRenderPass();
class NAZARA_GRAPHICS_API DeferredRenderPass
{
friend DeferredRenderTechnique;
void Enable(bool enable);
public:
DeferredRenderPass();
DeferredRenderPass(const DeferredRenderPass&) = delete;
virtual ~DeferredRenderPass();
virtual void Initialize(NzDeferredRenderTechnique* technique);
void Enable(bool enable);
bool IsEnabled() const;
virtual void Initialize(DeferredRenderTechnique* technique);
virtual bool Process(const NzSceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const = 0;
virtual bool Resize(const NzVector2ui& GBufferSize);
bool IsEnabled() const;
NzDeferredRenderPass& operator=(const NzDeferredRenderPass&) = delete;
virtual bool Process(const SceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const = 0;
virtual bool Resize(const Vector2ui& GBufferSize);
protected:
NzVector2ui m_dimensions;
NzDeferredRenderTechnique* m_deferredTechnique;
NzDeferredRenderQueue* m_renderQueue;
NzRenderBuffer* m_depthStencilBuffer;
NzRenderTexture* m_GBufferRTT;
NzRenderTexture* m_workRTT;
NzTexture* m_GBuffer[4];
NzTexture* m_workTextures[2];
DeferredRenderPass& operator=(const DeferredRenderPass&) = delete;
private:
bool m_enabled;
};
protected:
Vector2ui m_dimensions;
DeferredRenderTechnique* m_deferredTechnique;
DeferredRenderQueue* m_renderQueue;
RenderBuffer* m_depthStencilBuffer;
RenderTexture* m_GBufferRTT;
RenderTexture* m_workRTT;
Texture* m_GBuffer[4];
Texture* m_workTextures[2];
private:
bool m_enabled;
};
}
#endif // NAZARA_DEFERREDRENDERPASS_HPP