Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -13,46 +13,49 @@
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#include <Nazara/Graphics/SceneData.hpp>
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#include <Nazara/Math/Vector2.hpp>
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class NzAbstractViewer;
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class NzDeferredRenderTechnique;
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class NzDeferredRenderQueue;
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class NzRenderBuffer;
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class NzRenderTexture;
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class NzScene;
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class NzTexture;
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class NAZARA_GRAPHICS_API NzDeferredRenderPass
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namespace Nz
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{
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friend NzDeferredRenderTechnique;
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class AbstractViewer;
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class DeferredRenderTechnique;
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class DeferredRenderQueue;
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class RenderBuffer;
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class RenderTexture;
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class Scene;
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class Texture;
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public:
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NzDeferredRenderPass();
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NzDeferredRenderPass(const NzDeferredRenderPass&) = delete;
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virtual ~NzDeferredRenderPass();
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class NAZARA_GRAPHICS_API DeferredRenderPass
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{
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friend DeferredRenderTechnique;
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void Enable(bool enable);
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public:
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DeferredRenderPass();
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DeferredRenderPass(const DeferredRenderPass&) = delete;
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virtual ~DeferredRenderPass();
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virtual void Initialize(NzDeferredRenderTechnique* technique);
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void Enable(bool enable);
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bool IsEnabled() const;
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virtual void Initialize(DeferredRenderTechnique* technique);
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virtual bool Process(const NzSceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const = 0;
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virtual bool Resize(const NzVector2ui& GBufferSize);
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bool IsEnabled() const;
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NzDeferredRenderPass& operator=(const NzDeferredRenderPass&) = delete;
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virtual bool Process(const SceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const = 0;
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virtual bool Resize(const Vector2ui& GBufferSize);
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protected:
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NzVector2ui m_dimensions;
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NzDeferredRenderTechnique* m_deferredTechnique;
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NzDeferredRenderQueue* m_renderQueue;
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NzRenderBuffer* m_depthStencilBuffer;
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NzRenderTexture* m_GBufferRTT;
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NzRenderTexture* m_workRTT;
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NzTexture* m_GBuffer[4];
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NzTexture* m_workTextures[2];
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DeferredRenderPass& operator=(const DeferredRenderPass&) = delete;
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private:
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bool m_enabled;
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};
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protected:
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Vector2ui m_dimensions;
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DeferredRenderTechnique* m_deferredTechnique;
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DeferredRenderQueue* m_renderQueue;
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RenderBuffer* m_depthStencilBuffer;
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RenderTexture* m_GBufferRTT;
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RenderTexture* m_workRTT;
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Texture* m_GBuffer[4];
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Texture* m_workTextures[2];
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private:
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bool m_enabled;
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};
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}
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#endif // NAZARA_DEFERREDRENDERPASS_HPP
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