Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -22,57 +22,60 @@
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#include <map>
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#include <memory>
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class NAZARA_GRAPHICS_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique
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namespace Nz
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{
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friend class NzGraphics;
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class NAZARA_GRAPHICS_API DeferredRenderTechnique : public AbstractRenderTechnique
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{
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friend class Graphics;
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public:
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NzDeferredRenderTechnique();
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~NzDeferredRenderTechnique();
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public:
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DeferredRenderTechnique();
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~DeferredRenderTechnique();
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bool Draw(const NzSceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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void EnablePass(nzRenderPassType renderPass, int position, bool enable);
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void EnablePass(RenderPassType renderPass, int position, bool enable);
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NzRenderBuffer* GetDepthStencilBuffer() const;
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NzTexture* GetGBuffer(unsigned int i) const;
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NzRenderTexture* GetGBufferRTT() const;
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const NzForwardRenderTechnique* GetForwardTechnique() const;
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NzDeferredRenderPass* GetPass(nzRenderPassType renderPass, int position = 0);
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NzAbstractRenderQueue* GetRenderQueue() override;
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nzRenderTechniqueType GetType() const override;
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NzRenderTexture* GetWorkRTT() const;
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NzTexture* GetWorkTexture(unsigned int i) const;
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RenderBuffer* GetDepthStencilBuffer() const;
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Texture* GetGBuffer(unsigned int i) const;
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RenderTexture* GetGBufferRTT() const;
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const ForwardRenderTechnique* GetForwardTechnique() const;
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DeferredRenderPass* GetPass(RenderPassType renderPass, int position = 0);
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AbstractRenderQueue* GetRenderQueue() override;
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RenderTechniqueType GetType() const override;
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RenderTexture* GetWorkRTT() const;
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Texture* GetWorkTexture(unsigned int i) const;
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bool IsPassEnabled(nzRenderPassType renderPass, int position);
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bool IsPassEnabled(RenderPassType renderPass, int position);
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NzDeferredRenderPass* ResetPass(nzRenderPassType renderPass, int position);
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DeferredRenderPass* ResetPass(RenderPassType renderPass, int position);
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void SetPass(nzRenderPassType relativeTo, int position, NzDeferredRenderPass* pass);
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void SetPass(RenderPassType relativeTo, int position, DeferredRenderPass* pass);
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static bool IsSupported();
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static bool IsSupported();
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private:
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bool Resize(const NzVector2ui& dimensions) const;
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private:
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bool Resize(const Vector2ui& dimensions) const;
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static bool Initialize();
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static void Uninitialize();
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static bool Initialize();
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static void Uninitialize();
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struct RenderPassComparator
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{
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bool operator()(nzRenderPassType pass1, nzRenderPassType pass2) const;
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};
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struct RenderPassComparator
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{
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bool operator()(RenderPassType pass1, RenderPassType pass2) const;
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};
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std::map<nzRenderPassType, std::map<int, std::unique_ptr<NzDeferredRenderPass>>, RenderPassComparator> m_passes;
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NzForwardRenderTechnique m_forwardTechnique; // Doit être initialisé avant la RenderQueue
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NzDeferredRenderQueue m_renderQueue;
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mutable NzRenderBufferRef m_depthStencilBuffer;
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mutable NzRenderTexture m_GBufferRTT;
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mutable NzRenderTexture m_workRTT;
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mutable NzTextureRef m_GBuffer[4];
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mutable NzTextureRef m_workTextures[2];
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mutable NzVector2ui m_GBufferSize;
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const NzRenderTarget* m_viewerTarget;
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std::map<RenderPassType, std::map<int, std::unique_ptr<DeferredRenderPass>>, RenderPassComparator> m_passes;
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ForwardRenderTechnique m_forwardTechnique; // Doit être initialisé avant la RenderQueue
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DeferredRenderQueue m_renderQueue;
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mutable RenderBufferRef m_depthStencilBuffer;
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mutable RenderTexture m_GBufferRTT;
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mutable RenderTexture m_workRTT;
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mutable TextureRef m_GBuffer[4];
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mutable TextureRef m_workTextures[2];
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mutable Vector2ui m_GBufferSize;
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const RenderTarget* m_viewerTarget;
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};
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}
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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