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

@@ -7,64 +7,66 @@
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
namespace Nz
{
NzRenderStates BuildRenderStates()
namespace
{
NzRenderStates states;
states.depthFunc = nzRendererComparison_Equal;
states.faceCulling = nzFaceSide_Back;
states.parameters[nzRendererParameter_DepthBuffer] = true;
states.parameters[nzRendererParameter_DepthWrite] = false;
states.parameters[nzRendererParameter_FaceCulling] = true;
RenderStates BuildRenderStates()
{
RenderStates states;
states.depthFunc = RendererComparison_Equal;
states.faceCulling = FaceSide_Back;
states.parameters[RendererParameter_DepthBuffer] = true;
states.parameters[RendererParameter_DepthWrite] = false;
states.parameters[RendererParameter_FaceCulling] = true;
return states;
return states;
}
}
ColorBackground::ColorBackground(const Color& color) :
m_color(color)
{
m_uberShader = UberShaderLibrary::Get("Basic");
ParameterList list;
list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
m_uberShaderInstance = m_uberShader->Get(list);
const Shader* shader = m_uberShaderInstance->GetShader();
m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
}
void ColorBackground::Draw(const AbstractViewer* viewer) const
{
NazaraUnused(viewer);
static RenderStates states(BuildRenderStates());
Renderer::SetRenderStates(states);
m_uberShaderInstance->Activate();
const Shader* shader = m_uberShaderInstance->GetShader();
shader->SendColor(m_materialDiffuseUniform, m_color);
shader->SendFloat(m_vertexDepthUniform, 1.f);
Renderer::DrawFullscreenQuad();
}
BackgroundType ColorBackground::GetBackgroundType() const
{
return BackgroundType_Color;
}
Color ColorBackground::GetColor() const
{
return m_color;
}
void ColorBackground::SetColor(const Color& color)
{
m_color = color;
}
}
NzColorBackground::NzColorBackground(const NzColor& color) :
m_color(color)
{
m_uberShader = NzUberShaderLibrary::Get("Basic");
NzParameterList list;
list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
m_uberShaderInstance = m_uberShader->Get(list);
const NzShader* shader = m_uberShaderInstance->GetShader();
m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
}
void NzColorBackground::Draw(const NzAbstractViewer* viewer) const
{
NazaraUnused(viewer);
static NzRenderStates states(BuildRenderStates());
NzRenderer::SetRenderStates(states);
m_uberShaderInstance->Activate();
const NzShader* shader = m_uberShaderInstance->GetShader();
shader->SendColor(m_materialDiffuseUniform, m_color);
shader->SendFloat(m_vertexDepthUniform, 1.f);
NzRenderer::DrawFullscreenQuad();
}
nzBackgroundType NzColorBackground::GetBackgroundType() const
{
return nzBackgroundType_Color;
}
NzColor NzColorBackground::GetColor() const
{
return m_color;
}
void NzColorBackground::SetColor(const NzColor& color)
{
m_color = color;
}