Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -8,32 +8,35 @@
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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NzDeferredFXAAPass::NzDeferredFXAAPass()
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namespace Nz
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{
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m_fxaaShader = NzShaderLibrary::Get("DeferredFXAA");
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DeferredFXAAPass::DeferredFXAAPass()
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{
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m_fxaaShader = ShaderLibrary::Get("DeferredFXAA");
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m_pointSampler.SetAnisotropyLevel(1);
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m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
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m_pointSampler.SetAnisotropyLevel(1);
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m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
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m_states.parameters[nzRendererParameter_DepthBuffer] = false;
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}
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NzDeferredFXAAPass::~NzDeferredFXAAPass() = default;
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bool NzDeferredFXAAPass::Process(const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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{
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NazaraUnused(sceneData);
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m_workRTT->SetColorTarget(firstWorkTexture);
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NzRenderer::SetTarget(m_workRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
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NzRenderer::SetRenderStates(m_states);
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NzRenderer::SetShader(m_fxaaShader);
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NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
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NzRenderer::SetTextureSampler(0, m_pointSampler);
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NzRenderer::DrawFullscreenQuad();
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return true;
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m_states.parameters[RendererParameter_DepthBuffer] = false;
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}
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DeferredFXAAPass::~DeferredFXAAPass() = default;
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bool DeferredFXAAPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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{
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NazaraUnused(sceneData);
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m_workRTT->SetColorTarget(firstWorkTexture);
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Renderer::SetTarget(m_workRTT);
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Renderer::SetViewport(Recti(0, 0, m_dimensions.x, m_dimensions.y));
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Renderer::SetRenderStates(m_states);
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Renderer::SetShader(m_fxaaShader);
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Renderer::SetTexture(0, m_workTextures[secondWorkTexture]);
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Renderer::SetTextureSampler(0, m_pointSampler);
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Renderer::DrawFullscreenQuad();
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return true;
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}
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}
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