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

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