Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -7,60 +7,63 @@
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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namespace Nz
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{
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NzRenderStates BuildRenderStates()
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namespace
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{
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NzRenderStates states;
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states.depthFunc = nzRendererComparison_Equal;
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states.faceCulling = nzFaceSide_Back;
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states.parameters[nzRendererParameter_DepthBuffer] = true;
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states.parameters[nzRendererParameter_DepthWrite] = false;
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states.parameters[nzRendererParameter_FaceCulling] = true;
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RenderStates BuildRenderStates()
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{
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RenderStates states;
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states.depthFunc = RendererComparison_Equal;
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states.faceCulling = FaceSide_Back;
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states.parameters[RendererParameter_DepthBuffer] = true;
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states.parameters[RendererParameter_DepthWrite] = false;
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states.parameters[RendererParameter_FaceCulling] = true;
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return states;
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return states;
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}
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}
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TextureBackground::TextureBackground(TextureRef texture)
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{
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m_uberShader = UberShaderLibrary::Get("Basic");
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ParameterList list;
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list.SetParameter("DIFFUSE_MAPPING", true);
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list.SetParameter("TEXTURE_MAPPING", true);
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list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
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m_uberShaderInstance = m_uberShader->Get(list);
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const Shader* shader = m_uberShaderInstance->GetShader();
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m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
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m_materialDiffuseMapUniform = shader->GetUniformLocation("MaterialDiffuseMap");
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m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
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SetTexture(std::move(texture));
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}
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void TextureBackground::Draw(const AbstractViewer* viewer) const
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{
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NazaraUnused(viewer);
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static RenderStates states(BuildRenderStates());
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Renderer::SetRenderStates(states);
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Renderer::SetTexture(0, m_texture);
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m_uberShaderInstance->Activate();
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const Shader* shader = m_uberShaderInstance->GetShader();
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shader->SendColor(m_materialDiffuseUniform, Color::White);
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shader->SendFloat(m_vertexDepthUniform, 1.f);
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shader->SendInteger(m_materialDiffuseMapUniform, 0);
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Renderer::DrawFullscreenQuad();
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}
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BackgroundType TextureBackground::GetBackgroundType() const
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{
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return BackgroundType_Texture;
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}
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}
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NzTextureBackground::NzTextureBackground(NzTextureRef texture)
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{
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m_uberShader = NzUberShaderLibrary::Get("Basic");
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NzParameterList list;
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list.SetParameter("DIFFUSE_MAPPING", true);
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list.SetParameter("TEXTURE_MAPPING", true);
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list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
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m_uberShaderInstance = m_uberShader->Get(list);
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const NzShader* shader = m_uberShaderInstance->GetShader();
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m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
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m_materialDiffuseMapUniform = shader->GetUniformLocation("MaterialDiffuseMap");
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m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
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SetTexture(std::move(texture));
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}
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void NzTextureBackground::Draw(const NzAbstractViewer* viewer) const
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{
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NazaraUnused(viewer);
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static NzRenderStates states(BuildRenderStates());
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NzRenderer::SetRenderStates(states);
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NzRenderer::SetTexture(0, m_texture);
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m_uberShaderInstance->Activate();
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const NzShader* shader = m_uberShaderInstance->GetShader();
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shader->SendColor(m_materialDiffuseUniform, NzColor::White);
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shader->SendFloat(m_vertexDepthUniform, 1.f);
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shader->SendInteger(m_materialDiffuseMapUniform, 0);
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NzRenderer::DrawFullscreenQuad();
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}
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nzBackgroundType NzTextureBackground::GetBackgroundType() const
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{
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return nzBackgroundType_Texture;
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}
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