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

@@ -7,60 +7,63 @@
#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;
}
}
TextureBackground::TextureBackground(TextureRef texture)
{
m_uberShader = UberShaderLibrary::Get("Basic");
ParameterList list;
list.SetParameter("DIFFUSE_MAPPING", true);
list.SetParameter("TEXTURE_MAPPING", true);
list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
m_uberShaderInstance = m_uberShader->Get(list);
const Shader* shader = m_uberShaderInstance->GetShader();
m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
m_materialDiffuseMapUniform = shader->GetUniformLocation("MaterialDiffuseMap");
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
SetTexture(std::move(texture));
}
void TextureBackground::Draw(const AbstractViewer* viewer) const
{
NazaraUnused(viewer);
static RenderStates states(BuildRenderStates());
Renderer::SetRenderStates(states);
Renderer::SetTexture(0, m_texture);
m_uberShaderInstance->Activate();
const Shader* shader = m_uberShaderInstance->GetShader();
shader->SendColor(m_materialDiffuseUniform, Color::White);
shader->SendFloat(m_vertexDepthUniform, 1.f);
shader->SendInteger(m_materialDiffuseMapUniform, 0);
Renderer::DrawFullscreenQuad();
}
BackgroundType TextureBackground::GetBackgroundType() const
{
return BackgroundType_Texture;
}
}
NzTextureBackground::NzTextureBackground(NzTextureRef texture)
{
m_uberShader = NzUberShaderLibrary::Get("Basic");
NzParameterList list;
list.SetParameter("DIFFUSE_MAPPING", true);
list.SetParameter("TEXTURE_MAPPING", true);
list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
m_uberShaderInstance = m_uberShader->Get(list);
const NzShader* shader = m_uberShaderInstance->GetShader();
m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
m_materialDiffuseMapUniform = shader->GetUniformLocation("MaterialDiffuseMap");
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
SetTexture(std::move(texture));
}
void NzTextureBackground::Draw(const NzAbstractViewer* viewer) const
{
NazaraUnused(viewer);
static NzRenderStates states(BuildRenderStates());
NzRenderer::SetRenderStates(states);
NzRenderer::SetTexture(0, m_texture);
m_uberShaderInstance->Activate();
const NzShader* shader = m_uberShaderInstance->GetShader();
shader->SendColor(m_materialDiffuseUniform, NzColor::White);
shader->SendFloat(m_vertexDepthUniform, 1.f);
shader->SendInteger(m_materialDiffuseMapUniform, 0);
NzRenderer::DrawFullscreenQuad();
}
nzBackgroundType NzTextureBackground::GetBackgroundType() const
{
return nzBackgroundType_Texture;
}