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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef RENDER_MATERIAL_H
+#define RENDER_MATERIAL_H
+
+#include "RenderBaseObject.h"
+#include "common/PxPhysXCommonConfig.h"
+#include "foundation/PxVec3.h"
+
+namespace SampleRenderer
+{
+ class Renderer;
+ class RendererMaterial;
+ class RendererMaterialInstance;
+}
+
+ class RenderTexture;
+
+ class RenderMaterial : public RenderBaseObject
+ {
+ public:
+ RenderMaterial(SampleRenderer::Renderer& renderer,
+ const PxVec3& diffuseColor,
+ PxReal opacity,
+ bool doubleSided,
+ PxU32 id,
+ RenderTexture* texture,
+ bool lit = true,
+ bool flat = false,
+ bool instanced = false);
+
+ RenderMaterial(SampleRenderer::Renderer& renderer,
+ SampleRenderer::RendererMaterial* mat,
+ SampleRenderer::RendererMaterialInstance* matInstance,
+ PxU32 id);
+ virtual ~RenderMaterial();
+
+ // the intent of this function is to update shaders variables, when needed (e.g. on resize)
+ virtual void update(SampleRenderer::Renderer& renderer);
+ void setDiffuseColor(const PxVec4& color);
+ void setParticleSize(const PxReal particleSize);
+ void setShadeMode(bool flat);
+
+ SampleRenderer::RendererMaterial* mRenderMaterial;
+ SampleRenderer::RendererMaterialInstance* mRenderMaterialInstance;
+ PxU32 mID;
+ bool mDoubleSided;
+ bool mOwnsRendererMaterial;
+ };
+
+#endif