// 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) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_MATERIAL_INSTANCE_H #define RENDERER_MATERIAL_INSTANCE_H #include #include namespace SampleRenderer { class RendererMaterialInstance { friend class RendererMaterial; public: RendererMaterialInstance(RendererMaterial &material); RendererMaterialInstance(const RendererMaterialInstance& other); ~RendererMaterialInstance(void); PX_FORCE_INLINE RendererMaterial &getMaterial(void) { return m_material; } PX_FORCE_INLINE const RendererMaterial::Variable *findVariable(const char *name, RendererMaterial::VariableType varType) { return m_material.findVariable(name, varType); } void writeData(const RendererMaterial::Variable &var, const void *data); RendererMaterialInstance &operator=(const RendererMaterialInstance&); private: RendererMaterial &m_material; PxU8 *m_data; }; } // namespace SampleRenderer #endif