// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #include "RendererConfig.h" #include "NULLRendererMaterial.h" #include #include // for PsString.h namespace physx { namespace string {} } #include #include using namespace SampleRenderer; NullRendererMaterial::NullRendererMaterial(NullRenderer &renderer, const RendererMaterialDesc &desc) : RendererMaterial(desc, renderer.getEnableMaterialCaching()), m_renderer(renderer) { } NullRendererMaterial::~NullRendererMaterial(void) { } void NullRendererMaterial::bind(RendererMaterial::Pass pass, RendererMaterialInstance *materialInstance, bool instanced) const { RendererMaterial::bind(pass, materialInstance, instanced); } void NullRendererMaterial::bindMeshState(bool instanced) const { } void NullRendererMaterial::unbind(void) const { } void NullRendererMaterial::bindVariable(Pass pass, const Variable &variable, const void *data) const { }