// // 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. #ifndef NULL_RENDERER_MATERIAL_H #define NULL_RENDERER_MATERIAL_H #include #include #include "NULLRenderer.h" namespace SampleRenderer { class NullRendererMaterial : public RendererMaterial { public: NullRendererMaterial(NullRenderer &renderer, const RendererMaterialDesc &desc); virtual ~NullRendererMaterial(void); virtual void setModelMatrix(const float *matrix) { PX_UNUSED(matrix); PX_ALWAYS_ASSERT(); } private: virtual const Renderer& getRenderer() const { return m_renderer; } virtual void bind(RendererMaterial::Pass pass, RendererMaterialInstance *materialInstance, bool instanced) const; virtual void bindMeshState(bool instanced) const; virtual void unbind(void) const; virtual void bindVariable(Pass pass, const Variable &variable, const void *data) const; private: NullRendererMaterial &operator=(const NullRendererMaterial&) { return *this; } private: NullRenderer & m_renderer; }; } // namespace SampleRenderer #endif