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//
// 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 RENDERER_MATERIAL_INSTANCE_H
#define RENDERER_MATERIAL_INSTANCE_H

#include <RendererConfig.h>

#include <RendererMaterial.h>

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