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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) 2008-2018 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
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