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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.
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// 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.
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#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