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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 NULL_RENDERER_MATERIAL_H
#define NULL_RENDERER_MATERIAL_H

#include <RendererConfig.h>

#include <RendererMaterial.h>

#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