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physx/samples/samplebase/RenderMaterial.h
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78
physx/samples/samplebase/RenderMaterial.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef RENDER_MATERIAL_H
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#define RENDER_MATERIAL_H
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#include "RenderBaseObject.h"
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#include "common/PxPhysXCommonConfig.h"
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#include "foundation/PxVec3.h"
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namespace SampleRenderer
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{
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class Renderer;
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class RendererMaterial;
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class RendererMaterialInstance;
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}
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class RenderTexture;
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class RenderMaterial : public RenderBaseObject
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{
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public:
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RenderMaterial(SampleRenderer::Renderer& renderer,
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const PxVec3& diffuseColor,
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PxReal opacity,
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bool doubleSided,
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PxU32 id,
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RenderTexture* texture,
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bool lit = true,
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bool flat = false,
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bool instanced = false);
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RenderMaterial(SampleRenderer::Renderer& renderer,
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SampleRenderer::RendererMaterial* mat,
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SampleRenderer::RendererMaterialInstance* matInstance,
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PxU32 id);
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virtual ~RenderMaterial();
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// the intent of this function is to update shaders variables, when needed (e.g. on resize)
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virtual void update(SampleRenderer::Renderer& renderer);
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void setDiffuseColor(const PxVec4& color);
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void setParticleSize(const PxReal particleSize);
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void setShadeMode(bool flat);
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SampleRenderer::RendererMaterial* mRenderMaterial;
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SampleRenderer::RendererMaterialInstance* mRenderMaterialInstance;
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PxU32 mID;
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bool mDoubleSided;
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bool mOwnsRendererMaterial;
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};
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#endif
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