// // 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) 2008-2021 NVIDIA Corporation. All rights reserved. #ifndef SAMPLE_MATERIAL_ASSET_H #define SAMPLE_MATERIAL_ASSET_H #include #include namespace FAST_XML { class xml_node; } namespace SampleRenderer { class RendererMaterial; class RendererMaterialInstance; } namespace SampleFramework { class SampleAssetManager; class SampleMaterialAsset : public SampleAsset { friend class SampleAssetManager; protected: SampleMaterialAsset(SampleAssetManager &assetManager, FAST_XML::xml_node &xmlroot, const char *path); SampleMaterialAsset(SampleAssetManager &assetManager, Type type, const char *path); virtual ~SampleMaterialAsset(void); public: size_t getNumVertexShaders() const; SampleRenderer::RendererMaterial *getMaterial(size_t vertexShaderIndex = 0); SampleRenderer::RendererMaterialInstance *getMaterialInstance(size_t vertexShaderIndex = 0); unsigned int getMaxBones(size_t vertexShaderIndex) const; public: virtual bool isOk(void) const; protected: SampleAssetManager &m_assetManager; struct MaterialStruct { SampleRenderer::RendererMaterial *m_material; SampleRenderer::RendererMaterialInstance *m_materialInstance; unsigned int m_maxBones; }; std::vector m_vertexShaders; std::vector m_assets; }; } // namespace SampleFramework #endif