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PhysX4.1/physx/samples/samplebase/RenderMaterial.h
2025-11-28 23:13:44 +05:30

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//
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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#ifndef RENDER_MATERIAL_H
#define RENDER_MATERIAL_H
#include "RenderBaseObject.h"
#include "common/PxPhysXCommonConfig.h"
#include "foundation/PxVec3.h"
namespace SampleRenderer
{
class Renderer;
class RendererMaterial;
class RendererMaterialInstance;
}
class RenderTexture;
class RenderMaterial : public RenderBaseObject
{
public:
RenderMaterial(SampleRenderer::Renderer& renderer,
const PxVec3& diffuseColor,
PxReal opacity,
bool doubleSided,
PxU32 id,
RenderTexture* texture,
bool lit = true,
bool flat = false,
bool instanced = false);
RenderMaterial(SampleRenderer::Renderer& renderer,
SampleRenderer::RendererMaterial* mat,
SampleRenderer::RendererMaterialInstance* matInstance,
PxU32 id);
virtual ~RenderMaterial();
// the intent of this function is to update shaders variables, when needed (e.g. on resize)
virtual void update(SampleRenderer::Renderer& renderer);
void setDiffuseColor(const PxVec4& color);
void setParticleSize(const PxReal particleSize);
void setShadeMode(bool flat);
SampleRenderer::RendererMaterial* mRenderMaterial;
SampleRenderer::RendererMaterialInstance* mRenderMaterialInstance;
PxU32 mID;
bool mDoubleSided;
bool mOwnsRendererMaterial;
};
#endif