69 lines
2.5 KiB
C++
69 lines
2.5 KiB
C++
//
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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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#ifndef RENDERER_MATERIAL_DESC_H
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#define RENDERER_MATERIAL_DESC_H
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#include <RendererMaterial.h>
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namespace SampleRenderer
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{
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class RendererMaterialDesc
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{
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public:
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RendererMaterial::Type type;
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RendererMaterial::AlphaTestFunc alphaTestFunc;
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float alphaTestRef;
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bool blending;
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bool instanced;
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RendererMaterial::BlendFunc srcBlendFunc;
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RendererMaterial::BlendFunc dstBlendFunc;
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const char *geometryShaderPath;
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const char *hullShaderPath;
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const char *domainShaderPath;
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const char *vertexShaderPath;
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const char *fragmentShaderPath;
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//all passes enabled
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bool enabledPasses[RendererMaterial::NUM_PASSES];
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//instancing enabled
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bool enableInstancing;
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public:
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RendererMaterialDesc(void);
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bool isValid(void) const;
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};
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} // namespace SampleRenderer
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#endif
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