text: //
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  // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
  // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
  // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  
  
  #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
  