/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_IMaterialActivator.h Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo and/or its licensed developers and are protected by national and international copyright laws. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. The content herein is highly confidential and should be handled accordingly. $Revision: 31311 $ *---------------------------------------------------------------------------*/ #ifndef NW_GFX_IMATERIALACTIVATOR_H_ #define NW_GFX_IMATERIALACTIVATOR_H_ #include namespace nw { namespace os { class IAllocator; } // namesapce os namespace gfx { class RenderContext; class Material; //--------------------------------------------------------------------------- //! @brief マテリアルを更新するためのクラスです。 //--------------------------------------------------------------------------- class IMaterialActivator : public GfxObject { private: NW_DISALLOW_COPY_AND_ASSIGN(IMaterialActivator); public: NW_UT_RUNTIME_TYPEINFO; //--------------------------------------------------------------------------- //! @brief マテリアルを有効化します。 //! //! @param[in] renderContext レンダーコンテキストです。 //! @param[in] material 有効化するマテリアルです。 //--------------------------------------------------------------------------- virtual void Activate(RenderContext* renderContext, const Material* material) = 0; protected: //! コンストラクタです。 IMaterialActivator(os::IAllocator* allocator) : GfxObject(allocator) {} //! デストラクタです。 virtual ~IMaterialActivator() = 0; }; } // namespace gfx } // namespace nw #endif // NW_GFX_IMATERIALACTIVATOR_H_