diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/core/SampleController.cpp | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/core/SampleController.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/core/SampleController.cpp | 168 |
1 files changed, 84 insertions, 84 deletions
diff --git a/samples/SampleBase/core/SampleController.cpp b/samples/SampleBase/core/SampleController.cpp index dc49f90..7240458 100644..100755 --- a/samples/SampleBase/core/SampleController.cpp +++ b/samples/SampleBase/core/SampleController.cpp @@ -1,85 +1,85 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#include "SampleController.h" -#include "SceneController.h" -#include "CommonUIController.h" -#include "BlastController.h" -#include "PhysXController.h" -#include "Renderer.h" - -#include "imgui.h" - -SampleController::SampleController() -{ -} - -SampleController::~SampleController() -{ -} - -void SampleController::onSampleStart() -{ - // start with GPU physics by default - setUseGPUPhysics(true); -} - - -void SampleController::setUseGPUPhysics(bool useGPUPhysics) -{ - if (!getPhysXController().getGPUPhysicsAvailable()) - { - useGPUPhysics = false; - } - - if (getPhysXController().getUseGPUPhysics() == useGPUPhysics) - { - return; - } - - int assetNum = getSceneController().releaseAll(); - - getBlastController().notifyPhysXControllerRelease(); - getPhysXController().setUseGPUPhysics(useGPUPhysics); - getBlastController().reinitialize(); - - getRenderer().clearQueue(); - - getSceneController().spawnAsset(assetNum); -} - - -void SampleController::drawPhysXGpuUI() -{ - // GPU Physics - bool useGPU = getPhysXController().getUseGPUPhysics(); - if (ImGui::Checkbox("Use GPU Physics", &useGPU)) - { - getCommonUIController().addDelayedCall([=]() { setUseGPUPhysics(useGPU); }, "Loading..."); - } +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "SampleController.h"
+#include "SceneController.h"
+#include "CommonUIController.h"
+#include "BlastController.h"
+#include "PhysXController.h"
+#include "Renderer.h"
+
+#include "imgui.h"
+
+SampleController::SampleController()
+{
+}
+
+SampleController::~SampleController()
+{
+}
+
+void SampleController::onSampleStart()
+{
+ // start with GPU physics by default
+ setUseGPUPhysics(true);
+}
+
+
+void SampleController::setUseGPUPhysics(bool useGPUPhysics)
+{
+ if (!getPhysXController().getGPUPhysicsAvailable())
+ {
+ useGPUPhysics = false;
+ }
+
+ if (getPhysXController().getUseGPUPhysics() == useGPUPhysics)
+ {
+ return;
+ }
+
+ int assetNum = getSceneController().releaseAll();
+
+ getBlastController().notifyPhysXControllerRelease();
+ getPhysXController().setUseGPUPhysics(useGPUPhysics);
+ getBlastController().reinitialize();
+
+ getRenderer().clearQueue();
+
+ getSceneController().spawnAsset(assetNum);
+}
+
+
+void SampleController::drawPhysXGpuUI()
+{
+ // GPU Physics
+ bool useGPU = getPhysXController().getUseGPUPhysics();
+ if (ImGui::Checkbox("Use GPU Physics", &useGPU))
+ {
+ getCommonUIController().addDelayedCall([=]() { setUseGPUPhysics(useGPU); }, "Loading...");
+ }
}
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