aboutsummaryrefslogtreecommitdiff
path: root/samples/SampleBase/core/SampleController.cpp
blob: dc49f90c805ec0152d154264f1261e037779657e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
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...");
	}
}