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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#include "Utils.h"
#include <DirectXMath.h>
#include "XInput.h"
#include "DXUTMisc.h"
#include "DXUTCamera.h"
#include "ApexController.h"
#include "ApexRenderer.h"
#include "CommonUIController.h"
#include "SampleUIController.h"
#include "SampleSceneController.h"
#include "SampleManager.h"
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
PX_UNUSED(hInstance);
PX_UNUSED(hPrevInstance);
PX_UNUSED(lpCmdLine);
PX_UNUSED(nCmdShow);
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
AllocConsole();
#endif
SampleManager* sampleManager = new SampleManager(L"APEX Particles Sample: Impact Particles");
CFirstPersonCamera camera;
auto apexController = ApexController(PxDefaultSimulationFilterShader, &camera);
auto apexRender = ApexRenderer(&camera, apexController);
auto sceneController = SampleSceneController(&camera, apexController);
auto commonUiController = CommonUIController(&camera, &apexRender, &apexController);
auto sampleUIController = SampleUIController(&sceneController, &commonUiController);
sampleManager->addControllerToFront(&apexController);
sampleManager->addControllerToFront(&apexRender);
sampleManager->addControllerToFront(&sceneController);
sampleManager->addControllerToFront(&sampleUIController);
sampleManager->addControllerToFront(&commonUiController);
int result = sampleManager->run();
delete sampleManager;
return result;
}
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