//////////////////////////////////////////////////////////////////////////////// // // Method: SkinningApp::initUI() // // Sets up the user interface // //////////////////////////////////////////////////////////////////////////////// void SkinningApp::initUI() { if (mTweakBar) { NvTweakVarBase *var; // expose the rendering modes NvTweakEnum<uint32_t> renderModes[] = { {"Color", 0}, {"Normals", 1}, {"Weights", 2} }; var = mTweakBar->addEnum("Render Mode", m_renderMode, renderModes, TWEAKENUM_ARRAYSIZE(renderModes)); addTweakKeyBind(var, NvKey::K_M); addTweakButtonBind(var, NvGamepad::BUTTON_Y); mTweakBar->addPadding(); var = mTweakBar->addValue("Single Bone Skinning", m_singleBoneSkinning); addTweakKeyBind(var, NvKey::K_B); addTweakButtonBind(var, NvGamepad::BUTTON_X); mTweakBar->addPadding(); m_timeScalar = 1.0f; var = mTweakBar->addValue("Animation Speed", m_timeScalar, 0, 5.0, 0.1f); addTweakKeyBind(var, NvKey::K_RBRACKET, NvKey::K_LBRACKET); addTweakButtonBind(var, NvGamepad::BUTTON_RIGHT_SHOULDER, NvGamepad::BUTTON_LEFT_SHOULDER); } // Change the filtering for the framerate mFramerate->setMaxReportRate(.2f); mFramerate->setReportFrames(20); // Disable wait for vsync getGLContext()->setSwapInterval(0); }
void SkinningAppVk::initUI(void) { if (mTweakBar) { NvTweakVarBase *var; // expose the rendering modes NvTweakEnum<uint32_t> renderModes[] = { { "Color", 0 }, { "Normals", 1 }, { "Weights", 2 } }; var = mTweakBar->addEnum("Render Mode", mRenderMode, renderModes, TWEAKENUM_ARRAYSIZE(renderModes)); addTweakKeyBind(var, NvKey::K_M); addTweakButtonBind(var, NvGamepad::BUTTON_Y); mTweakBar->addPadding(); var = mTweakBar->addValue("Single Bone Skinning", mSingleBoneSkinning); addTweakKeyBind(var, NvKey::K_B); addTweakButtonBind(var, NvGamepad::BUTTON_X); mTweakBar->addPadding(); mTimeScalar = 1.0f; var = mTweakBar->addValue("Animation Speed", mTimeScalar, 0, 5.0, 0.1f); addTweakKeyBind(var, NvKey::K_RBRACKET, NvKey::K_LBRACKET); addTweakButtonBind(var, NvGamepad::BUTTON_RIGHT_SHOULDER, NvGamepad::BUTTON_LEFT_SHOULDER); } }
void ParticleUpsampling::initUI(void) { if (mTweakBar) { NvTweakVarBase *var; var = mTweakBar->addValue("Shadow Render", m_sceneRenderer->getParticleParams()->renderShadows); addTweakKeyBind(var, NvKey::K_S); addTweakButtonBind(var, NvGamepad::BUTTON_X); var = mTweakBar->addValue("Model Render", m_sceneRenderer->getSceneParams()->drawModel); addTweakKeyBind(var, NvKey::K_M); addTweakButtonBind(var, NvGamepad::BUTTON_X); var = mTweakBar->addValue("Use Depth Prepass", m_sceneRenderer->getSceneParams()->useDepthPrepass); addTweakKeyBind(var, NvKey::K_U); mTweakBar->addPadding(); NvTweakEnum<uint32_t> shadowSliceModes[] = { {"16", 16}, {"32", 32}, {"64", 64} }; var = mTweakBar->addEnum("Num Shadow Slices", m_sceneRenderer->getParticleParams()->numSlices, shadowSliceModes, TWEAKENUM_ARRAYSIZE(shadowSliceModes)); addTweakKeyBind(var, NvKey::K_N); mTweakBar->addPadding(); NvTweakEnum<uint32_t> particleDownsampleModes[] = { {"Full-Res", 1}, {"Half-Res", 2}, {"Quarter-Res", 4} }; var = mTweakBar->addEnum("Particle Downsample Mode", m_sceneRenderer->getSceneFBOParams()->particleDownsample, particleDownsampleModes, TWEAKENUM_ARRAYSIZE(particleDownsampleModes), REACT_UPDATE_SCREEN_BUFFERS); addTweakKeyBind(var, NvKey::K_P); addTweakButtonBind(var, NvGamepad::BUTTON_RIGHT_SHOULDER); NvTweakEnum<uint32_t> lightBufferSizeModes[] = { {"64x64", 64}, {"128x128", 128}, {"256x256", 256} }; var = mTweakBar->addEnum("Light Buffer Size", m_sceneRenderer->getSceneFBOParams()->lightBufferSize, lightBufferSizeModes, TWEAKENUM_ARRAYSIZE(lightBufferSizeModes), REACT_UPDATE_LIGHT_BUFFERS); addTweakKeyBind(var, NvKey::K_L); } }