Esempio n. 1
0
        //------------------------------------------------------------------
        public Solver(Game game)
            : base(game, "Solver")
        {
            Shader.Parameters["VelocityDiffusion"].SetValue(VelocityDiffusion);
            Shader.Parameters["DensityDiffusion"].SetValue(DensityDiffusion);
            Shader.Parameters["VorticityScale"].SetValue(VorticityScale);
            Shader.Parameters["DT"].SetValue(DT);
            Shader.Parameters["HalfCellSize"].SetValue(0.5f);

            Velocity   = CreateDefaultRenderTarget();
            Density    = CreateDefaultRenderTarget();
            Vorticity  = CreateDefaultRenderTarget();
            Pressure   = CreateDefaultRenderTarget();
            Divergence = CreateDefaultRenderTarget();

            helper = CreateDefaultRenderTarget();

            Emitter   = new Emitter(Game);
            obstacles = new Obstacles(Game);
            render    = new Render(Game);
            Data      = new Data(Game);

            permanentVelocity = Shader.Parameters["PermanentVelocity"];
        }
Esempio n. 2
0
        //------------------------------------------------------------------
        public Solver(Game game)
            : base(game, "Solver")
        {
            Shader.Parameters["VelocityDiffusion"].SetValue (VelocityDiffusion);
            Shader.Parameters["DensityDiffusion"].SetValue (DensityDiffusion);
            Shader.Parameters["VorticityScale"].SetValue (VorticityScale);
            Shader.Parameters["DT"].SetValue (DT);
            Shader.Parameters["HalfCellSize"].SetValue (0.5f);

            Velocity = CreateDefaultRenderTarget();
            Density = CreateDefaultRenderTarget();
            Vorticity = CreateDefaultRenderTarget();
            Pressure = CreateDefaultRenderTarget();
            Divergence = CreateDefaultRenderTarget();

            helper = CreateDefaultRenderTarget();

            Emitter = new Emitter(Game);
            obstacles = new Obstacles(Game);
            render = new Render(Game);
            Data = new Data(Game);

            permanentVelocity = Shader.Parameters["PermanentVelocity"];
        }