Пример #1
0
        static void Main(string[] args)
        {
            // Setup
            var form = SlimDXHelper.InitD3D(out _device, out _swapChain, out _renderView);
            var temp = form.ClientRectangle;

            _finalRender = new FSQ(_device, _renderView, "SimpleFSQ.fx");

            /*_simulation =
             *  new HybridFluidSim(
             *      _finalRender,
             *      _device);*/
            _simulation = new SemiGridSPHSimulation(_device, _finalRender.UAV);
            //_simulation = new MovingGridFluid.MovingGridFluid(_device, _finalRender.UAV);

            // Main loop
            MessagePump.Run(form, SimMain);

            // Tear down
            _finalRender.Dispose();

            _swapChain.Dispose();
            _renderView.Dispose();
            _simulation.Dispose();
            _device.Dispose();
        }
Пример #2
0
        /// <summary>
        /// A fluid simulation using a hybrid SPH and grid
        /// based method.  Each SPH particle is calculated
        /// against a fixed number of other particles, with
        /// the results scaled to account for the particles
        /// which are not tested against
        /// </summary>
        public HybridFluidSim(FSQ finalRender, Device device)
        {
            _finalRender = finalRender ??
                           throw new ArgumentNullException(nameof(finalRender));

            _device = device ??
                      throw new ArgumentNullException(nameof(device));

            var generatedFilename =
                GenerateTempFile(
                    "HybridFluid/HybridFluidComputeShaders2.hlsl",
                    ParticleOutputShader.MarkupList.
                    Concat(ParticleUpdateShader.MarkupList).
                    Concat(WriteParticlesToSubspaceShader.MarkupList));

            const float fieldHalfSize = 500.0f;
            const int   particleCount = 10000;

            _particleBuffers =
                new ParticleBuffers(
                    _device,
                    new Vector3(fieldHalfSize / 3.0f, fieldHalfSize, 0.0f),
                    new Vector3(fieldHalfSize * 1.6f, fieldHalfSize, fieldHalfSize),
                    //new Vector3(fieldHalfSize, fieldHalfSize, 0.0f),
                    //new Vector3(fieldHalfSize, fieldHalfSize, fieldHalfSize),
                    particleCount);

            _particleUpdateShader =
                new ParticleUpdateShader(
                    generatedFilename,
                    _device,
                    _particleBuffers,
                    particleCount);

            _particleOutputShader =
                new ParticleOutputShader(
                    generatedFilename,
                    _device,
                    _particleBuffers.ReadBuffer,
                    _finalRender.UAV,
                    particleCount);

            _subspaceBuffers = new SubspaceBuffers(
                _device,
                32,
                32,
                32);

            _writeParticlesToSubspaceShader =
                new WriteParticlesToSubspaceShader(
                    generatedFilename,
                    device,
                    _subspaceBuffers,
                    _particleBuffers,
                    ParticleUpdateShader.ParticleReadSlot);
        }