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139 changes: 139 additions & 0 deletions Part1/.ycm_extra_conf.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,139 @@
# This file is NOT licensed under the GPLv3, which is the license for the rest
# of YouCompleteMe.
#
# Here's the license text for this file:
#
# This is free and unencumbered software released into the public domain.
#
# Anyone is free to copy, modify, publish, use, compile, sell, or
# distribute this software, either in source code form or as a compiled
# binary, for any purpose, commercial or non-commercial, and by any
# means.
#
# In jurisdictions that recognize copyright laws, the author or authors
# of this software dedicate any and all copyright interest in the
# software to the public domain. We make this dedication for the benefit
# of the public at large and to the detriment of our heirs and
# successors. We intend this dedication to be an overt act of
# relinquishment in perpetuity of all present and future rights to this
# software under copyright law.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
# IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
# OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
# ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
# OTHER DEALINGS IN THE SOFTWARE.
#
# For more information, please refer to <http://unlicense.org/>

import os
import ycm_core

# These are the compilation flags that will be used in case there's no
# compilation database set (by default, one is not set).
# CHANGE THIS LIST OF FLAGS. YES, THIS IS THE DROID YOU HAVE BEEN LOOKING FOR.
flags = [
'-lglut',
'-lGL',
'-lGLEW',
'-Wall',
'-Wextra',
'-Werror',
'-Wc++98-compat',
'-Wno-long-long',
'-Wno-variadic-macros',
'-fexceptions',
'-DNDEBUG',
'-DUSE_CLANG_COMPLETER',
# THIS IS IMPORTANT! Without a "-std=<something>" flag, clang won't know which
# language to use when compiling headers. So it will guess. Badly. So C++
# headers will be compiled as C headers. You don't want that so ALWAYS specify
# a "-std=<something>".
# For a C project, you would set this to something like 'c99' instead of
# 'c++11'.
'-std=c++11',
# ...and the same thing goes for the magic -x option which specifies the
# language that the files to be compiled are written in. This is mostly
# relevant for c++ headers.
# For a C project, you would set this to 'c' instead of 'c++'.
'-x',
'c++',
'-I/usr/local/cuda/samples/common/inc',
'-I/usr/local/cuda/include'
]

# Set this to the absolute path to the folder (NOT the file!) containing the
# compile_commands.json file to use that instead of 'flags'. See here for
# more details: http://clang.llvm.org/docs/JSONCompilationDatabase.html
#
# Most projects will NOT need to set this to anything; you can just change the
# 'flags' list of compilation flags. Notice that YCM itself uses that approach.
compilation_database_folder = ''

if compilation_database_folder:
database = ycm_core.CompilationDatabase( compilation_database_folder )
else:
database = None


def DirectoryOfThisScript():
return os.path.dirname( os.path.abspath( __file__ ) )


def MakeRelativePathsInFlagsAbsolute( flags, working_directory ):
if not working_directory:
return list( flags )
new_flags = []
make_next_absolute = False
path_flags = [ '-isystem', '-I', '-iquote', '--sysroot=' ]
for flag in flags:
new_flag = flag

if make_next_absolute:
make_next_absolute = False
if not flag.startswith( '/' ):
new_flag = os.path.join( working_directory, flag )

for path_flag in path_flags:
if flag == path_flag:
make_next_absolute = True
break

if flag.startswith( path_flag ):
path = flag[ len( path_flag ): ]
new_flag = path_flag + os.path.join( working_directory, path )
break

if new_flag:
new_flags.append( new_flag )
return new_flags


def FlagsForFile( filename ):
if database:
# Bear in mind that compilation_info.compiler_flags_ does NOT return a
# python list, but a "list-like" StringVec object
compilation_info = database.GetCompilationInfoForFile( filename )
final_flags = MakeRelativePathsInFlagsAbsolute(
compilation_info.compiler_flags_,
compilation_info.compiler_working_dir_ )

# NOTE: This is just for YouCompleteMe; it's highly likely that your project
# does NOT need to remove the stdlib flag. DO NOT USE THIS IN YOUR
# ycm_extra_conf IF YOU'RE NOT 100% YOU NEED IT.
'''
try:
final_flags.remove( '-stdlib=libc++' )
except ValueError:
pass
'''
else:
relative_to = DirectoryOfThisScript()
final_flags = MakeRelativePathsInFlagsAbsolute( flags, relative_to )

return {
'flags': final_flags,
'do_cache': True
}
15 changes: 15 additions & 0 deletions Part1/PROJ_NIX/shaders/heightFS.glsl
Original file line number Diff line number Diff line change
@@ -1,4 +1,19 @@
/*
void main(void)
{
gl_FragColor = vec4(0.05,0.15,0.3,1.0);
}
*/

varying vec2 v_Texcoords;
varying float f_height;

void main(void)
{
float shade = (1.0-2.0*sqrt(f_height));
float alpha = float(mod(v_Texcoords.x+0.025, 0.05) > 0.046 || mod(v_Texcoords.y+0.025, 0.05) > 0.046);
vec4 color = mix(vec4(0.05,0.15,0.3,1.0), vec4(0.05, 0.3, 0.4, 1.0), alpha);

//vec4 color = vec4(0.05,0.15,0.3,1.0);
gl_FragColor = shade*color;
}
21 changes: 21 additions & 0 deletions Part1/PROJ_NIX/shaders/heightVS.glsl
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
/*
uniform mat4 u_projMatrix;
attribute vec4 Position;

Expand All @@ -7,3 +8,23 @@ void main(void)
pos.z += 0.01;
gl_Position = pos;
}
*/

uniform mat4 u_projMatrix;
uniform sampler2D u_height;

attribute vec4 Position;
attribute vec2 Texcoords;

varying vec2 v_Texcoords;
varying float f_height;

void main(void)
{
v_Texcoords = Texcoords;
vec4 pos = Position;
f_height = texture2D(u_height, Texcoords).w;
pos.z = -0.01-clamp(f_height,0.0,2.0);
pos = u_projMatrix * pos;
gl_Position = pos;
}
32 changes: 32 additions & 0 deletions Part1/PROJ_NIX/shaders/planetFS.glsl
Original file line number Diff line number Diff line change
@@ -1,4 +1,36 @@
/*
void main(void)
{
gl_FragColor = vec4(1.0);
}
*/

#version 330

in vec3 WorldCoord;
in vec3 ToCam;
in vec3 Up;
in vec3 Right;
in vec2 TexCoord;
out vec4 FragColor;

void main()
{
vec2 coord = 2.01 * (TexCoord - vec2(0.5));
float r = length(coord);
if (r >= 1.0) { discard; }

float dist = length(WorldCoord);
if(dist <= 0.01)
{
FragColor = vec4(1.0);
return;
}

vec3 N = Right*-coord.x + Up*coord.y + ToCam*sqrt(1-r*r);
vec3 L = normalize(-WorldCoord);
float light = 0.1 + 0.9*clamp(dot(N,L),0.0, 1.0)*exp(-dist);
//vec3 color = vec3(0.4, 0.1, 0.6);
vec3 color = vec3(1.0, 0.8, 1.0);
FragColor = vec4(color*light,1.0);
}
53 changes: 52 additions & 1 deletion Part1/PROJ_NIX/shaders/planetGS.glsl
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
#version 330

/*
uniform mat4 u_projMatrix;

layout (points) in;
Expand All @@ -13,3 +13,54 @@ void main()
EmitVertex();
EndPrimitive();
}

*/

uniform mat4 u_projMatrix;
uniform vec3 u_cameraPos;

layout (points) in;
layout (triangle_strip) out;
layout (max_vertices = 4) out;

out vec3 WorldCoord;
out vec3 ToCam;
out vec3 Up;
out vec3 Right;
out vec2 TexCoord;

//const float scale = 0.03;
const float scale = 0.01;

void main()
{
vec3 Position = gl_in[0].gl_Position.xyz;
WorldCoord = Position;

ToCam = normalize(u_cameraPos - Position);
Up = vec3(0.0, 0.0, 1.0);
Right = cross(ToCam, Up);
Up = cross(Right, ToCam);

vec3 Pos = Position + scale*Right - scale*Up;
gl_Position = u_projMatrix * vec4(Pos, 1.0);
TexCoord = vec2(0.0, 0.0);
EmitVertex();

Pos = Position + scale*Right + scale*Up;
gl_Position = u_projMatrix * vec4(Pos, 1.0);
TexCoord = vec2(0.0, 1.0);
EmitVertex();

Pos = Position - scale*Right - scale*Up;
gl_Position = u_projMatrix * vec4(Pos, 1.0);
TexCoord = vec2(1.0, 0.0);
EmitVertex();

Pos = Position - scale*Right + scale*Up;
gl_Position = u_projMatrix * vec4(Pos, 1.0);
TexCoord = vec2(1.0, 1.0);
EmitVertex();

EndPrimitive();
}
Binary file added Part1/resources/particle_flock_no_spin.png
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Binary file added Part1/resources/particles_flocking.png
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Binary file added Part1/resources/planets.png
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