Commit 28487d19 authored by Samsara Pappu Durvasula's avatar Samsara Pappu Durvasula
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parent a9fe68d9
This directory contains the visual output of the simulation sytem, rendered
high-quality graphics in OpenGL.
The graphics library continuously reads commands through a socket connected
The graphics library eventually will continuously reads commands through a socket connected
to the main simulator data_processor, which itself reads python through 76
named pipes, written to by the engine's python generator. The graphics library
translates these commands (specifying wing position, wing led color, and
......@@ -19,15 +19,95 @@ the windows. The object is exported as an .obj file, with a corresponding
in the stairwell object.
This is the main rendering loop for the graphical simulation. It sets up an
OpenGL instance, specifies a basic flier object (two simple triangles), loads
shaders in for the object, and loads a basic camera and color-changing pattern
for the rendered flier objects. It should be expanded to read in the positions
of fliers from the passed-in flier configuration, and update the graphical
state of the fliers based on commands passed from the main simulator process.
GraphicsLib/shader.vert,GraphicsLib/shader.frag, GraphicsLib/shaderClass.h:
These files specify two basic material shaders for rendering the flier objects
and a class defining a shader object, which appropriately re-directs the output
of the vertex shader as input of the fragment shader.
Specifies a camera that can move through a rendered scene and respond to user input
(mouse scrolling and w-a-s-d keyboard input, corresponding to up-left-down-right
directions, respectively.)
GraphicsLib/modelClass.h and GraphicsLib/meshClass.h:
These two classes, taken together, can load in .obj models, apply appropriate
texturing to the models, and render them as 3D graphics within a scene. The
model class specifically must be further expanded to render material-based
objects, in addition to textured objects, in order to render an accurate stairwell
model in this environment.
Third-party packages; these libraries are "header only", so no additional
compilation or linking is required.
This library is taken almost entirely from the opensource OpenGL tutorial library, which provides the basic implementation for
each of these classes.
To configure this library to work and render graphics, on MacOS (Windows specific
instructions, using VSCode as an IDE can be found at :
1) Download XCode and the CMake GUI
2) Open GraphicsLib.xcodeproj in XCode; this will open an XCode IDE that will
allow you to develop, compile, and run the graphical interface.
3) Download the following packages:
Ensure that the .dylib (libglfw.<VERSION#>.dylib) is linked to GraphicsLib.xcodeproj
Go to and generate a C++ OpenGL API with a specified version
number (this project was initially configured with Version 4.1). Copy the two
"include" folders, glad and KHR, into your OS's include directory (likely
/usr/local/include), and add the generated glad.c to the XCode project.
**Ensure that you have included the appropriate libraries in your XCode environment;
if you place headers for all downloaded packages in /usr/local/include, you can simply
include the singular path in the project's build configurations, and all libraries
will be linked appropriately. **
Download the GLM package from: and copy
directory into your OS includes folder.
Download from: (this project was configured
with Version 3.1.1).
Open the downloaded binary, and compile the binary using CMake.
Next, find libassimp.<VERSIONNUMBER>.dylib in code/Debug or code/Release, and link
the binary into your XCode project. Copy the compiled library's "include" folder
to /usr/local/include.
4) Check path names for textures, models, and shaders, and ensure they accurate
for your own machine.
5) Should steps 1-4 succeed, simply press the "play" button in XCode, and the
rendered graphics should pop up in a separate window.
Be sure to clean the build directory between runs (XCode --> Product --> Clean
Build Directory.)
Contact if any problems arise in configuring
this library in XCode.
(TODO: Change path of graphics library) **server.c**:
This file reads from a socket opened by each process spawned in the data_processing
step of simulator and translates the inputted commands to instructions for
changing the state of each simulated fractal flyer. This file is written in
C++ and renders graphics using several OpenGL support libraries created by the CS148
course staff.
(TODO: Fill in necessary graphical support libraries and link directories
properly, and add instructions to sync into XCode for compilation.)
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