Doing Advanced Particle Motion Properly
This project demonstrates proper OpenGL 3.2 custom shader support combined with the OpenCL/OpenGL "interop" functionality. Though there are few comments, the code has been designed to be relatively easy to use and understand, and largely portable. Aside from a few platform-specific issues (chiefly among them being the hardcoded
$PLATFORM variable in
run.sh) the code should work on most platforms.
Perhaps the only "gotcha" is the auto-generated source file
src/Shaders.java. Perhaps impulsively, the code ends up constructing it in a shell script that then compiles it into a Java class. The reason for this was simplicity: the entire project can be contained in several JARs and a collection of native libraries. Compilation on non-POSIX platforms might get tricky, however...
In terms of licensing, all files in
ext/ are covered under the LWJGL license in
doc/LWJGL_License.txt. All files included in
classes/ are under the following license. Naturally, if another license is preferable, then naturally I am open to suggestions.
Copyright (c) 2012 Jeremy Archer
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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 OR COPYRIGHT HOLDERS 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.