#include "graphics.h" //Function declarations
#include "nbody.h" //The simulation
+
// --- Variable definitions --- //
double previousTime, eyeTheta, eyePhi, eyeRho;
float look[3];
int windowWidth, windowHeight, upY;
double scale = 1.0;
+#ifdef FLYING_CAMERA
+Camera eye;
+#endif //FLYING_CAMERA
/**
* @function Graphics_Run
*/
void Graphics_Run(int argc, char ** argv)
{
+
if (options.draw_graphics == false)
{
- while (true)
- Graphics_Display();
-
- return;
+ // This message is left here for when I inevitably accidentally call the function
+ fprintf(stderr, "Graphics_Run should not be called if graphics are disabled!\n");
+ exit(EXIT_FAILURE);
}
glutInit(&argc, argv);
glutCreateWindow("N-Body : Multi-Threaded (pthread)");
#elif defined OMP_THREADED
glutCreateWindow("N-Body : Multi-Threaded (OpenMP)");
+ #elif defined BARNES_HUT
+ glutCreateWindow("N-Body : Barnes Hut Algorithm");
#else
glutCreateWindow("N-Body");
#endif
look[2] = 0;
gluPerspective(VIEW_ANGLE, (double)WIDTH/(double)HEIGHT, WORLD_NEAR, WORLD_FAR);
- glutMainLoop();
+ #ifdef FLYING_CAMERA
+ eye.x[0] = 0; eye.x[1] = 0; eye.x[2] = 1;
+ eye.y[0] = 0; eye.y[1] = 1; eye.y[2] = 0;
+ eye.z[0] = 1; eye.z[1] = 0; eye.z[2] = 0;
+ eye.p[0] = 0; eye.p[1] = 0; eye.p[2] = -50;
+ #endif //FLYING_CAMERA
+
+
+ //This option must be set, or when glut leaves the main loop. the exit(3) function is called... annoying
+ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION);
+
+
+ #ifndef OMP_THREADED
+ #ifndef BARNES_HUT
+ glutMainLoop(); // the mthread and single-thread versions can just start the loop here
+ // In OpenMP, because barriers have to be within the #pragma, need glutMainLoopEvent in the #pragma
+ #endif //BARNS_HUT
+ #endif //OMP_THREADED
}
/**
void Graphics_Display()
{
-
- if (options.verbosity != 0 && universe.steps % options.verbosity == 1)
- DisplayStatistics();
-
- #ifdef SINGLE_THREADED
- System_Compute(&universe);
-
- //Check whether the program should quit due to steps being computed, or a timeout
- if (options.timeout > 0.0)
- {
- if ((unsigned)(time(NULL) - options.start_time.tv_sec) >= options.timeout)
- exit(EXIT_SUCCESS);
- }
- if (options.num_steps > 0 && universe.steps > options.num_steps)
- exit(EXIT_SUCCESS);
-
-
- #endif
-
-
- //Check whether the runstate has been set to quit the program
- switch (runstate)
+ if (options.draw_graphics == false)
{
- case RUN:
- break;
- case QUIT:
- exit(EXIT_SUCCESS);
- break;
- case QUIT_ERROR:
- exit(EXIT_FAILURE);
- break;
+ // This message is left here for when I inevitably accidentally call the function
+ fprintf(stderr, "Graphics_Display should not be called if graphics are disabled!\n");
+ exit(EXIT_FAILURE);
}
- if (options.draw_graphics == false)
+ //Check whether the graphics thread should exit for any reason
+ if (ExitCondition())
+ {
+ QuitProgram(false);
+ glutLeaveMainLoop(); // original glut does not have this, which makes "nicely" exiting a bit annoying
return;
-
+ }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
+
+ #ifdef FLYING_CAMERA
+
+ gluLookAt(eye.p[0], eye.p[1], eye.p[2],
+ eye.p[0] + eye.x[0], eye.p[1] + eye.x[1], eye.p[2] + eye.x[2],
+ eye.z[0], eye.z[1], eye.z[2]);
+ #else
gluLookAt(eyeRho * sin(eyePhi) * sin(eyeTheta), eyeRho * cos(eyePhi),
eyeRho * sin(eyePhi) * cos(eyeTheta),look[0], look[1], look[2], 0, upY, 0);
+ #endif //FLYING_CAMERA
+
+ BeforeDraw(); // Stuff to do before graphics is allowed to draw
+ // Single-thread - perform a computation step, obviously! It's not done anywhere else
+ // Multiple threads - ensure that all body positions are updated (ie: not halfway through step).
+ // (We don't care about the force and velocity variables though)
for (int i = 0; i < universe.N; ++i)
{
+
Body * b = universe.body+i;
glColor3f(0.0f, b->mass/1e11*100, 0.0f);
+ //glColor3f(1.0f, 0.0f, 0.0f);
glPushMatrix(); // to save the current matrix
glTranslated(scale*b->x[0], scale*b->x[1], scale*b->x[2]);
glutSolidSphere (BALL_SIZE, 10, 10);
glPopMatrix(); // restore the previous matrix
}
+
+
+ AfterDraw(); // Stuff to do after graphics is done drawing
+ // Single-thread - Nothing at all
+ // Multiple threads - signal threads it is safe to change position variables
glFlush();
}
{
if (theKey == 'x' || theKey == 'X')
{
- exit(EXIT_SUCCESS);
+
+ QuitProgram(false);
+ glutLeaveMainLoop();
+ return;
}
+ #ifdef FLYING_CAMERA
+ float s = 10;
+ switch (theKey)
+ {
+ // Translate in direction of camera
+ case 'W':
+ case 'w':
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ eye.p[i] += s * eye.x[i];
+ break;
+ // Translate backwards from camera direction
+ case 'S':
+ case 's':
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ eye.p[i] -= s * eye.x[i];
+ break;
+ // Translate left from camera direction
+ case 'A':
+ case 'a':
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ eye.p[i] -= s * eye.y[i];
+ break;
+ // Translate right from camera direction
+ case 'D':
+ case 'd':
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ eye.p[i] += s * eye.y[i];
+ break;
+ // Translate up from camera direction
+ case 'Q':
+ case 'q':
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ eye.p[i] += s * eye.z[i];
+ break;
+ // Translate down from camera direction
+ case 'E':
+ case 'e':
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ eye.p[i] -= s * eye.z[i];
+ break;
+
+ // Rotate camera direction "down"
+ // (pitch control)
+ case 'I':
+ case 'i':
+ {
+ float theta = M_PI/80.0;
+ Camera old = eye;
+
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ {
+ eye.z[i] = old.z[i] * cos(theta) + old.x[i] * sin(theta);
+ eye.x[i] = old.x[i] * cos(theta) - old.z[i] * sin(theta);
+ }
+ break;
+ }
+ // Rotate camera direction "up"
+ // (pitch control)
+ case 'K':
+ case 'k':
+ {
+ float theta = -M_PI/80.0;
+ Camera old = eye;
+
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ {
+ eye.z[i] = old.z[i] * cos(theta) + old.x[i] * sin(theta);
+ eye.x[i] = old.x[i] * cos(theta) - old.z[i] * sin(theta);
+ }
+ break;
+ }
+ // Rotate camera direction "left"
+ // (yaw control)
+ case 'J':
+ case 'j':
+ {
+ float theta = +M_PI/80.0;
+ Camera old = eye;
+
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ {
+ eye.y[i] = old.y[i] * cos(theta) + old.x[i] * sin(theta);
+ eye.x[i] = old.x[i] * cos(theta) - old.y[i] * sin(theta);
+ }
+ break;
+ }
+ // Rotate camera direction "right"
+ // (yaw control)
+ case 'L':
+ case 'l':
+ {
+ float theta = -M_PI/80.0;
+ Camera old = eye;
+
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ {
+ eye.y[i] = old.y[i] * cos(theta) + old.x[i] * sin(theta);
+ eye.x[i] = old.x[i] * cos(theta) - old.y[i] * sin(theta);
+ }
+ break;
+ }
+ // Rotate camera direction CCW about its axis
+ // (roll control)
+ case 'U':
+ case 'u':
+ {
+ float theta = -M_PI/80.0;
+ Camera old = eye;
+
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ {
+ eye.z[i] = old.z[i] * cos(theta) + old.y[i] * sin(theta);
+ eye.y[i] = old.y[i] * cos(theta) - old.z[i] * sin(theta);
+ }
+ break;
+ }
+ // Rotate camera direction CW about its axis
+ // (roll control)
+ case 'O':
+ case 'o':
+ {
+ float theta = +M_PI/80.0;
+ Camera old = eye;
+
+ for (unsigned i = 0; i < DIMENSIONS; ++i)
+ {
+ eye.z[i] = old.z[i] * cos(theta) + old.y[i] * sin(theta);
+ eye.y[i] = old.y[i] * cos(theta) - old.z[i] * sin(theta);
+ }
+ break;
+ }
+ }
+
+ /* Code used for debugging the camera
+ system("clear");
+ printf("Camera status:\n");
+ printf("Position: %f %f %f\n", eye.p[0], eye.p[1], eye.p[2]);
+ printf("x: %f %f %f (%f)\n", eye.x[0], eye.x[1], eye.x[2], sqrt(eye.x[0]*eye.x[0] + eye.x[1]*eye.x[1] + eye.x[2]*eye.x[2]));
+ printf("y: %f %f %f (%f)\n", eye.y[0], eye.y[1], eye.y[2], sqrt(eye.y[0]*eye.y[0] + eye.y[1]*eye.y[1] + eye.y[2]*eye.y[2]));
+ printf("z: %f %f %f (%f)\n", eye.z[0], eye.z[1], eye.z[2], sqrt(eye.z[0]*eye.z[0] + eye.z[1]*eye.z[1] + eye.z[2]*eye.z[2]));
+ */
+ #else // The original view code
+
+ // I like how 'I' is used three times.
+
if (theKey == 'i' || theKey == 'I') {
eyePhi -= M_PI / 20;
if (eyePhi == 0)
}
if (sin(eyePhi) > 0) upY = 1;
else upY = 1;
+ #endif //FLYING_CAMERA
}
/**