#include "graphics.h" //Function declarations
#include "nbody.h" //The simulation
+#include <GL/freeglut.h>
// --- Variable definitions --- //
double previousTime, eyeTheta, eyePhi, eyeRho;
{
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);
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())
+ {
+ 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);
gluLookAt(eyeRho * sin(eyePhi) * sin(eyeTheta), eyeRho * cos(eyePhi),
eyeRho * sin(eyePhi) * cos(eyeTheta),look[0], look[1], look[2], 0, upY, 0);
+ 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
}
glFlush();
+
+ 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
+
}
/**
{
if (theKey == 'x' || theKey == 'X')
{
- exit(EXIT_SUCCESS);
+ QuitProgram(false);
+ return;
}
if (theKey == 'i' || theKey == 'I') {