X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=course%2Fsemester2%2Fpprog%2Fassignment1%2Fsingle-thread%2Fgraphics.c;h=e275eb5705079a57f41262aa37a7fdffa7230552;hb=f2970e1b67ccd1adff8cd04a176efdc9682adf06;hp=7a7d21341e765e130a09f6900e5ecd71f6922bad;hpb=19e590cc4f7dbc186cad9418bf5a2321bfa3fe1a;p=matches%2Fhonours.git diff --git a/course/semester2/pprog/assignment1/single-thread/graphics.c b/course/semester2/pprog/assignment1/single-thread/graphics.c index 7a7d2134..e275eb57 100644 --- a/course/semester2/pprog/assignment1/single-thread/graphics.c +++ b/course/semester2/pprog/assignment1/single-thread/graphics.c @@ -14,7 +14,7 @@ #include "graphics.h" //Function declarations #include "nbody.h" //The simulation -#include + // --- Variable definitions --- // double previousTime, eyeTheta, eyePhi, eyeRho; @@ -22,6 +22,9 @@ float look[3]; int windowWidth, windowHeight, upY; double scale = 1.0; +#ifdef FLYING_CAMERA +Camera eye; +#endif //FLYING_CAMERA /** * @function Graphics_Run @@ -31,12 +34,12 @@ double scale = 1.0; */ 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); @@ -51,6 +54,8 @@ void Graphics_Run(int argc, char ** 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 @@ -96,7 +101,24 @@ void Graphics_Run(int argc, char ** argv) 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 } /** @@ -107,39 +129,57 @@ void Graphics_Run(int argc, char ** argv) */ void Graphics_Display() { - //Check whether the program should quit due to steps being computed, or a timeout - if (ExitCondition()) + + if (options.draw_graphics == false) { - //printf("Leave graphics loop\n"); - glutLeaveMainLoop(); - return; + // 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); } - #ifdef SINGLE_THREADED - if (options.verbosity != 0 && universe.steps % options.verbosity == 1) - DisplayStatistics(); - System_Compute(&universe); - #endif - - 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(); } @@ -153,10 +193,157 @@ void Graphics_Keyboard(unsigned char theKey, int mouseX, int mouseY) { if (theKey == 'x' || theKey == 'X') { + 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) @@ -186,6 +373,7 @@ void Graphics_Keyboard(unsigned char theKey, int mouseX, int mouseY) } if (sin(eyePhi) > 0) upY = 1; else upY = 1; + #endif //FLYING_CAMERA } /**