Parallel Programming - Work on pthreaded version
[matches/honours.git] / course / semester2 / pprog / assignment1 / mthread / graphics.c
diff --git a/course/semester2/pprog/assignment1/mthread/graphics.c b/course/semester2/pprog/assignment1/mthread/graphics.c
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+/**
+ * @file graphics.c
+ * @author Sam Moore (20503628) 2012 - adapted from template program provided by UWA
+ * @purpose Definition of graphics related functions
+ * NOTE: The graphics functions are run in the main thread.
+ */
+
+#include "graphics.h" //Function declarations
+#include "nbody.h" 
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h> // Needed for clock
+#include <math.h> // Maths functions (sin, cos)
+/**
+ * Variables
+ */
+double previousTime, eyeTheta, eyePhi, eyeRho;
+float look[3];
+int windowWidth, windowHeight, upY;
+
+double scale = 1.0;
+
+
+/**
+ * Initialise the graphics
+ */
+void Graphics_Run(int argc, char ** argv) 
+{
+
+       glutInit(&argc, argv);  
+       glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
+       glutInitWindowSize(WIDTH, HEIGHT);
+       glutInitWindowPosition(POSITION_X, POSITION_Y);
+       glutCreateWindow("N-Body : Multi-Threaded (pthread)");
+       glutDisplayFunc(Graphics_Display);
+       glutIdleFunc(Graphics_Display);
+       glutKeyboardFunc(Graphics_Keyboard);
+       glutReshapeFunc(Graphics_Reshape);
+        
+
+       glClearColor(1.0,1.0,1.0,0.0);
+       glColor3f(0.0f, 0.0f, 0.0f);
+       glPointSize(POINT_SIZE);
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+
+       /*init lighting */
+
+       GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
+       GLfloat mat_shininess[] = { 50.0 };
+       GLfloat light_position[] = { 1.0, 1.0, 0.0, 0.0 };
+       glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
+       glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
+       glLightfv(GL_LIGHT0, GL_POSITION, light_position);
+
+       glColorMaterial(GL_FRONT,GL_DIFFUSE);                // Set Color Capability
+    
+       glEnable(GL_LIGHTING);
+       glEnable(GL_LIGHT0);
+       glEnable(GL_DEPTH_TEST);
+    
+       glEnable(GL_COLOR_MATERIAL);                   // Enable color
+
+       
+       windowWidth = WIDTH;
+       windowHeight = HEIGHT;
+       previousTime = clock();
+       eyeTheta = 0;
+       eyePhi = 0.5 * M_PI;
+       eyeRho = RHO;
+       upY = 1;
+       look[0] = 0;
+       look[1] = 0;
+       look[2] = 0;
+       gluPerspective(VIEW_ANGLE, (double)WIDTH/(double)HEIGHT, WORLD_NEAR, WORLD_FAR);  
+
+
+       printf("Use:\n X - exit\n I, J, K, M - rotate\n W, Z, A, S - move to view"
+               " point\n ./, - zoom in/out\n +/- - scaled zoom in/out\n");
+
+       glutMainLoop();   
+}
+
+/**
+ * This function redraws the screen after the positions of particles 
+ * have been updated
+ */
+void Graphics_Display() 
+{
+
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+       gluLookAt(eyeRho * sin(eyePhi) * sin(eyeTheta), eyeRho * cos(eyePhi),
+               eyeRho * sin(eyePhi) * cos(eyeTheta),look[0], look[1], look[2], 0, upY, 0);
+
+       for (int i = 0; i < universe.N; ++i) 
+       {
+               Body * b = universe.body+i;
+               glColor3f(0.0f, b->mass/1e11*100, 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();
+}
+
+/**
+ * This function is to manipulate with the image
+ */
+void Graphics_Keyboard(unsigned char theKey, int mouseX, int mouseY) 
+{
+       if (theKey == 'x' || theKey == 'X') 
+       {
+               printf("Kill recieved\n");
+               exit(EXIT_SUCCESS);
+       }
+
+               if (theKey == 'i' || theKey == 'I') {
+                       eyePhi -= M_PI / 20;
+               if (eyePhi == 0)
+                               eyePhi = 2 * M_PI;
+               } else if (theKey == 'm' || theKey == 'I') {
+                       eyePhi += M_PI / 20;
+               } else if (theKey == 'j' || theKey == 'J') {
+                       eyeTheta -= M_PI / 20;
+               } else if (theKey == 'k' || theKey == 'K') {
+                       eyeTheta += M_PI / 20;
+               } else if (theKey == ',') {
+                       eyeRho += 0.5;
+               } else if (theKey == '.' || theKey == 'I') {
+                       eyeRho -= 0.5;
+               } else if (theKey == 'w' || theKey == 'W') {
+                       look[1] += 0.5;
+               } else if (theKey == 'z' || theKey == 'Z') {
+                       look[1] -= 0.5;
+               } else if (theKey == 'a' || theKey == 'A') {
+                       look[0] -= 0.5;
+               } else if (theKey == 's' || theKey == 'S') {
+                       look[0] += 0.5;
+               } else if (theKey == '+') {
+                       scale *= 1.1;
+               } else if (theKey == '-') {
+                       scale *= 0.9;
+               }
+               if (sin(eyePhi) > 0) upY = 1;
+               else upY = 1;
+}
+
+/**
+ * Resize the view window
+ */
+void Graphics_Reshape(int width, int height) 
+{
+       double displayRatio = 1.0 * width / height;
+       windowWidth = width;
+       windowHeight = height;
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       gluPerspective(VIEW_ANGLE, displayRatio, WORLD_NEAR, WORLD_FAR);
+       glViewport(0, 0, windowWidth, windowHeight);
+}
+
+
+

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