Parallel Programming - Final version
[matches/honours.git] / course / semester2 / pprog / assignment1 / single-thread / graphics.c
index e960ffe..e275eb5 100644 (file)
@@ -34,6 +34,7 @@ Camera eye;
  */
 void Graphics_Run(int argc, char ** argv) 
 {
+       
        if (options.draw_graphics == false)
        {
                // This message is left here for when I inevitably accidentally call the function
@@ -53,6 +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 
@@ -111,7 +114,10 @@ void Graphics_Run(int argc, char ** argv)
 
 
        #ifndef OMP_THREADED
-               glutMainLoop(); 
+       #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
 }
 
@@ -134,6 +140,7 @@ void Graphics_Display()
        //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;
        }
@@ -168,12 +175,12 @@ void Graphics_Display()
                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
-
+       glFlush();
 }
 
 /**
@@ -193,43 +200,44 @@ void Graphics_Keyboard(unsigned char theKey, int mouseX, int mouseY)
        }
 
        #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] += eye.x[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] -= eye.x[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] -= eye.y[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] += eye.y[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] += eye.z[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] -= eye.z[i];
+                               eye.p[i] -= s * eye.z[i];
                        break;
 
                // Rotate camera direction "down"

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