static gboolean _draw_level(gpointer key, gpointer value, gpointer user_data)
{
- g_debug("GritsOpenGL: _draw_level - level=%-4ld", (glong)key);
GritsOpenGL *opengl = user_data;
+ glong lnum = (glong)key;
struct RenderLevel *level = value;
+
+ g_debug("GritsOpenGL: _draw_level - level=%-4ld", lnum);
int nsorted = 0, nunsorted = 0;
GList *cur = NULL;
- /* Draw opaque objects without sorting */
- glDepthMask(TRUE);
- glClear(GL_DEPTH_BUFFER_BIT);
+ /* Configure individual levels */
+ if (lnum < GRITS_LEVEL_WORLD) {
+ /* Disable depth for background levels */
+ glDepthMask(FALSE);
+ glDisable(GL_ALPHA_TEST);
+ } else if (lnum < GRITS_LEVEL_OVERLAY) {
+ /* Enable depth and alpha for world levels */
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.1);
+ glDepthMask(TRUE);
+ } else {
+ /* Disable depth for Overlay/HUD levels */
+ // This causes rendering glitches not sure why..
+ //glDepthMask(FALSE);
+ }
+
+ /* Draw unsorted objects without depth testing,
+ * these are polygons, etc, rather than physical objects */
+ glDisable(GL_DEPTH_TEST);
for (cur = level->unsorted.next; cur; cur = cur->next, nunsorted++)
grits_object_draw(GRITS_OBJECT(cur->data), opengl);
- /* Freeze depth buffer and draw transparent objects sorted */
- /* TODO: sorting */
- //glDepthMask(FALSE);
- glAlphaFunc(GL_GREATER, 0.1);
+ /* Draw sorted objects using depth testing
+ * These are things that are actually part of the world */
+ glEnable(GL_DEPTH_TEST);
for (cur = level->sorted.next; cur; cur = cur->next, nsorted++)
grits_object_draw(GRITS_OBJECT(cur->data), opengl);
gtk_gl_begin(GTK_WIDGET(opengl));
- glClear(GL_COLOR_BUFFER_BIT);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_set_visuals(opengl);
#ifdef ROAM_DEBUG
//roam_sphere_draw_normals(opengl->sphere);
#else
g_mutex_lock(opengl->objects_lock);
- g_tree_foreach(opengl->objects, _draw_level, opengl);
- if (opengl->wireframe) {
- glClear(GL_DEPTH_BUFFER_BIT);
+ if (opengl->wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- roam_sphere_draw(opengl->sphere);
- g_tree_foreach(opengl->objects, _draw_level, opengl);
- }
+ g_tree_foreach(opengl->objects, _draw_level, opengl);
g_mutex_unlock(opengl->objects_lock);
#endif