***********/
static void _set_visuals(GritsOpenGL *opengl)
{
+ double lat, lon, elev, rx, ry, rz;
+ grits_viewer_get_location(GRITS_VIEWER(opengl), &lat, &lon, &elev);
+ grits_viewer_get_rotation(GRITS_VIEWER(opengl), &rx, &ry, &rz);
+
+ /* Set projection and clipping planes */
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ double width = GTK_WIDGET(opengl)->allocation.width;
+ double height = GTK_WIDGET(opengl)->allocation.height;
+ double ang = atan(height/FOV_DIST);
+ double atmos = 100000;
+ double near = MAX(elev*0.75 - atmos, 50); // View 100km of atmosphere
+ double far = elev + 2*EARTH_R + atmos; // on both sides of the earth
+
+ grits_viewer_get_location(GRITS_VIEWER(opengl), &lat, &lon, &elev);
+ glViewport(0, 0, width, height);
+ gluPerspective(rad2deg(ang)*2, width/height, near, far);
+
+ /* Setup camera and lighting */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/* Camera 1 */
- double lat, lon, elev, rx, ry, rz;
- grits_viewer_get_location(GRITS_VIEWER(opengl), &lat, &lon, &elev);
- grits_viewer_get_rotation(GRITS_VIEWER(opengl), &rx, &ry, &rz);
glRotatef(rx, 1, 0, 0);
glRotatef(rz, 0, 0, 1);
{
g_debug("GritsOpenGL: on_configure");
- double width = GTK_WIDGET(opengl)->allocation.width;
- double height = GTK_WIDGET(opengl)->allocation.height;
-
- /* Setup OpenGL Window */
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- double ang = atan(height/FOV_DIST);
- gluPerspective(rad2deg(ang)*2, width/height, 10, 100*EARTH_R);
-
+ _set_visuals(opengl);
#ifndef ROAM_DEBUG
g_mutex_lock(opengl->sphere_lock);
roam_sphere_update_errors(opengl->sphere);
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);
{
g_debug("GritsOpenGL: on_expose - begin");
- glClear(GL_COLOR_BUFFER_BIT);
+ gtk_gl_begin(GTK_WIDGET(opengl));
+
+ 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
opengl->sphere = roam_sphere_new(opengl);
opengl->sphere_lock = g_mutex_new();
gtk_gl_enable(GTK_WIDGET(opengl));
- g_signal_connect(opengl, "realize", G_CALLBACK(on_realize), NULL);
+ gtk_widget_add_events(GTK_WIDGET(opengl), GDK_KEY_PRESS_MASK);
+ g_signal_connect(opengl, "map", G_CALLBACK(on_realize), NULL);
}
static void grits_opengl_dispose(GObject *_opengl)
{