glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glShadeModel(GL_FLAT);
- g_mutex_lock(opengl->sphere_lock);
+ g_mutex_lock(&opengl->sphere_lock);
roam_sphere_update_view(opengl->sphere);
- g_mutex_unlock(opengl->sphere_lock);
+ g_mutex_unlock(&opengl->sphere_lock);
}
static GPtrArray *_objects_to_array(GritsOpenGL *opengl, gboolean ortho)
_set_visuals(opengl);
#ifndef ROAM_DEBUG
- g_mutex_lock(opengl->sphere_lock);
+ g_mutex_lock(&opengl->sphere_lock);
roam_sphere_update_errors(opengl->sphere);
- g_mutex_unlock(opengl->sphere_lock);
+ g_mutex_unlock(&opengl->sphere_lock);
#endif
return FALSE;
return hits;
}
-static gboolean on_motion_notify(GritsOpenGL *opengl, GdkEventMotion *event, gpointer _)
+static gboolean run_mouse_move(GritsOpenGL *opengl, GdkEventMotion *event)
{
gdouble height = GTK_WIDGET(opengl)->allocation.height;
gdouble gl_x = event->x;
glMatrixMode(GL_MODELVIEW); glPushMatrix();
glMatrixMode(GL_PROJECTION); glPushMatrix();
- g_mutex_lock(opengl->objects_lock);
+ g_mutex_lock(&opengl->objects_lock);
GritsObject *top = NULL;
GPtrArray *ortho = _objects_to_array(opengl, TRUE);
GdkCursor *topcursor = top && top->cursor ? top->cursor : cursor;
gdk_window_set_cursor(window, topcursor);
- g_debug("GritsOpenGL: on_motion_notify - hits=%d/%d,%d/%d ev=%.0lf,%.0lf",
+ g_debug("GritsOpenGL: run_mouse_move - hits=%d/%d,%d/%d ev=%.0lf,%.0lf",
world_hits, world->len, ortho_hits, ortho->len, gl_x, gl_y);
g_ptr_array_free(world, TRUE);
g_ptr_array_free(ortho, TRUE);
- g_mutex_unlock(opengl->objects_lock);
+ g_mutex_unlock(&opengl->objects_lock);
/* Test unproject */
return FALSE;
}
+static gboolean on_motion_notify(GritsOpenGL *opengl, GdkEventMotion *event, gpointer _)
+{
+ opengl->mouse_queue = *event;
+ gtk_widget_queue_draw(GTK_WIDGET(opengl));
+ return FALSE;
+}
+
static void _draw_level(gpointer _level, gpointer _opengl)
{
GritsOpenGL *opengl = _opengl;
/* 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);
+ glDepthMask(FALSE);
}
/* Start ortho */
glMatrixMode(GL_MODELVIEW); glPopMatrix();
}
+ /* Leave depth buffer write enabled */
+ glDepthMask(TRUE);
+
/* TODO: Prune empty levels */
g_debug("GritsOpenGL: _draw_level - drew %d,%d objects",
g_debug("GritsOpenGL: on_expose - begin");
if (opengl->pickmode)
- return on_motion_notify(opengl, (GdkEventMotion*)event, NULL);
+ return run_mouse_move(opengl, (GdkEventMotion*)event);
+
+ if (opengl->mouse_queue.type != GDK_NOTHING) {
+ run_mouse_move(opengl, &opengl->mouse_queue);
+ opengl->mouse_queue.type = GDK_NOTHING;
+ }
gtk_gl_begin(GTK_WIDGET(opengl));
(void)_draw_level;
//roam_sphere_draw_normals(opengl->sphere);
#else
- g_mutex_lock(opengl->objects_lock);
+ g_mutex_lock(&opengl->objects_lock);
if (opengl->wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
g_queue_foreach(opengl->objects, _draw_level, opengl);
- g_mutex_unlock(opengl->objects_lock);
+ g_mutex_unlock(&opengl->objects_lock);
#endif
gtk_gl_end(GTK_WIDGET(opengl));
static gboolean _update_errors_cb(gpointer _opengl)
{
GritsOpenGL *opengl = _opengl;
- g_mutex_lock(opengl->sphere_lock);
+ g_mutex_lock(&opengl->sphere_lock);
roam_sphere_update_errors(opengl->sphere);
- g_mutex_unlock(opengl->sphere_lock);
+ g_mutex_unlock(&opengl->sphere_lock);
opengl->ue_source = 0;
return FALSE;
}
static gboolean on_idle(GritsOpenGL *opengl)
{
//g_debug("GritsOpenGL: on_idle");
- g_mutex_lock(opengl->sphere_lock);
+ g_mutex_lock(&opengl->sphere_lock);
if (roam_sphere_split_merge(opengl->sphere))
gtk_widget_queue_draw(GTK_WIDGET(opengl));
- g_mutex_unlock(opengl->sphere_lock);
+ g_mutex_unlock(&opengl->sphere_lock);
return TRUE;
}
{
GritsOpenGL *opengl = GRITS_OPENGL(_opengl);
/* TODO: get points? */
- g_mutex_lock(opengl->sphere_lock);
+ g_mutex_lock(&opengl->sphere_lock);
GList *triangles = roam_sphere_get_intersect(opengl->sphere, TRUE,
bounds->n, bounds->s, bounds->e, bounds->w);
for (GList *cur = triangles; cur; cur = cur->next) {
}
}
g_list_free(triangles);
- g_mutex_unlock(opengl->sphere_lock);
+ g_mutex_unlock(&opengl->sphere_lock);
}
static void _grits_opengl_clear_height_func_rec(RoamTriangle *root)
{
g_assert(GRITS_IS_OPENGL(_opengl));
GritsOpenGL *opengl = GRITS_OPENGL(_opengl);
- g_mutex_lock(opengl->objects_lock);
+ g_mutex_lock(&opengl->objects_lock);
struct RenderLevel *level = NULL;
GList *tmp = g_queue_find_custom(opengl->objects, &num, _objects_find);
if (tmp) {
if (list->next)
list->next->prev = link;
list->next = link;
- g_mutex_unlock(opengl->objects_lock);
+ g_mutex_unlock(&opengl->objects_lock);
return link;
}
g_assert(GRITS_IS_OPENGL(_opengl));
GritsOpenGL *opengl = GRITS_OPENGL(_opengl);
GList *link = object->ref;
- g_mutex_lock(opengl->objects_lock);
+ g_mutex_lock(&opengl->objects_lock);
/* Just unlink and free it, link->prev is assured */
link->prev->next = link->next;
if (link->next)
link->next->prev = link->prev;
- g_mutex_unlock(opengl->objects_lock);
+ g_mutex_unlock(&opengl->objects_lock);
object->ref = NULL;
object->viewer = NULL;
g_free(link);
static void grits_opengl_init(GritsOpenGL *opengl)
{
g_debug("GritsOpenGL: init");
- opengl->objects = g_queue_new();
- opengl->objects_lock = g_mutex_new();
- opengl->sphere = roam_sphere_new(opengl);
- opengl->sphere_lock = g_mutex_new();
+ opengl->objects = g_queue_new();
+ opengl->sphere = roam_sphere_new(opengl);
+ g_mutex_init(&opengl->objects_lock);
+ g_mutex_init(&opengl->sphere_lock);
gtk_gl_enable(GTK_WIDGET(opengl));
gtk_widget_add_events(GTK_WIDGET(opengl), GDK_KEY_PRESS_MASK);
g_signal_connect(opengl, "map", G_CALLBACK(on_realize), NULL);
roam_sphere_free(opengl->sphere);
g_queue_foreach(opengl->objects, _objects_free, NULL);
g_queue_free(opengl->objects);
- g_mutex_free(opengl->objects_lock);
- g_mutex_free(opengl->sphere_lock);
+ g_mutex_clear(&opengl->objects_lock);
+ g_mutex_clear(&opengl->sphere_lock);
G_OBJECT_CLASS(grits_opengl_parent_class)->finalize(_opengl);
}
static void grits_opengl_class_init(GritsOpenGLClass *klass)