void CRenderer::DrawScene(const CFrustum& frustum, CWorld* world, int localctrlid, bool generateShadowMap) { CObj* obj; OBJITER iter; // Draw the level if(!generateShadowMap && world->GetBSP()->IsLoaded()) { // Draw the level with lightmapping? if(m_lightmapactive && m_shaderactive) glUniform1i(m_uselightmap, 1); world->GetBSP()->RenderGL(frustum.pos, frustum); if(m_shaderactive) glUniform1i(m_uselightmap, 0); } // Draw every object for(iter=world->ObjBegin();iter!=world->ObjEnd();++iter) { obj = (*iter).second; if((obj->GetFlags() & OBJ_FLAGS_GHOST) || // ghosts are invisible - duh obj->GetID() == localctrlid || // don't draw the player object !obj->GetMesh()) // object has no md5 model continue; // check if object is in view frustum if(!generateShadowMap && !frustum.TestSphere(obj->GetOrigin(), obj->GetRadius())) continue; glPushMatrix(); glTranslatef(obj->GetOrigin().x, obj->GetOrigin().y, obj->GetOrigin().z); glTranslatef(0.0f, -obj->GetRadius(), 0.0f); glMultMatrixf(obj->GetRotMatrix()->pm); obj->GetMesh()->Render(obj->GetMeshState()); #ifdef DRAW_NORMALS obj->GetMesh()->RenderNormals(obj->GetMeshState()); // not implemented for md2s? #endif glPopMatrix(); } }
void CMixer::Update(const float dt, const uint32_t ticks) { OBJITER iter; CObj* obj; bool success; for(iter=m_world->ObjBegin();iter!=m_world->ObjEnd();iter++) { obj = (*iter).second; if(obj->GetSound() && !obj->GetSoundState()->is_playing) { success = obj->GetSound()->Play(obj->GetSoundState()); CObj* localplayer = m_world->GetLocalObj(); if(success && localplayer) { // Distance to sound source const vec3_t diff = localplayer->GetOrigin() - obj->GetOrigin(); const float dist = std::min(diff.Abs(), SOUND_MAX_DIST); int volume = (int)(dist*255/SOUND_MAX_DIST); if(volume > 255) volume = 255; uint16_t angle; // 0-360 deg. for Mix_SetPosition vec3_t playerlook; // player is looking in this direction float fAlpha; // riwi to sound source float fBeta; // riwi look dir m_world->GetLocalController()->GetDir(&playerlook, NULL, NULL); fAlpha = atan2(diff.x, -diff.z); fBeta = atan2(playerlook.x, -playerlook.z); angle = (uint16_t)((fAlpha - fBeta)*180/lynxmath::PI); Mix_SetPosition(obj->GetSoundState()->cur_channel, angle, (uint8_t)volume); } } } }