示例#1
0
void ChunkManager::Render() {
	if (m_textureId != -1) {
		m_renderer->BindTextureToShader(m_textureId, 0);
	}
	m_renderer->PushMatrix();
		m_chunkMapMutex.lock();
		std::map<ChunkCoordKey, Chunk*>::iterator it;
		for (it = m_chunkMap.begin(); it != m_chunkMap.end(); ++it) {
			Chunk* chunk = it->second;
			if (chunk->IsLoaded()) {

				glm::vec3 chunkCenter = chunk->GetCenter();
				float chunkSize = Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE;

				if (m_renderer->CubeInFrustum(chunkCenter, chunkSize, chunkSize, chunkSize)) {
					chunk->Render();
				}
			}
		}
		m_chunkMapMutex.unlock();
	m_renderer->PopMatrix();
}
示例#2
0
void Chunk::UpdateSurroundedFlag() {
	Chunk* chunkXMinus = m_chunkManager->GetChunk(m_grid.x - 1, m_grid.y, m_grid.z);
	Chunk* chunkXPlus = m_chunkManager->GetChunk(m_grid.x + 1, m_grid.y, m_grid.z);
	Chunk* chunkYMinus = m_chunkManager->GetChunk(m_grid.x, m_grid.y - 1, m_grid.z);
	Chunk* chunkYPlus = m_chunkManager->GetChunk(m_grid.x, m_grid.y + 1, m_grid.z);
	Chunk* chunkZMinus = m_chunkManager->GetChunk(m_grid.x, m_grid.y, m_grid.z - 1);
	Chunk* chunkZPlus = m_chunkManager->GetChunk(m_grid.x, m_grid.y, m_grid.z + 1);

	if (chunkXMinus != nullptr && chunkXMinus->IsLoaded() && chunkXMinus->m_x_plus_full &&
		chunkXPlus != nullptr  && chunkXPlus->IsLoaded() && chunkXPlus->m_x_minus_full &&
		chunkYMinus != nullptr && chunkYMinus->IsLoaded() && chunkYMinus->m_y_plus_full &&
		chunkYPlus != nullptr  && chunkYPlus->IsLoaded() && chunkYPlus->m_y_minus_full &&
		chunkZMinus != nullptr && chunkZMinus->IsLoaded() && chunkZMinus->m_z_plus_full &&
		chunkZPlus != nullptr  && chunkZPlus->IsLoaded() && chunkZPlus->m_z_minus_full) {

		m_surrounded = true;
	} else {

		m_surrounded = false;
	}
}