Example #1
0
  public void render(int x, int y, float extra) {
    setExtraLevel(extra);
    glPushMatrix();
    shader.bind();
    glBindVertexArray(vao);
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    {
      glTranslatef(x, y, 0);
      glActiveTexture(GL_TEXTURE1);
      glBindTexture(GL_TEXTURE_2D, texture);
      glActiveTexture(GL_TEXTURE2);
      glBindTexture(GL_TEXTURE_2D, Texture.Lava);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vio);
      glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
      glActiveTexture(GL_TEXTURE1);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
      glBindTexture(GL_TEXTURE_2D, 0);

      /*
       * glTranslatef(x, y, 0); glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vio); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0);
       */
    }
    glDisableVertexAttribArray(1);
    glDisableVertexAttribArray(0);
    glBindVertexArray(0);
    shader.release();
    glPopMatrix();
  }
Example #2
0
  public void createShader(Shader shader) {
    this.shader = shader;

    glActiveTexture(GL_TEXTURE1);
    shader.bind();

    int uniform = glGetUniformLocation(shader.getID(), "texture");
    glUniform1i(uniform, 1);

    glActiveTexture(GL_TEXTURE2);
    uniform = glGetUniformLocation(shader.getID(), "extraTexture");
    glUniform1i(uniform, 2);
    shader.release();
  }
Example #3
0
  public void bindUniforms(List<Light> lights) {
    if (lights.size() > 10) {
      System.err.println("Too many lights.");
      return;
    }
    float[] positions = new float[10 * 2];
    float[] colors = new float[10 * 3];
    float[] intensities = new float[10];

    for (int i = 0; i < lights.size() * 2; i += 2) {
      positions[i] = lights.get(i >> 1).getX() - lights.get(i >> 1).getXOffset();
      positions[i + 1] =
          GameSettings.height - lights.get(i >> 1).getY() + lights.get(i >> 1).getYOffset();
    }

    for (int i = 0; i < lights.size(); i++) {
      intensities[i] = lights.get(i).intensity;
    }

    for (int i = 0; i < lights.size() * 3; i += 3) {
      colors[i] = lights.get(i / 3).vc.x;
      colors[i + 1] = lights.get(i / 3).vc.y;
      colors[i + 2] = lights.get(i / 3).vc.z;
    }

    shader.bind();
    int uniform = glGetUniformLocation(shader.getID(), "lightPosition");
    glUniform2(uniform, Buffer.createFloatBuffer(positions));

    uniform = glGetUniformLocation(shader.getID(), "lightColor");
    glUniform3(uniform, Buffer.createFloatBuffer(colors));

    uniform = glGetUniformLocation(shader.getID(), "lightIntensity");
    glUniform1(uniform, Buffer.createFloatBuffer(intensities));
    shader.release();
  }
Example #4
0
 public void update() {
   shader.bind();
   int uniform = shader.getUniform("tileInUse");
   shader.setUniformf(uniform, tileInUse);
   uniform = shader.getUniform("isProtected");
   shader.setUniformf(uniform, isLightProtected);
   shader.release();
   /*
    * float sub = (float) random.nextFloat(); int div = random.nextInt(50); if (this.extraLevel < 1f && this.extraLevel >= 0f && (sub / div) > 0f && (sub / div) < 1f) this.extraLevel += sub / div; else this.extraLevel = 0.0f;
    */
   // setExtraLevel(0f);
 }
Example #5
0
 public void bindUniforms(Light light) {
   shader.bind();
   light.bindUniforms(shader.getID(), 999);
   shader.setUniform1f("extraLevel", this.extraLevel);
   shader.release();
 }