/** * Method called by the World Class to render the Tile. * * @param x : location to where the Tile is going to be rendered. * @param y : location to where the Tile is going to be rendered. * @param w : instance of the World Class * @param ent : List of entities that emit light. */ public void render(int x, int y, World w, ArrayList<Entity> ent) { // Binding the Uniforms to make the light effects. bindUniforms(w, ent); // Setting up OpenGL for render glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ZERO); // Updating the Tile coordinates. this.x = x; this.y = y; glTranslatef(x, y, 0); // Activating and Binding the Tile Texture. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this.tex); // Sending the texture to the shader. glUniform1i(glGetUniformLocation(shade.getShader(), "texture"), 0); // Drawing the QUAD. glBegin(GL_QUADS); { glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(0, 1); glVertex2f(0, this.height); glTexCoord2f(1, 1); glVertex2f(this.width, this.height); glTexCoord2f(1, 0); glVertex2f(this.width, 0); } glEnd(); // Releasing the Texture. glBindTexture(GL_TEXTURE_2D, 0); // Getting the location back to the inicial coordinates. glTranslatef(-x, -y, 0); // Disabling BLEND and releasing shader for next render. glDisable(GL_BLEND); shade.release(); glClear(GL_STENCIL_BUFFER_BIT); }
/** Update Method, called by the World class 60 times per second. */ public void update() { if (Keyboard.isKeyDown(Keyboard.KEY_R)) shade.recompile(); }