v0.7.4b: Initial LibGDX commit! more details below:

Large sections of game logic are now working through libgdx instead of
android libraries. There is still work to do but this is the first
major step. Big changes include:
- Graphics code is now through LibGDX (except for text rendering)
- Initialization and screen-handling logic is now mostly through LibGDX
- Audio is now through LibGDX
- Input handling is now through LibGDX
- Most misc functions are now through LibGDX
This commit is contained in:
Evan Debenham
2019-07-30 16:50:40 -04:00
parent f10be84a10
commit 2a523f2ea2
42 changed files with 828 additions and 972 deletions
@@ -21,22 +21,20 @@
package com.watabou.glwrap;
import android.opengl.GLES20;
import com.badlogic.gdx.Gdx;
public class Framebuffer {
public static final int COLOR = GLES20.GL_COLOR_ATTACHMENT0;
public static final int DEPTH = GLES20.GL_DEPTH_ATTACHMENT;
public static final int STENCIL = GLES20.GL_STENCIL_ATTACHMENT;
public static final int COLOR = Gdx.gl.GL_COLOR_ATTACHMENT0;
public static final int DEPTH = Gdx.gl.GL_DEPTH_ATTACHMENT;
public static final int STENCIL = Gdx.gl.GL_STENCIL_ATTACHMENT;
public static final Framebuffer system = new Framebuffer( 0 );
private int id;
public Framebuffer() {
int[] buffers = new int[1];
GLES20.glGenBuffers( 1, buffers, 0 );
id = buffers[0];
id = Gdx.gl.glGenBuffer();
}
private Framebuffer( int n ) {
@@ -44,26 +42,25 @@ public class Framebuffer {
}
public void bind() {
GLES20.glBindFramebuffer( GLES20.GL_FRAMEBUFFER, id );
Gdx.gl.glBindFramebuffer( Gdx.gl.GL_FRAMEBUFFER, id );
}
public void delete() {
int[] buffers = {id};
GLES20.glDeleteFramebuffers( 1, buffers, 0 );
Gdx.gl.glDeleteBuffer(id);
}
public void attach( int point, Texture tex ) {
bind();
GLES20.glFramebufferTexture2D( GLES20.GL_FRAMEBUFFER, point, GLES20.GL_TEXTURE_2D, tex.id, 0 );
Gdx.gl.glFramebufferTexture2D( Gdx.gl.GL_FRAMEBUFFER, point, Gdx.gl.GL_TEXTURE_2D, tex.id, 0 );
}
public void attach( int point, Renderbuffer buffer ) {
bind();
GLES20.glFramebufferRenderbuffer( GLES20.GL_RENDERBUFFER, point, GLES20.GL_TEXTURE_2D, buffer.id() );
Gdx.gl.glFramebufferRenderbuffer( Gdx.gl.GL_RENDERBUFFER, point, Gdx.gl.GL_TEXTURE_2D, buffer.id() );
}
public boolean status() {
bind();
return GLES20.glCheckFramebufferStatus( GLES20.GL_FRAMEBUFFER ) == GLES20.GL_FRAMEBUFFER_COMPLETE;
return Gdx.gl.glCheckFramebufferStatus( Gdx.gl.GL_FRAMEBUFFER ) == Gdx.gl.GL_FRAMEBUFFER_COMPLETE;
}
}