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
@@ -21,20 +21,18 @@
package com.watabou.glwrap;
import android.opengl.GLES20;
import com.badlogic.gdx.Gdx;
public class Renderbuffer {
public static final int RGBA8 = GLES20.GL_RGBA; // ?
public static final int DEPTH16 = GLES20.GL_DEPTH_COMPONENT16;
public static final int STENCIL8 = GLES20.GL_STENCIL_INDEX8;
public static final int RGBA8 = Gdx.gl.GL_RGBA; // ?
public static final int DEPTH16 = Gdx.gl.GL_DEPTH_COMPONENT16;
public static final int STENCIL8 = Gdx.gl.GL_STENCIL_INDEX8;
private int id;
public Renderbuffer() {
int[] buffers = new int[1];
GLES20.glGenRenderbuffers( 1, buffers, 0 );
id = buffers[0];
id = Gdx.gl.glGenRenderbuffer();
}
public int id() {
@@ -42,15 +40,14 @@ public class Renderbuffer {
}
public void bind() {
GLES20.glBindRenderbuffer( GLES20.GL_RENDERBUFFER, id );
Gdx.gl.glBindRenderbuffer( Gdx.gl.GL_RENDERBUFFER, id );
}
public void delete() {
int[] buffers = {id};
GLES20.glDeleteRenderbuffers( 1, buffers, 0 );
Gdx.gl.glDeleteRenderbuffer( id );
}
public void storage( int format, int width, int height ) {
GLES20.glRenderbufferStorage( GLES20.GL_RENDERBUFFER, format , width, height );
Gdx.gl.glRenderbufferStorage( Gdx.gl.GL_RENDERBUFFER, format , width, height );
}
}