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
@@ -21,17 +21,20 @@
package com.watabou.glwrap;
import android.opengl.GLES20;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.utils.BufferUtils;
import java.nio.IntBuffer;
public class Shader {
public static final int VERTEX = GLES20.GL_VERTEX_SHADER;
public static final int FRAGMENT = GLES20.GL_FRAGMENT_SHADER;
public static final int VERTEX = Gdx.gl.GL_VERTEX_SHADER;
public static final int FRAGMENT = Gdx.gl.GL_FRAGMENT_SHADER;
private int handle;
public Shader( int type ) {
handle = GLES20.glCreateShader( type );
handle = Gdx.gl.glCreateShader( type );
}
public int handle() {
@@ -39,21 +42,21 @@ public class Shader {
}
public void source( String src ) {
GLES20.glShaderSource( handle, src );
Gdx.gl.glShaderSource( handle, src );
}
public void compile() {
GLES20.glCompileShader( handle );
int[] status = new int[1];
GLES20.glGetShaderiv( handle, GLES20.GL_COMPILE_STATUS, status, 0 );
if (status[0] == GLES20.GL_FALSE) {
throw new Error( GLES20.glGetShaderInfoLog( handle ) );
Gdx.gl.glCompileShader( handle );
IntBuffer status = BufferUtils.newIntBuffer(1);
Gdx.gl.glGetShaderiv( handle, Gdx.gl.GL_COMPILE_STATUS, status);
if (status.get() == Gdx.gl.GL_FALSE) {
throw new Error( Gdx.gl.glGetShaderInfoLog( handle ) );
}
}
public void delete() {
GLES20.glDeleteShader( handle );
Gdx.gl.glDeleteShader( handle );
}
public static Shader createCompiled( int type, String src ) {