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