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

View File

@@ -21,7 +21,7 @@
package com.watabou.glwrap;
import android.opengl.GLES20;
import com.badlogic.gdx.Gdx;
import java.nio.FloatBuffer;
import java.util.ArrayList;
@@ -36,9 +36,7 @@ public class Vertexbuffer {
public Vertexbuffer( FloatBuffer vertices ) {
synchronized (buffers) {
int[] ptr = new int[1];
GLES20.glGenBuffers(1, ptr, 0);
id = ptr[0];
id = Gdx.gl.glGenBuffer();
this.vertices = vertices;
buffers.add(this);
@@ -80,9 +78,9 @@ public class Vertexbuffer {
bind();
if (updateStart == 0 && updateEnd == vertices.limit()){
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertices.limit()*4, vertices, GLES20.GL_DYNAMIC_DRAW);
Gdx.gl.glBufferData(Gdx.gl.GL_ARRAY_BUFFER, vertices.limit()*4, vertices, Gdx.gl.GL_DYNAMIC_DRAW);
} else {
GLES20.glBufferSubData(GLES20.GL_ARRAY_BUFFER, updateStart*4, (updateEnd - updateStart)*4, vertices);
Gdx.gl.glBufferSubData(Gdx.gl.GL_ARRAY_BUFFER, updateStart*4, (updateEnd - updateStart)*4, vertices);
}
release();
@@ -90,16 +88,16 @@ public class Vertexbuffer {
}
public void bind(){
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, id);
Gdx.gl.glBindBuffer(Gdx.gl.GL_ARRAY_BUFFER, id);
}
public void release(){
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
Gdx.gl.glBindBuffer(Gdx.gl.GL_ARRAY_BUFFER, 0);
}
public void delete(){
synchronized (buffers) {
GLES20.glDeleteBuffers(1, new int[]{id}, 0);
Gdx.gl.glDeleteBuffer( id );
buffers.remove(this);
}
}