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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@@ -45,22 +45,33 @@ public class NoosaScriptNoLighting extends NoosaScript {
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}
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private static final String SHADER =
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"uniform mat4 uCamera;" +
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"uniform mat4 uModel;" +
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"attribute vec4 aXYZW;" +
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"attribute vec2 aUV;" +
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"varying vec2 vUV;" +
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"void main() {" +
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" gl_Position = uCamera * uModel * aXYZW;" +
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" vUV = aUV;" +
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"}" +
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"//\n" +
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"varying mediump vec2 vUV;" +
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"uniform lowp sampler2D uTex;" +
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"void main() {" +
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" gl_FragColor = texture2D( uTex, vUV );" +
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"}";
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//vertex shader
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"uniform mat4 uCamera;\n" +
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"uniform mat4 uModel;\n" +
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"attribute vec4 aXYZW;\n" +
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"attribute vec2 aUV;\n" +
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"varying vec2 vUV;\n" +
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"void main() {\n" +
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" gl_Position = uCamera * uModel * aXYZW;\n" +
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" vUV = aUV;\n" +
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"}\n" +
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//this symbol separates the vertex and fragment shaders (see Script.compile)
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"//\n" +
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//fragment shader
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//preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere
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"#ifdef GL_ES\n" +
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" #define LOW lowp\n" +
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" #define MED mediump\n" +
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"#else\n" +
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" #define LOW\n" +
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" #define MED\n" +
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"#endif\n" +
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"varying MED vec2 vUV;\n" +
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"uniform LOW sampler2D uTex;\n" +
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"void main() {\n" +
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" gl_FragColor = texture2D( uTex, vUV );\n" +
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"}\n";
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}
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