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