Converted ShatteredPD to Build from Gradle
Major Changes: - Shattered now builds effortlessly either from gradle CLI or android studio - Much better dependency management through gradle (although it's not really used atm) - Separate PD-classes repo is now SPD-classes module within main repo
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.glwrap;
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import android.opengl.GLES20;
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public class Framebuffer {
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public static final int COLOR = GLES20.GL_COLOR_ATTACHMENT0;
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public static final int DEPTH = GLES20.GL_DEPTH_ATTACHMENT;
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public static final int STENCIL = GLES20.GL_STENCIL_ATTACHMENT;
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public static final Framebuffer system = new Framebuffer( 0 );
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private int id;
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public Framebuffer() {
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int[] buffers = new int[1];
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GLES20.glGenBuffers( 1, buffers, 0 );
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id = buffers[0];
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}
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private Framebuffer( int n ) {
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}
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public void bind() {
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GLES20.glBindFramebuffer( GLES20.GL_FRAMEBUFFER, id );
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}
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public void delete() {
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int[] buffers = {id};
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GLES20.glDeleteFramebuffers( 1, buffers, 0 );
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}
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public void attach( int point, Texture tex ) {
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bind();
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GLES20.glFramebufferTexture2D( GLES20.GL_FRAMEBUFFER, point, GLES20.GL_TEXTURE_2D, tex.id, 0 );
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}
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public void attach( int point, Renderbuffer buffer ) {
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bind();
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GLES20.glFramebufferRenderbuffer( GLES20.GL_RENDERBUFFER, point, GLES20.GL_TEXTURE_2D, buffer.id() );
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}
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public boolean status() {
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bind();
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return GLES20.glCheckFramebufferStatus( GLES20.GL_FRAMEBUFFER ) == GLES20.GL_FRAMEBUFFER_COMPLETE;
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}
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}
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