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
This commit is contained in:
Evan Debenham
2016-08-13 02:11:29 -04:00
parent 188523b2a5
commit 36e44340a8
954 changed files with 8530 additions and 14 deletions

View File

@@ -0,0 +1,69 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.glwrap;
import android.opengl.GLES20;
public class Framebuffer {
public static final int COLOR = GLES20.GL_COLOR_ATTACHMENT0;
public static final int DEPTH = GLES20.GL_DEPTH_ATTACHMENT;
public static final int STENCIL = GLES20.GL_STENCIL_ATTACHMENT;
public static final Framebuffer system = new Framebuffer( 0 );
private int id;
public Framebuffer() {
int[] buffers = new int[1];
GLES20.glGenBuffers( 1, buffers, 0 );
id = buffers[0];
}
private Framebuffer( int n ) {
}
public void bind() {
GLES20.glBindFramebuffer( GLES20.GL_FRAMEBUFFER, id );
}
public void delete() {
int[] buffers = {id};
GLES20.glDeleteFramebuffers( 1, buffers, 0 );
}
public void attach( int point, Texture tex ) {
bind();
GLES20.glFramebufferTexture2D( GLES20.GL_FRAMEBUFFER, point, GLES20.GL_TEXTURE_2D, tex.id, 0 );
}
public void attach( int point, Renderbuffer buffer ) {
bind();
GLES20.glFramebufferRenderbuffer( GLES20.GL_RENDERBUFFER, point, GLES20.GL_TEXTURE_2D, buffer.id() );
}
public boolean status() {
bind();
return GLES20.glCheckFramebufferStatus( GLES20.GL_FRAMEBUFFER ) == GLES20.GL_FRAMEBUFFER_COMPLETE;
}
}