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 Program {
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private int handle;
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public Program() {
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handle = GLES20.glCreateProgram();
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}
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public int handle() {
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return handle;
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}
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public void attach( Shader shader ) {
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GLES20.glAttachShader( handle, shader.handle() );
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}
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public void link() {
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GLES20.glLinkProgram( handle );
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int[] status = new int[1];
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GLES20.glGetProgramiv( handle, GLES20.GL_LINK_STATUS, status, 0 );
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if (status[0] == GLES20.GL_FALSE) {
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throw new Error( GLES20.glGetProgramInfoLog( handle ) );
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}
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}
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public Attribute attribute( String name ) {
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return new Attribute( GLES20.glGetAttribLocation( handle, name ) );
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}
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public Uniform uniform( String name ) {
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return new Uniform( GLES20.glGetUniformLocation( handle, name ) );
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}
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public void use() {
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GLES20.glUseProgram( handle );
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}
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public void delete() {
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GLES20.glDeleteProgram( handle );
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}
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public static Program create( Shader ...shaders ) {
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Program program = new Program();
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for (int i=0; i < shaders.length; i++) {
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program.attach( shaders[i] );
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}
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program.link();
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return program;
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}
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}
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