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 +1,65 @@
/*
* 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 Shader {
public static final int VERTEX = GLES20.GL_VERTEX_SHADER;
public static final int FRAGMENT = GLES20.GL_FRAGMENT_SHADER;
private int handle;
public Shader( int type ) {
handle = GLES20.glCreateShader( type );
}
public int handle() {
return handle;
}
public void source( String src ) {
GLES20.glShaderSource( handle, src );
}
public void compile() {
GLES20.glCompileShader( handle );
int[] status = new int[1];
GLES20.glGetShaderiv( handle, GLES20.GL_COMPILE_STATUS, status, 0 );
if (status[0] == GLES20.GL_FALSE) {
throw new Error( GLES20.glGetShaderInfoLog( handle ) );
}
}
public void delete() {
GLES20.glDeleteShader( handle );
}
public static Shader createCompiled( int type, String src ) {
Shader shader = new Shader( type );
shader.source( src );
shader.compile();
return shader;
}
}