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:
183
SPD-classes/src/main/java/com/watabou/glwrap/Texture.java
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183
SPD-classes/src/main/java/com/watabou/glwrap/Texture.java
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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 java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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import android.graphics.Bitmap;
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import android.opengl.GLES20;
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import android.opengl.GLUtils;
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public class Texture {
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public static final int NEAREST = GLES20.GL_NEAREST;
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public static final int LINEAR = GLES20.GL_LINEAR;
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public static final int REPEAT = GLES20.GL_REPEAT;
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public static final int MIRROR = GLES20.GL_MIRRORED_REPEAT;
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public static final int CLAMP = GLES20.GL_CLAMP_TO_EDGE;
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public int id;
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private static int bound_id = 0; //id of the currently bound texture
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public boolean premultiplied = false;
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public Texture() {
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int[] ids = new int[1];
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GLES20.glGenTextures( 1, ids, 0 );
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id = ids[0];
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bind();
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}
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public static void activate( int index ) {
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GLES20.glActiveTexture( GLES20.GL_TEXTURE0 + index );
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}
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public void bind() {
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if (id != bound_id) {
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GLES20.glBindTexture( GLES20.GL_TEXTURE_2D, id );
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bound_id = id;
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}
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}
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public void filter( int minMode, int maxMode ) {
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bind();
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GLES20.glTexParameterf( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, minMode );
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GLES20.glTexParameterf( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, maxMode );
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}
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public void wrap( int s, int t ) {
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bind();
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GLES20.glTexParameterf( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, s );
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GLES20.glTexParameterf( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, t );
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}
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public void delete() {
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if (bound_id == id) bound_id = 0;
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int[] ids = {id};
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GLES20.glDeleteTextures( 1, ids, 0 );
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}
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public void bitmap( Bitmap bitmap ) {
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bind();
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GLUtils.texImage2D( GLES20.GL_TEXTURE_2D, 0, bitmap, 0 );
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premultiplied = true;
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}
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public void pixels( int w, int h, int[] pixels ) {
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bind();
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IntBuffer imageBuffer = ByteBuffer.
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allocateDirect( w * h * 4 ).
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order( ByteOrder.nativeOrder() ).
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asIntBuffer();
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imageBuffer.put( pixels );
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imageBuffer.position( 0 );
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GLES20.glTexImage2D(
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GLES20.GL_TEXTURE_2D,
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0,
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GLES20.GL_RGBA,
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w,
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h,
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0,
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GLES20.GL_RGBA,
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GLES20.GL_UNSIGNED_BYTE,
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imageBuffer );
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}
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public void pixels( int w, int h, byte[] pixels ) {
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bind();
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ByteBuffer imageBuffer = ByteBuffer.
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allocateDirect( w * h ).
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order( ByteOrder.nativeOrder() );
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imageBuffer.put( pixels );
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imageBuffer.position( 0 );
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GLES20.glPixelStorei( GLES20.GL_UNPACK_ALIGNMENT, 1 );
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GLES20.glTexImage2D(
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GLES20.GL_TEXTURE_2D,
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0,
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GLES20.GL_ALPHA,
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w,
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h,
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0,
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GLES20.GL_ALPHA,
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GLES20.GL_UNSIGNED_BYTE,
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imageBuffer );
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}
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// If getConfig returns null (unsupported format?), GLUtils.texImage2D works
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// incorrectly. In this case we need to load pixels manually
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public void handMade( Bitmap bitmap, boolean recode ) {
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int w = bitmap.getWidth();
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int h = bitmap.getHeight();
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int[] pixels = new int[w * h];
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bitmap.getPixels( pixels, 0, w, 0, 0, w, h );
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// recode - components reordering is needed
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if (recode) {
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for (int i=0; i < pixels.length; i++) {
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int color = pixels[i];
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int ag = color & 0xFF00FF00;
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int r = (color >> 16) & 0xFF;
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int b = color & 0xFF;
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pixels[i] = ag | (b << 16) | r;
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}
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}
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pixels( w, h, pixels );
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premultiplied = false;
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}
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public static Texture create( Bitmap bmp ) {
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Texture tex = new Texture();
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tex.bitmap( bmp );
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return tex;
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}
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public static Texture create( int width, int height, int[] pixels ) {
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Texture tex = new Texture();
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tex.pixels( width, height, pixels );
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return tex;
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}
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public static Texture create( int width, int height, byte[] pixels ) {
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Texture tex = new Texture();
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tex.pixels( width, height, pixels );
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return tex;
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}
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}
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