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