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.noosa;
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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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import android.opengl.GLES20;
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import com.watabou.glscripts.Script;
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import com.watabou.glwrap.Attribute;
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import com.watabou.glwrap.Quad;
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import com.watabou.glwrap.Uniform;
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public class NoosaScript extends Script {
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public Uniform uCamera;
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public Uniform uModel;
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public Uniform uTex;
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public Uniform uColorM;
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public Uniform uColorA;
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public Attribute aXY;
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public Attribute aUV;
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private Camera lastCamera;
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public NoosaScript() {
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super();
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compile( shader() );
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uCamera = uniform( "uCamera" );
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uModel = uniform( "uModel" );
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uTex = uniform( "uTex" );
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uColorM = uniform( "uColorM" );
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uColorA = uniform( "uColorA" );
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aXY = attribute( "aXYZW" );
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aUV = attribute( "aUV" );
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}
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@Override
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public void use() {
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super.use();
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aXY.enable();
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aUV.enable();
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}
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public void drawElements( FloatBuffer vertices, ShortBuffer indices, int size ) {
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vertices.position( 0 );
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aXY.vertexPointer( 2, 4, vertices );
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vertices.position( 2 );
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aUV.vertexPointer( 2, 4, vertices );
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GLES20.glDrawElements( GLES20.GL_TRIANGLES, size, GLES20.GL_UNSIGNED_SHORT, indices );
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}
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public void drawQuad( FloatBuffer vertices ) {
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vertices.position( 0 );
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aXY.vertexPointer( 2, 4, vertices );
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vertices.position( 2 );
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aUV.vertexPointer( 2, 4, vertices );
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GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE, GLES20.GL_UNSIGNED_SHORT, Quad.getIndices( 1 ) );
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}
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public void drawQuadSet( FloatBuffer vertices, int size ) {
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if (size == 0) {
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return;
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}
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vertices.position( 0 );
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aXY.vertexPointer( 2, 4, vertices );
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vertices.position( 2 );
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aUV.vertexPointer( 2, 4, vertices );
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GLES20.glDrawElements(
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GLES20.GL_TRIANGLES,
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Quad.SIZE * size,
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GLES20.GL_UNSIGNED_SHORT,
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Quad.getIndices( size ) );
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}
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public void lighting( float rm, float gm, float bm, float am, float ra, float ga, float ba, float aa ) {
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uColorM.value4f( rm, gm, bm, am );
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uColorA.value4f( ra, ga, ba, aa );
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}
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public void resetCamera() {
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lastCamera = null;
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}
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public void camera( Camera camera ) {
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if (camera == null) {
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camera = Camera.main;
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}
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if (camera != lastCamera && camera.matrix != null) {
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lastCamera = camera;
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uCamera.valueM4( camera.matrix );
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GLES20.glScissor(
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camera.x,
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Game.height - camera.screenHeight - camera.y,
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camera.screenWidth,
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camera.screenHeight );
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}
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}
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public static NoosaScript get() {
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return Script.use( NoosaScript.class );
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}
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protected String shader() {
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return SHADER;
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}
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private static final String SHADER =
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"uniform mat4 uCamera;" +
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"uniform mat4 uModel;" +
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"attribute vec4 aXYZW;" +
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"attribute vec2 aUV;" +
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"varying vec2 vUV;" +
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"void main() {" +
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" gl_Position = uCamera * uModel * aXYZW;" +
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" vUV = aUV;" +
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"}" +
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"//\n" +
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"precision mediump float;" +
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"varying vec2 vUV;" +
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"uniform sampler2D uTex;" +
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"uniform vec4 uColorM;" +
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"uniform vec4 uColorA;" +
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"void main() {" +
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" gl_FragColor = texture2D( uTex, vUV ) * uColorM + uColorA;" +
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"}";
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}
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