fix compile errors after libgdx 1.0.0 update
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61cdeea7bb
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@ -6,7 +6,7 @@ apply plugin: "idea"
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group = "ca.blarg.gdx"
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version = "0.1-SNAPSHOT"
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ext.appName = "gdx-toolbox"
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ext.gdxVersion = "0.9.9"
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ext.gdxVersion = "1.0.0"
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sourceCompatibility = 1.6
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@ -2,7 +2,7 @@ package ca.blarg.gdx;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.files.FileHandle;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.Pixmap;
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import com.badlogic.gdx.graphics.PixmapIO;
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@ -45,11 +45,11 @@ public class Screenshot {
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// kind of partially transparent pixels for screenshot purposes).
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private static Pixmap getFrameBufferPixmap(int x, int y, int w, int h, boolean flipY) {
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Gdx.gl.glPixelStorei(GL10.GL_PACK_ALIGNMENT, 1);
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Gdx.gl.glPixelStorei(GL20.GL_PACK_ALIGNMENT, 1);
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final Pixmap pixmap = new Pixmap(w, h, Pixmap.Format.RGB888);
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ByteBuffer pixels = pixmap.getPixels();
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Gdx.gl.glReadPixels(x, y, w, h, GL10.GL_RGB, GL10.GL_UNSIGNED_BYTE, pixels);
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Gdx.gl.glReadPixels(x, y, w, h, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE, pixels);
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final int numBytes = w * h * 3;
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byte[] lines = new byte[numBytes];
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@ -2,7 +2,7 @@ package ca.blarg.gdx.graphics;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Camera;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.g3d.decals.Decal;
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import com.badlogic.gdx.graphics.g3d.decals.DecalMaterial;
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import com.badlogic.gdx.graphics.g3d.decals.GroupStrategy;
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@ -91,9 +91,6 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
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private final Comparator<Decal> cameraSorter;
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public AlphaTestCameraGroupStrategy (final Camera camera) {
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if (!Gdx.graphics.isGL20Available())
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throw new UnsupportedOperationException("AlphaTestCameraGroupStrategy requires shader support.");
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this.camera = camera;
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createDefaultShader();
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@ -109,9 +106,6 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
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}
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public AlphaTestCameraGroupStrategy (Camera camera, Comparator<Decal> sorter) {
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if (!Gdx.graphics.isGL20Available())
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throw new UnsupportedOperationException("AlphaTestCameraGroupStrategy requires shader support.");
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this.camera = camera;
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this.cameraSorter = sorter;
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createDefaultShader();
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@ -133,7 +127,7 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
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@Override
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public void beforeGroup (int group, Array<Decal> contents) {
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if (group == GROUP_BLEND) {
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Gdx.gl.glEnable(GL10.GL_BLEND);
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Gdx.gl.glEnable(GL20.GL_BLEND);
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contents.sort(cameraSorter);
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} else {
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for (int i = 0, n = contents.size; i < n; i++) {
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@ -162,13 +156,13 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
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@Override
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public void afterGroup (int group) {
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if (group == GROUP_BLEND) {
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Gdx.gl.glDisable(GL10.GL_BLEND);
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Gdx.gl.glDisable(GL20.GL_BLEND);
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}
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}
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@Override
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public void beforeGroups () {
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Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
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Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
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shader.begin();
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shader.setUniformMatrix("u_projectionViewMatrix", camera.combined);
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shader.setUniformi("u_texture", 0);
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@ -177,8 +171,8 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
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@Override
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public void afterGroups () {
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shader.end();
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Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
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Gdx.gl.glDisable(GL10.GL_DEPTH_TEST);
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Gdx.gl.glDisable(GL20.GL_TEXTURE_2D);
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Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
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}
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private void createDefaultShader () {
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@ -2,13 +2,12 @@ package ca.blarg.gdx.graphics;
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import com.badlogic.gdx.graphics.Camera;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.graphics.g3d.decals.Decal;
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import com.badlogic.gdx.graphics.g3d.decals.DecalBatch;
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import com.badlogic.gdx.graphics.g3d.decals.DecalMaterial;
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import com.badlogic.gdx.graphics.g3d.decals.GroupStrategy;
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import com.badlogic.gdx.math.Vector3;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Disposable;
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@ -199,8 +198,8 @@ public class BillboardSpriteBatch implements Disposable {
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int destFactor = DecalMaterial.NO_BLEND;
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if (tint.a > 0.0f && tint.a < 1.0f) {
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srcFactor = GL10.GL_SRC_ALPHA;
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destFactor = GL10.GL_ONE_MINUS_SRC_ALPHA;
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srcFactor = GL20.GL_SRC_ALPHA;
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destFactor = GL20.GL_ONE_MINUS_SRC_ALPHA;
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}
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decal.setColor(tint);
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@ -4,16 +4,14 @@ import ca.blarg.gdx.graphics.shaders.DebugShader;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Camera;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer;
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import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer10;
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import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20;
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import com.badlogic.gdx.math.Vector3;
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import com.badlogic.gdx.math.collision.BoundingBox;
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import com.badlogic.gdx.math.collision.Ray;
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import com.badlogic.gdx.math.collision.Segment;
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import com.badlogic.gdx.math.collision.Sphere;
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import ca.blarg.gdx.graphics.shaders.DebugShader;
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/**
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* Similar idea to {@link com.badlogic.gdx.graphics.glutils.ShapeRenderer}, but provides more convenient methods to
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@ -35,10 +33,7 @@ public class DebugGeometryRenderer {
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boolean oldDepthTestEnabled;
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public DebugGeometryRenderer() {
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if (Gdx.graphics.isGL20Available())
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renderer = new ImmediateModeRenderer20(5000, false, true, 0, new DebugShader());
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else
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renderer = new ImmediateModeRenderer10();
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renderer = new ImmediateModeRenderer20(5000, false, true, 0, new DebugShader());
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}
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private void vtx(Vector3 v, Color c) {
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@ -53,9 +48,9 @@ public class DebugGeometryRenderer {
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private void enableDepthTest(boolean enable) {
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if (enable)
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Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
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Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
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else
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Gdx.gl.glDisable(GL10.GL_DEPTH_TEST);
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Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
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}
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public void begin(Camera camera) {
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@ -63,9 +58,9 @@ public class DebugGeometryRenderer {
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}
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public void begin(Camera camera, boolean enableDepthTest) {
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renderer.begin(camera.combined, GL10.GL_LINES);
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renderer.begin(camera.combined, GL20.GL_LINES);
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oldDepthTestEnabled = Gdx.gl20.glIsEnabled(GL10.GL_DEPTH_TEST);
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oldDepthTestEnabled = Gdx.gl20.glIsEnabled(GL20.GL_DEPTH_TEST);
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enableDepthTest(enableDepthTest);
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Gdx.gl20.glLineWidth(2.0f);
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}
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@ -37,14 +37,6 @@ public class ExtendedSpriteBatch extends SpriteBatch {
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super(size, defaultShader);
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}
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public ExtendedSpriteBatch(int size, int buffers) {
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super(size, buffers);
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}
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public ExtendedSpriteBatch(int size, int buffers, ShaderProgram defaultShader) {
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super(size, buffers, defaultShader);
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}
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public void setPixelScale(int pixelScale) {
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if (pixelScale <= 0)
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throw new IllegalArgumentException();
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@ -79,9 +79,9 @@ public final class GraphicsHelpers {
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* restored (any Pixmap's drawn to it will need to be redrawn after the context restore).
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*/
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public static void drawToTexture (Texture destTexture, Pixmap srcPixmap, int x, int y) {
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Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, destTexture.getTextureObjectHandle());
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Gdx.gl.glBindTexture(GL20.GL_TEXTURE_2D, destTexture.getTextureObjectHandle());
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Gdx.gl.glTexSubImage2D(
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GL10.GL_TEXTURE_2D, 0,
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GL20.GL_TEXTURE_2D, 0,
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x, y,
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srcPixmap.getWidth(), srcPixmap.getHeight(),
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srcPixmap.getGLFormat(),
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