fix compile errors after libgdx 1.0.0 update
This commit is contained in:
parent
61cdeea7bb
commit
ab9c3a1d9a
|
@ -6,7 +6,7 @@ apply plugin: "idea"
|
||||||
group = "ca.blarg.gdx"
|
group = "ca.blarg.gdx"
|
||||||
version = "0.1-SNAPSHOT"
|
version = "0.1-SNAPSHOT"
|
||||||
ext.appName = "gdx-toolbox"
|
ext.appName = "gdx-toolbox"
|
||||||
ext.gdxVersion = "0.9.9"
|
ext.gdxVersion = "1.0.0"
|
||||||
|
|
||||||
sourceCompatibility = 1.6
|
sourceCompatibility = 1.6
|
||||||
|
|
||||||
|
|
|
@ -2,7 +2,7 @@ package ca.blarg.gdx;
|
||||||
|
|
||||||
import com.badlogic.gdx.Gdx;
|
import com.badlogic.gdx.Gdx;
|
||||||
import com.badlogic.gdx.files.FileHandle;
|
import com.badlogic.gdx.files.FileHandle;
|
||||||
import com.badlogic.gdx.graphics.GL10;
|
import com.badlogic.gdx.graphics.GL20;
|
||||||
import com.badlogic.gdx.graphics.Pixmap;
|
import com.badlogic.gdx.graphics.Pixmap;
|
||||||
import com.badlogic.gdx.graphics.PixmapIO;
|
import com.badlogic.gdx.graphics.PixmapIO;
|
||||||
|
|
||||||
|
@ -45,11 +45,11 @@ public class Screenshot {
|
||||||
// kind of partially transparent pixels for screenshot purposes).
|
// kind of partially transparent pixels for screenshot purposes).
|
||||||
|
|
||||||
private static Pixmap getFrameBufferPixmap(int x, int y, int w, int h, boolean flipY) {
|
private static Pixmap getFrameBufferPixmap(int x, int y, int w, int h, boolean flipY) {
|
||||||
Gdx.gl.glPixelStorei(GL10.GL_PACK_ALIGNMENT, 1);
|
Gdx.gl.glPixelStorei(GL20.GL_PACK_ALIGNMENT, 1);
|
||||||
|
|
||||||
final Pixmap pixmap = new Pixmap(w, h, Pixmap.Format.RGB888);
|
final Pixmap pixmap = new Pixmap(w, h, Pixmap.Format.RGB888);
|
||||||
ByteBuffer pixels = pixmap.getPixels();
|
ByteBuffer pixels = pixmap.getPixels();
|
||||||
Gdx.gl.glReadPixels(x, y, w, h, GL10.GL_RGB, GL10.GL_UNSIGNED_BYTE, pixels);
|
Gdx.gl.glReadPixels(x, y, w, h, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE, pixels);
|
||||||
|
|
||||||
final int numBytes = w * h * 3;
|
final int numBytes = w * h * 3;
|
||||||
byte[] lines = new byte[numBytes];
|
byte[] lines = new byte[numBytes];
|
||||||
|
|
|
@ -2,7 +2,7 @@ package ca.blarg.gdx.graphics;
|
||||||
|
|
||||||
import com.badlogic.gdx.Gdx;
|
import com.badlogic.gdx.Gdx;
|
||||||
import com.badlogic.gdx.graphics.Camera;
|
import com.badlogic.gdx.graphics.Camera;
|
||||||
import com.badlogic.gdx.graphics.GL10;
|
import com.badlogic.gdx.graphics.GL20;
|
||||||
import com.badlogic.gdx.graphics.g3d.decals.Decal;
|
import com.badlogic.gdx.graphics.g3d.decals.Decal;
|
||||||
import com.badlogic.gdx.graphics.g3d.decals.DecalMaterial;
|
import com.badlogic.gdx.graphics.g3d.decals.DecalMaterial;
|
||||||
import com.badlogic.gdx.graphics.g3d.decals.GroupStrategy;
|
import com.badlogic.gdx.graphics.g3d.decals.GroupStrategy;
|
||||||
|
@ -91,9 +91,6 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
|
||||||
private final Comparator<Decal> cameraSorter;
|
private final Comparator<Decal> cameraSorter;
|
||||||
|
|
||||||
public AlphaTestCameraGroupStrategy (final Camera camera) {
|
public AlphaTestCameraGroupStrategy (final Camera camera) {
|
||||||
if (!Gdx.graphics.isGL20Available())
|
|
||||||
throw new UnsupportedOperationException("AlphaTestCameraGroupStrategy requires shader support.");
|
|
||||||
|
|
||||||
this.camera = camera;
|
this.camera = camera;
|
||||||
createDefaultShader();
|
createDefaultShader();
|
||||||
|
|
||||||
|
@ -109,9 +106,6 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
|
||||||
}
|
}
|
||||||
|
|
||||||
public AlphaTestCameraGroupStrategy (Camera camera, Comparator<Decal> sorter) {
|
public AlphaTestCameraGroupStrategy (Camera camera, Comparator<Decal> sorter) {
|
||||||
if (!Gdx.graphics.isGL20Available())
|
|
||||||
throw new UnsupportedOperationException("AlphaTestCameraGroupStrategy requires shader support.");
|
|
||||||
|
|
||||||
this.camera = camera;
|
this.camera = camera;
|
||||||
this.cameraSorter = sorter;
|
this.cameraSorter = sorter;
|
||||||
createDefaultShader();
|
createDefaultShader();
|
||||||
|
@ -133,7 +127,7 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
|
||||||
@Override
|
@Override
|
||||||
public void beforeGroup (int group, Array<Decal> contents) {
|
public void beforeGroup (int group, Array<Decal> contents) {
|
||||||
if (group == GROUP_BLEND) {
|
if (group == GROUP_BLEND) {
|
||||||
Gdx.gl.glEnable(GL10.GL_BLEND);
|
Gdx.gl.glEnable(GL20.GL_BLEND);
|
||||||
contents.sort(cameraSorter);
|
contents.sort(cameraSorter);
|
||||||
} else {
|
} else {
|
||||||
for (int i = 0, n = contents.size; i < n; i++) {
|
for (int i = 0, n = contents.size; i < n; i++) {
|
||||||
|
@ -162,13 +156,13 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
|
||||||
@Override
|
@Override
|
||||||
public void afterGroup (int group) {
|
public void afterGroup (int group) {
|
||||||
if (group == GROUP_BLEND) {
|
if (group == GROUP_BLEND) {
|
||||||
Gdx.gl.glDisable(GL10.GL_BLEND);
|
Gdx.gl.glDisable(GL20.GL_BLEND);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void beforeGroups () {
|
public void beforeGroups () {
|
||||||
Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
|
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
|
||||||
shader.begin();
|
shader.begin();
|
||||||
shader.setUniformMatrix("u_projectionViewMatrix", camera.combined);
|
shader.setUniformMatrix("u_projectionViewMatrix", camera.combined);
|
||||||
shader.setUniformi("u_texture", 0);
|
shader.setUniformi("u_texture", 0);
|
||||||
|
@ -177,8 +171,8 @@ public class AlphaTestCameraGroupStrategy implements GroupStrategy, Disposable {
|
||||||
@Override
|
@Override
|
||||||
public void afterGroups () {
|
public void afterGroups () {
|
||||||
shader.end();
|
shader.end();
|
||||||
Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
|
Gdx.gl.glDisable(GL20.GL_TEXTURE_2D);
|
||||||
Gdx.gl.glDisable(GL10.GL_DEPTH_TEST);
|
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void createDefaultShader () {
|
private void createDefaultShader () {
|
||||||
|
|
|
@ -2,13 +2,12 @@ package ca.blarg.gdx.graphics;
|
||||||
|
|
||||||
import com.badlogic.gdx.graphics.Camera;
|
import com.badlogic.gdx.graphics.Camera;
|
||||||
import com.badlogic.gdx.graphics.Color;
|
import com.badlogic.gdx.graphics.Color;
|
||||||
import com.badlogic.gdx.graphics.GL10;
|
import com.badlogic.gdx.graphics.GL20;
|
||||||
import com.badlogic.gdx.graphics.Texture;
|
import com.badlogic.gdx.graphics.Texture;
|
||||||
import com.badlogic.gdx.graphics.g2d.TextureRegion;
|
import com.badlogic.gdx.graphics.g2d.TextureRegion;
|
||||||
import com.badlogic.gdx.graphics.g3d.decals.Decal;
|
import com.badlogic.gdx.graphics.g3d.decals.Decal;
|
||||||
import com.badlogic.gdx.graphics.g3d.decals.DecalBatch;
|
import com.badlogic.gdx.graphics.g3d.decals.DecalBatch;
|
||||||
import com.badlogic.gdx.graphics.g3d.decals.DecalMaterial;
|
import com.badlogic.gdx.graphics.g3d.decals.DecalMaterial;
|
||||||
import com.badlogic.gdx.graphics.g3d.decals.GroupStrategy;
|
|
||||||
import com.badlogic.gdx.math.Vector3;
|
import com.badlogic.gdx.math.Vector3;
|
||||||
import com.badlogic.gdx.utils.Array;
|
import com.badlogic.gdx.utils.Array;
|
||||||
import com.badlogic.gdx.utils.Disposable;
|
import com.badlogic.gdx.utils.Disposable;
|
||||||
|
@ -199,8 +198,8 @@ public class BillboardSpriteBatch implements Disposable {
|
||||||
int destFactor = DecalMaterial.NO_BLEND;
|
int destFactor = DecalMaterial.NO_BLEND;
|
||||||
|
|
||||||
if (tint.a > 0.0f && tint.a < 1.0f) {
|
if (tint.a > 0.0f && tint.a < 1.0f) {
|
||||||
srcFactor = GL10.GL_SRC_ALPHA;
|
srcFactor = GL20.GL_SRC_ALPHA;
|
||||||
destFactor = GL10.GL_ONE_MINUS_SRC_ALPHA;
|
destFactor = GL20.GL_ONE_MINUS_SRC_ALPHA;
|
||||||
}
|
}
|
||||||
|
|
||||||
decal.setColor(tint);
|
decal.setColor(tint);
|
||||||
|
|
|
@ -4,16 +4,14 @@ import ca.blarg.gdx.graphics.shaders.DebugShader;
|
||||||
import com.badlogic.gdx.Gdx;
|
import com.badlogic.gdx.Gdx;
|
||||||
import com.badlogic.gdx.graphics.Camera;
|
import com.badlogic.gdx.graphics.Camera;
|
||||||
import com.badlogic.gdx.graphics.Color;
|
import com.badlogic.gdx.graphics.Color;
|
||||||
import com.badlogic.gdx.graphics.GL10;
|
import com.badlogic.gdx.graphics.GL20;
|
||||||
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer;
|
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer;
|
||||||
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer10;
|
|
||||||
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20;
|
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20;
|
||||||
import com.badlogic.gdx.math.Vector3;
|
import com.badlogic.gdx.math.Vector3;
|
||||||
import com.badlogic.gdx.math.collision.BoundingBox;
|
import com.badlogic.gdx.math.collision.BoundingBox;
|
||||||
import com.badlogic.gdx.math.collision.Ray;
|
import com.badlogic.gdx.math.collision.Ray;
|
||||||
import com.badlogic.gdx.math.collision.Segment;
|
import com.badlogic.gdx.math.collision.Segment;
|
||||||
import com.badlogic.gdx.math.collision.Sphere;
|
import com.badlogic.gdx.math.collision.Sphere;
|
||||||
import ca.blarg.gdx.graphics.shaders.DebugShader;
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Similar idea to {@link com.badlogic.gdx.graphics.glutils.ShapeRenderer}, but provides more convenient methods to
|
* Similar idea to {@link com.badlogic.gdx.graphics.glutils.ShapeRenderer}, but provides more convenient methods to
|
||||||
|
@ -35,10 +33,7 @@ public class DebugGeometryRenderer {
|
||||||
boolean oldDepthTestEnabled;
|
boolean oldDepthTestEnabled;
|
||||||
|
|
||||||
public DebugGeometryRenderer() {
|
public DebugGeometryRenderer() {
|
||||||
if (Gdx.graphics.isGL20Available())
|
renderer = new ImmediateModeRenderer20(5000, false, true, 0, new DebugShader());
|
||||||
renderer = new ImmediateModeRenderer20(5000, false, true, 0, new DebugShader());
|
|
||||||
else
|
|
||||||
renderer = new ImmediateModeRenderer10();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void vtx(Vector3 v, Color c) {
|
private void vtx(Vector3 v, Color c) {
|
||||||
|
@ -53,9 +48,9 @@ public class DebugGeometryRenderer {
|
||||||
|
|
||||||
private void enableDepthTest(boolean enable) {
|
private void enableDepthTest(boolean enable) {
|
||||||
if (enable)
|
if (enable)
|
||||||
Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
|
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
|
||||||
else
|
else
|
||||||
Gdx.gl.glDisable(GL10.GL_DEPTH_TEST);
|
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void begin(Camera camera) {
|
public void begin(Camera camera) {
|
||||||
|
@ -63,9 +58,9 @@ public class DebugGeometryRenderer {
|
||||||
}
|
}
|
||||||
|
|
||||||
public void begin(Camera camera, boolean enableDepthTest) {
|
public void begin(Camera camera, boolean enableDepthTest) {
|
||||||
renderer.begin(camera.combined, GL10.GL_LINES);
|
renderer.begin(camera.combined, GL20.GL_LINES);
|
||||||
|
|
||||||
oldDepthTestEnabled = Gdx.gl20.glIsEnabled(GL10.GL_DEPTH_TEST);
|
oldDepthTestEnabled = Gdx.gl20.glIsEnabled(GL20.GL_DEPTH_TEST);
|
||||||
enableDepthTest(enableDepthTest);
|
enableDepthTest(enableDepthTest);
|
||||||
Gdx.gl20.glLineWidth(2.0f);
|
Gdx.gl20.glLineWidth(2.0f);
|
||||||
}
|
}
|
||||||
|
|
|
@ -37,14 +37,6 @@ public class ExtendedSpriteBatch extends SpriteBatch {
|
||||||
super(size, defaultShader);
|
super(size, defaultShader);
|
||||||
}
|
}
|
||||||
|
|
||||||
public ExtendedSpriteBatch(int size, int buffers) {
|
|
||||||
super(size, buffers);
|
|
||||||
}
|
|
||||||
|
|
||||||
public ExtendedSpriteBatch(int size, int buffers, ShaderProgram defaultShader) {
|
|
||||||
super(size, buffers, defaultShader);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setPixelScale(int pixelScale) {
|
public void setPixelScale(int pixelScale) {
|
||||||
if (pixelScale <= 0)
|
if (pixelScale <= 0)
|
||||||
throw new IllegalArgumentException();
|
throw new IllegalArgumentException();
|
||||||
|
|
|
@ -79,9 +79,9 @@ public final class GraphicsHelpers {
|
||||||
* restored (any Pixmap's drawn to it will need to be redrawn after the context restore).
|
* restored (any Pixmap's drawn to it will need to be redrawn after the context restore).
|
||||||
*/
|
*/
|
||||||
public static void drawToTexture (Texture destTexture, Pixmap srcPixmap, int x, int y) {
|
public static void drawToTexture (Texture destTexture, Pixmap srcPixmap, int x, int y) {
|
||||||
Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, destTexture.getTextureObjectHandle());
|
Gdx.gl.glBindTexture(GL20.GL_TEXTURE_2D, destTexture.getTextureObjectHandle());
|
||||||
Gdx.gl.glTexSubImage2D(
|
Gdx.gl.glTexSubImage2D(
|
||||||
GL10.GL_TEXTURE_2D, 0,
|
GL20.GL_TEXTURE_2D, 0,
|
||||||
x, y,
|
x, y,
|
||||||
srcPixmap.getWidth(), srcPixmap.getHeight(),
|
srcPixmap.getWidth(), srcPixmap.getHeight(),
|
||||||
srcPixmap.getGLFormat(),
|
srcPixmap.getGLFormat(),
|
||||||
|
|
Loading…
Reference in a new issue