利用JNI技术在Android中调用C++形式的OpenGL ES 2.0函数
http://blog.csdn.net/fengbingchun/article/details/11618707
1、 打开Eclipse,File-->New-->Project…-->Android-->AndroidApplication Project,Next-->Application Name:FillTriangle, PackageName:com.filltriangle.android,Minimum Required SDK:API 10Android2.3.3(Gingerbread),Next-->不勾选Create customlauncher icon,Next-->选中Blank Activity,Next-->Activity Name:FillTriangle,Finish-->Runas Android Application,查看是否一切运行正常;
2、 打开FillTriangleActivity.java,将其内容改为:
- package com.filltriangle.android;
 - import android.app.Activity;
 - import android.os.Bundle;
 - import android.util.Log;
 - import android.view.WindowManager;
 - import java.io.File;
 - public class FillTriangleActivity extends Activity {
 - GL2JNIView mView;
 - @Override protected void onCreate(Bundle icicle) {
 - super.onCreate(icicle);
 - mView = new GL2JNIView(getApplication());
 - setContentView(mView);
 - }
 - @Override protected void onPause() {
 - super.onPause();
 - mView.onPause();
 - }
 - @Override protected void onResume() {
 - super.onResume();
 - mView.onResume();
 - }
 - }
 
3、 新建2个java文件,选中com.filltriangle.android,点击右键,New-->Class,Name:GL2JNILib和Name:GL2JNIView;
4、GL2JNILib.java文件内容为:
- package com.filltriangle.android;
 - //Wrapper for native library
 - public class GL2JNILib {
 - static {
 - System.loadLibrary("gl2jni");
 - }
 - /**
 - * @param width the current view width
 - * @param height the current view height
 - */
 - public static native void init(int width, int height);
 - public static native void step();
 - }
 
5、 GL2JNIView.java文件内容为:
- package com.filltriangle.android;
 - import android.content.Context;
 - import android.graphics.PixelFormat;
 - import android.opengl.GLSurfaceView;
 - import android.util.AttributeSet;
 - import android.util.Log;
 - import android.view.KeyEvent;
 - import android.view.MotionEvent;
 - import javax.microedition.khronos.egl.EGL10;
 - import javax.microedition.khronos.egl.EGLConfig;
 - import javax.microedition.khronos.egl.EGLContext;
 - import javax.microedition.khronos.egl.EGLDisplay;
 - import javax.microedition.khronos.opengles.GL10;
 - /**
 - * A simple GLSurfaceView sub-class that demonstrate how to perform
 - * OpenGL ES 2.0 rendering into a GL Surface. Note the following important
 - * details:
 - *
 - * - The class must use a custom context factory to enable 2.0 rendering.
 - * See ContextFactory class definition below.
 - *
 - * - The class must use a custom EGLConfigChooser to be able to select
 - * an EGLConfig that supports 2.0. This is done by providing a config
 - * specification to eglChooseConfig() that has the attribute
 - * EGL10.ELG_RENDERABLE_TYPE containing the EGL_OPENGL_ES2_BIT flag
 - * set. See ConfigChooser class definition below.
 - *
 - * - The class must select the surface's format, then choose an EGLConfig
 - * that matches it exactly (with regards to red/green/blue/alpha channels
 - * bit depths). Failure to do so would result in an EGL_BAD_MATCH error.
 - */
 - class GL2JNIView extends GLSurfaceView {
 - private static String TAG = "GL2JNIView";
 - private static final boolean DEBUG = false;
 - public GL2JNIView(Context context) {
 - super(context);
 - init(false, 0, 0);
 - }
 - public GL2JNIView(Context context, boolean translucent, int depth, int stencil) {
 - super(context);
 - init(translucent, depth, stencil);
 - }
 - private void init(boolean translucent, int depth, int stencil) {
 - /* By default, GLSurfaceView() creates a RGB_565 opaque surface.
 - * If we want a translucent one, we should change the surface's
 - * format here, using PixelFormat.TRANSLUCENT for GL Surfaces
 - * is interpreted as any 32-bit surface with alpha by SurfaceFlinger.
 - */
 - if (translucent) {
 - this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
 - }
 - /* Setup the context factory for 2.0 rendering.
 - * See ContextFactory class definition below
 - */
 - setEGLContextFactory(new ContextFactory());
 - /* We need to choose an EGLConfig that matches the format of
 - * our surface exactly. This is going to be done in our
 - * custom config chooser. See ConfigChooser class definition
 - * below.
 - */
 - setEGLConfigChooser( translucent ?
 - new ConfigChooser(8, 8, 8, 8, depth, stencil) :
 - new ConfigChooser(5, 6, 5, 0, depth, stencil) );
 - /* Set the renderer responsible for frame rendering */
 - setRenderer(new Renderer());
 - }
 - private static class ContextFactory implements GLSurfaceView.EGLContextFactory {
 - private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
 - public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {
 - Log.w(TAG, "creating OpenGL ES 2.0 context");
 - checkEglError("Before eglCreateContext", egl);
 - int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
 - EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
 - checkEglError("After eglCreateContext", egl);
 - return context;
 - }
 - public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
 - egl.eglDestroyContext(display, context);
 - }
 - }
 - private static void checkEglError(String prompt, EGL10 egl) {
 - int error;
 - while ((error = egl.eglGetError()) != EGL10.EGL_SUCCESS) {
 - Log.e(TAG, String.format("%s: EGL error: 0x%x", prompt, error));
 - }
 - }
 - private static class ConfigChooser implements GLSurfaceView.EGLConfigChooser {
 - public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) {
 - mRedSize = r;
 - mGreenSize = g;
 - mBlueSize = b;
 - mAlphaSize = a;
 - mDepthSize = depth;
 - mStencilSize = stencil;
 - }
 - /* This EGL config specification is used to specify 2.0 rendering.
 - * We use a minimum size of 4 bits for red/green/blue, but will
 - * perform actual matching in chooseConfig() below.
 - */
 - private static int EGL_OPENGL_ES2_BIT = 4;
 - private static int[] s_configAttribs2 =
 - {
 - EGL10.EGL_RED_SIZE, 4,
 - EGL10.EGL_GREEN_SIZE, 4,
 - EGL10.EGL_BLUE_SIZE, 4,
 - EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
 - EGL10.EGL_NONE
 - };
 - public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
 - /* Get the number of minimally matching EGL configurations
 - */
 - int[] num_config = new int[1];
 - egl.eglChooseConfig(display, s_configAttribs2, null, 0, num_config);
 - int numConfigs = num_config[0];
 - if (numConfigs <= 0) {
 - throw new IllegalArgumentException("No configs match configSpec");
 - }
 - /* Allocate then read the array of minimally matching EGL configs
 - */
 - EGLConfig[] configs = new EGLConfig[numConfigs];
 - egl.eglChooseConfig(display, s_configAttribs2, configs, numConfigs, num_config);
 - if (DEBUG) {
 - printConfigs(egl, display, configs);
 - }
 - /* Now return the "best" one
 - */
 - return chooseConfig(egl, display, configs);
 - }
 - public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
 - EGLConfig[] configs) {
 - for(EGLConfig config : configs) {
 - int d = findConfigAttrib(egl, display, config,
 - EGL10.EGL_DEPTH_SIZE, 0);
 - int s = findConfigAttrib(egl, display, config,
 - EGL10.EGL_STENCIL_SIZE, 0);
 - // We need at least mDepthSize and mStencilSize bits
 - if (d < mDepthSize || s < mStencilSize)
 - continue;
 - // We want an *exact* match for red/green/blue/alpha
 - int r = findConfigAttrib(egl, display, config,
 - EGL10.EGL_RED_SIZE, 0);
 - int g = findConfigAttrib(egl, display, config,
 - EGL10.EGL_GREEN_SIZE, 0);
 - int b = findConfigAttrib(egl, display, config,
 - EGL10.EGL_BLUE_SIZE, 0);
 - int a = findConfigAttrib(egl, display, config,
 - EGL10.EGL_ALPHA_SIZE, 0);
 - if (r == mRedSize && g == mGreenSize && b == mBlueSize && a == mAlphaSize)
 - return config;
 - }
 - return null;
 - }
 - private int findConfigAttrib(EGL10 egl, EGLDisplay display,
 - EGLConfig config, int attribute, int defaultValue) {
 - if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
 - return mValue[0];
 - }
 - return defaultValue;
 - }
 - private void printConfigs(EGL10 egl, EGLDisplay display,
 - EGLConfig[] configs) {
 - int numConfigs = configs.length;
 - Log.w(TAG, String.format("%d configurations", numConfigs));
 - for (int i = 0; i < numConfigs; i++) {
 - Log.w(TAG, String.format("Configuration %d:\n", i));
 - printConfig(egl, display, configs[i]);
 - }
 - }
 - private void printConfig(EGL10 egl, EGLDisplay display,
 - EGLConfig config) {
 - int[] attributes = {
 - EGL10.EGL_BUFFER_SIZE,
 - EGL10.EGL_ALPHA_SIZE,
 - EGL10.EGL_BLUE_SIZE,
 - EGL10.EGL_GREEN_SIZE,
 - EGL10.EGL_RED_SIZE,
 - EGL10.EGL_DEPTH_SIZE,
 - EGL10.EGL_STENCIL_SIZE,
 - EGL10.EGL_CONFIG_CAVEAT,
 - EGL10.EGL_CONFIG_ID,
 - EGL10.EGL_LEVEL,
 - EGL10.EGL_MAX_PBUFFER_HEIGHT,
 - EGL10.EGL_MAX_PBUFFER_PIXELS,
 - EGL10.EGL_MAX_PBUFFER_WIDTH,
 - EGL10.EGL_NATIVE_RENDERABLE,
 - EGL10.EGL_NATIVE_VISUAL_ID,
 - EGL10.EGL_NATIVE_VISUAL_TYPE,
 - 0x3030, // EGL10.EGL_PRESERVED_RESOURCES,
 - EGL10.EGL_SAMPLES,
 - EGL10.EGL_SAMPLE_BUFFERS,
 - EGL10.EGL_SURFACE_TYPE,
 - EGL10.EGL_TRANSPARENT_TYPE,
 - EGL10.EGL_TRANSPARENT_RED_VALUE,
 - EGL10.EGL_TRANSPARENT_GREEN_VALUE,
 - EGL10.EGL_TRANSPARENT_BLUE_VALUE,
 - 0x3039, // EGL10.EGL_BIND_TO_TEXTURE_RGB,
 - 0x303A, // EGL10.EGL_BIND_TO_TEXTURE_RGBA,
 - 0x303B, // EGL10.EGL_MIN_SWAP_INTERVAL,
 - 0x303C, // EGL10.EGL_MAX_SWAP_INTERVAL,
 - EGL10.EGL_LUMINANCE_SIZE,
 - EGL10.EGL_ALPHA_MASK_SIZE,
 - EGL10.EGL_COLOR_BUFFER_TYPE,
 - EGL10.EGL_RENDERABLE_TYPE,
 - 0x3042 // EGL10.EGL_CONFORMANT
 - };
 - String[] names = {
 - "EGL_BUFFER_SIZE",
 - "EGL_ALPHA_SIZE",
 - "EGL_BLUE_SIZE",
 - "EGL_GREEN_SIZE",
 - "EGL_RED_SIZE",
 - "EGL_DEPTH_SIZE",
 - "EGL_STENCIL_SIZE",
 - "EGL_CONFIG_CAVEAT",
 - "EGL_CONFIG_ID",
 - "EGL_LEVEL",
 - "EGL_MAX_PBUFFER_HEIGHT",
 - "EGL_MAX_PBUFFER_PIXELS",
 - "EGL_MAX_PBUFFER_WIDTH",
 - "EGL_NATIVE_RENDERABLE",
 - "EGL_NATIVE_VISUAL_ID",
 - "EGL_NATIVE_VISUAL_TYPE",
 - "EGL_PRESERVED_RESOURCES",
 - "EGL_SAMPLES",
 - "EGL_SAMPLE_BUFFERS",
 - "EGL_SURFACE_TYPE",
 - "EGL_TRANSPARENT_TYPE",
 - "EGL_TRANSPARENT_RED_VALUE",
 - "EGL_TRANSPARENT_GREEN_VALUE",
 - "EGL_TRANSPARENT_BLUE_VALUE",
 - "EGL_BIND_TO_TEXTURE_RGB",
 - "EGL_BIND_TO_TEXTURE_RGBA",
 - "EGL_MIN_SWAP_INTERVAL",
 - "EGL_MAX_SWAP_INTERVAL",
 - "EGL_LUMINANCE_SIZE",
 - "EGL_ALPHA_MASK_SIZE",
 - "EGL_COLOR_BUFFER_TYPE",
 - "EGL_RENDERABLE_TYPE",
 - "EGL_CONFORMANT"
 - };
 - int[] value = new int[1];
 - for (int i = 0; i < attributes.length; i++) {
 - int attribute = attributes[i];
 - String name = names[i];
 - if ( egl.eglGetConfigAttrib(display, config, attribute, value)) {
 - Log.w(TAG, String.format(" %s: %d\n", name, value[0]));
 - } else {
 - // Log.w(TAG, String.format(" %s: failed\n", name));
 - while (egl.eglGetError() != EGL10.EGL_SUCCESS);
 - }
 - }
 - }
 - // Subclasses can adjust these values:
 - protected int mRedSize;
 - protected int mGreenSize;
 - protected int mBlueSize;
 - protected int mAlphaSize;
 - protected int mDepthSize;
 - protected int mStencilSize;
 - private int[] mValue = new int[1];
 - }
 - private static class Renderer implements GLSurfaceView.Renderer {
 - public void onDrawFrame(GL10 gl) {
 - GL2JNILib.step();
 - }
 - public void onSurfaceChanged(GL10 gl, int width, int height) {
 - GL2JNILib.init(width, height);
 - }
 - public void onSurfaceCreated(GL10 gl, EGLConfig config) {
 - // Do nothing.
 - }
 - }
 - }
 
6、编译该工程,会在bin\classes\com\filltriangle\android文件夹下生成GL2JNILib.class等文件;
7、打开命令行窗口,将其定位到\bin\classes目录下,输入命令:javah –classpath D:\ProgramFiles\Android\android-sdk\platforms\android-10\android.jar;(不用忘掉此分号) com.filltriangle.android.GL2JNILib,会在classes文件夹下生成com_filltriangle_android_GL2JNILib.h(说明:*.jar也可以是其它版本);
8、生成的com_filltriangle_android_GL2JNILib.h文件内容为:
- /* DO NOT EDIT THIS FILE - it is machine generated */
 - #include <jni.h>
 - /* Header for class com_filltriangle_android_GL2JNILib */
 - #ifndef _Included_com_filltriangle_android_GL2JNILib
 - #define _Included_com_filltriangle_android_GL2JNILib
 - #ifdef __cplusplus
 - extern "C" {
 - #endif
 - /*
 - * Class: com_filltriangle_android_GL2JNILib
 - * Method: init
 - * Signature: (II)V
 - */
 - JNIEXPORT void JNICALL Java_com_filltriangle_android_GL2JNILib_init
 - (JNIEnv *, jclass, jint, jint);
 - /*
 - * Class: com_filltriangle_android_GL2JNILib
 - * Method: step
 - * Signature: ()V
 - */
 - JNIEXPORT void JNICALL Java_com_filltriangle_android_GL2JNILib_step
 - (JNIEnv *, jclass);
 - #ifdef __cplusplus
 - }
 - #endif
 - #endif
 
9、选中FillTriangle工程,点击右键-->New-->Folder新建一个jni文件夹,选中jni, -->New-->File,新建2个文件,名称分别为Android.mk和opengles_code.cpp;
10、Android.mk文件内容为:
- LOCAL_PATH:= $(call my-dir)
 - include $(CLEAR_VARS)
 - LOCAL_MODULE := libgl2jni
 - LOCAL_CFLAGS := -Werror
 - LOCAL_SRC_FILES := opengles_code.cpp
 - LOCAL_LDLIBS := -llog -lGLESv2
 - include $(BUILD_SHARED_LIBRARY)
 
11、opengles_code.cpp文件内容为:
- /*
 - * Copyright (C) 2009 The Android Open Source Project
 - *
 - * Licensed under the Apache License, Version 2.0 (the "License");
 - * you may not use this file except in compliance with the License.
 - * You may obtain a copy of the License at
 - *
 - * http://www.apache.org/licenses/LICENSE-2.0
 - *
 - * Unless required by applicable law or agreed to in writing, software
 - * distributed under the License is distributed on an "AS IS" BASIS,
 - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 - * See the License for the specific language governing permissions and
 - * limitations under the License.
 - */
 - // OpenGL ES 2.0 code
 - #include <jni.h>
 - #include <android/log.h>
 - #include <GLES2/gl2.h>
 - #include <GLES2/gl2ext.h>
 - #include <stdio.h>
 - #include <stdlib.h>
 - #include <math.h>
 - #define LOG_TAG "libgl2jni"
 - #define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
 - #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
 - static void printGLString(const char *name, GLenum s) {
 - const char *v = (const char *) glGetString(s);
 - LOGI("GL %s = %s\n", name, v);
 - }
 - static void checkGlError(const char* op) {
 - for (GLint error = glGetError(); error; error
 - = glGetError()) {
 - LOGI("after %s() glError (0x%x)\n", op, error);
 - }
 - }
 - static const char gVertexShader[] =
 - "attribute vec4 vPosition;\n"
 - "void main() {\n"
 - " gl_Position = vPosition;\n"
 - "}\n";
 - static const char gFragmentShader[] =
 - "precision mediump float;\n"
 - "void main() {\n"
 - " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
 - "}\n";
 - GLuint loadShader(GLenum shaderType, const char* pSource) {
 - GLuint shader = glCreateShader(shaderType);
 - if (shader) {
 - glShaderSource(shader, 1, &pSource, NULL);
 - glCompileShader(shader);
 - GLint compiled = 0;
 - glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
 - if (!compiled) {
 - GLint infoLen = 0;
 - glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
 - if (infoLen) {
 - char* buf = (char*) malloc(infoLen);
 - if (buf) {
 - glGetShaderInfoLog(shader, infoLen, NULL, buf);
 - LOGE("Could not compile shader %d:\n%s\n",
 - shaderType, buf);
 - free(buf);
 - }
 - glDeleteShader(shader);
 - shader = 0;
 - }
 - }
 - }
 - return shader;
 - }
 - GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
 - GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
 - if (!vertexShader) {
 - return 0;
 - }
 - GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
 - if (!pixelShader) {
 - return 0;
 - }
 - GLuint program = glCreateProgram();
 - if (program) {
 - glAttachShader(program, vertexShader);
 - checkGlError("glAttachShader");
 - glAttachShader(program, pixelShader);
 - checkGlError("glAttachShader");
 - glLinkProgram(program);
 - GLint linkStatus = GL_FALSE;
 - glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
 - if (linkStatus != GL_TRUE) {
 - GLint bufLength = 0;
 - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
 - if (bufLength) {
 - char* buf = (char*) malloc(bufLength);
 - if (buf) {
 - glGetProgramInfoLog(program, bufLength, NULL, buf);
 - LOGE("Could not link program:\n%s\n", buf);
 - free(buf);
 - }
 - }
 - glDeleteProgram(program);
 - program = 0;
 - }
 - }
 - return program;
 - }
 - GLuint gProgram;
 - GLuint gvPositionHandle;
 - bool setupGraphics(int w, int h) {
 - printGLString("Version", GL_VERSION);
 - printGLString("Vendor", GL_VENDOR);
 - printGLString("Renderer", GL_RENDERER);
 - printGLString("Extensions", GL_EXTENSIONS);
 - LOGI("setupGraphics(%d, %d)", w, h);
 - gProgram = createProgram(gVertexShader, gFragmentShader);
 - if (!gProgram) {
 - LOGE("Could not create program.");
 - return false;
 - }
 - gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
 - checkGlError("glGetAttribLocation");
 - LOGI("glGetAttribLocation(\"vPosition\") = %d\n",
 - gvPositionHandle);
 - glViewport(0, 0, w, h);
 - checkGlError("glViewport");
 - return true;
 - }
 - const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f,
 - 0.5f, -0.5f };
 - void renderFrame() {
 - static float grey;
 - grey += 0.01f;
 - if (grey > 1.0f) {
 - grey = 0.0f;
 - }
 - glClearColor(grey, grey, grey, 1.0f);
 - checkGlError("glClearColor");
 - glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 - checkGlError("glClear");
 - glUseProgram(gProgram);
 - checkGlError("glUseProgram");
 - glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
 - checkGlError("glVertexAttribPointer");
 - glEnableVertexAttribArray(gvPositionHandle);
 - checkGlError("glEnableVertexAttribArray");
 - glDrawArrays(GL_TRIANGLES, 0, 3);
 - checkGlError("glDrawArrays");
 - }
 - extern "C" {
 - JNIEXPORT void JNICALL Java_com_filltriangle_android_GL2JNILib_init(JNIEnv * env, jobject obj, jint width, jint height);
 - JNIEXPORT void JNICALL Java_com_filltriangle_android_GL2JNILib_step(JNIEnv * env, jobject obj);
 - };
 - JNIEXPORT void JNICALL Java_com_filltriangle_android_GL2JNILib_init(JNIEnv * env, jobject obj, jint width, jint height)
 - {
 - setupGraphics(width, height);
 - }
 - JNIEXPORT void JNICALL Java_com_filltriangle_android_GL2JNILib_step(JNIEnv * env, jobject obj)
 - {
 - renderFrame();
 - }
 
12、利用NDK生成.so文件:选中工程,点击右键-->Properties-->Builders-->New,新建立一个Builder,在弹出的对话框上点中Program,点击OK;在弹出对话框EditConfiguration中,配置选项卡Main:Location中填入NDK安装目录,D:\ProgramFiles\Android\android-sdk\android-ndk-r9\ndk-build.cmd;WorkingDirectory中填入工程的根目录,E:\Test\Android\FillTriangle,点击Apply;配置选项卡Refresh,勾选Refreshresources upon completion, The entire workspace, Recursively includesub-folders,点击Apply;配置Build Options选项卡,勾选Allocate Console(necessary for input), After a “Clean”, Duringmanual builds, During auto builds, Specify working set of relevant resources,点击SpecifyResources..,勾选FillTriangle工程的jni目录,点击Finish,点击Apply,点击OK,会在\libs\armeabi目录下生成相应的libgl2jni.so库;
13、运行该工程,会显示绿色三角。
参考文献:
1、 以上代码来自adt-bundle-windows-x86_64-20130729中的例程;
2、 http://blog.csdn.net/fengbingchun/article/details/11580983
                    
                
                
            
        
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