图解-安卓中调用OpenGL

游戏开发中经常使用到OpenGL,当然很多人都喜欢直接用现有的游戏引擎,但相信了解的更多对你没有坏处

 安卓开发中,采用的OpenGL ex2的规范,前几天看了下这个规范,整体上难度比1.0规范难度加大了很多。

全面采用shader进行开发,不在是以前的固定管线方式了。是个很大的提升,估计在速度上也会有很大的提升。

(本人还没有亲自做这个实验,到底快多少)但是难度却是比之前大了很多,你至少要自己编写shader代码,对

数学有很大的要求了,废话不多说,进入正题。

   首先建立一个andriod的项目,这个过程在前两篇中都有介绍,不知道了,可以看下(安卓环境搭建)或者

图解安卓-c++开发-通过java 调用c++ jni的使用 这两篇文章。

  

到NDK的目录下 C:\andriod\android-ndk-r9b\samples\hello-gl2\src\com\android\gl2jni ,将GL2JNILib.java GL2JNIView.java加入到刚刚建立的工程中,可以直接通过

鼠标拖到工程中。

修改如下程序:

package com.example.gldemo;
// 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();
}

  

修改 GL2JNIView.java中的代码:红色部分

/*
 * 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.
 */

package com.example.gldemo;
/*
 * Copyright (C) 2008 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.
 */


import android.content.Context;

然后在MainActivity.java中增加调用程序:

package com.example.gldemo;

import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;

public class MainActivity 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();
    }
    
}

到目前为止,java的部分就做完了。‘

然后增加对Jni的支持,调用OpenGL的代码,JNI部分可以参考 [置顶]图解安卓-c++开发-通过java 调用c++ jni的使用

在Andriod.mak中增加库支持:LOCAL_LDLIBS    := -llog -lGLESv2

 

c++ 代码如下:

/*
 * 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);
                    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_example_gldemo_GL2JNILib_init(JNIEnv * env, jobject obj,  jint width, jint height);
    JNIEXPORT void JNICALL Java_com_example_gldemo_GL2JNILib_step(JNIEnv * env, jobject obj);
};

JNIEXPORT void JNICALL Java_com_example_gldemo_GL2JNILib_init(JNIEnv * env, jobject obj,  jint width, jint height)
{
    setupGraphics(width, height);
}

JNIEXPORT void JNICALL Java_com_example_gldemo_GL2JNILib_step(JNIEnv * env, jobject obj)
{
    renderFrame();
}

编译运行效果如下所示:

 

完成 。

代码包下载

posted @ 2013-11-28 22:11  zlt  阅读(2986)  评论(1编辑  收藏  举报