利用JNI技术在Android中调用C++形式的OpenGL ES 2.0函数

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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:

  1. package com.filltriangle.android;
  2.  
  3. import android.app.Activity;
  4. import android.os.Bundle;
  5. import android.util.Log;
  6. import android.view.WindowManager;
  7.  
  8. import java.io.File;
  9.  
  10. public class FillTriangleActivity extends Activity {
  11.  
  12. GL2JNIView mView;
  13.  
  14. @Override protected void onCreate(Bundle icicle) {
  15. super.onCreate(icicle);
  16. mView = new GL2JNIView(getApplication());
  17. setContentView(mView);
  18. }
  19.  
  20. @Override protected void onPause() {
  21. super.onPause();
  22. mView.onPause();
  23. }
  24.  
  25. @Override protected void onResume() {
  26. super.onResume();
  27. mView.onResume();
  28. }
  29.  
  30. }

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:

  1. package com.filltriangle.android;
  2.  
  3. //Wrapper for native library
  4.  
  5. public class GL2JNILib {
  6.  
  7. static {
  8. System.loadLibrary("gl2jni");
  9. }
  10.  
  11. /**
  12. * @param width the current view width
  13. * @param height the current view height
  14. */
  15. public static native void init(int width, int height);
  16. public static native void step();
  17. }

5、 GL2JNIView.java文件内容为:

  1. package com.filltriangle.android;
  2.  
  3. import android.content.Context;
  4. import android.graphics.PixelFormat;
  5. import android.opengl.GLSurfaceView;
  6. import android.util.AttributeSet;
  7. import android.util.Log;
  8. import android.view.KeyEvent;
  9. import android.view.MotionEvent;
  10.  
  11. import javax.microedition.khronos.egl.EGL10;
  12. import javax.microedition.khronos.egl.EGLConfig;
  13. import javax.microedition.khronos.egl.EGLContext;
  14. import javax.microedition.khronos.egl.EGLDisplay;
  15. import javax.microedition.khronos.opengles.GL10;
  16.  
  17. /**
  18. * A simple GLSurfaceView sub-class that demonstrate how to perform
  19. * OpenGL ES 2.0 rendering into a GL Surface. Note the following important
  20. * details:
  21. *
  22. * - The class must use a custom context factory to enable 2.0 rendering.
  23. * See ContextFactory class definition below.
  24. *
  25. * - The class must use a custom EGLConfigChooser to be able to select
  26. * an EGLConfig that supports 2.0. This is done by providing a config
  27. * specification to eglChooseConfig() that has the attribute
  28. * EGL10.ELG_RENDERABLE_TYPE containing the EGL_OPENGL_ES2_BIT flag
  29. * set. See ConfigChooser class definition below.
  30. *
  31. * - The class must select the surface's format, then choose an EGLConfig
  32. * that matches it exactly (with regards to red/green/blue/alpha channels
  33. * bit depths). Failure to do so would result in an EGL_BAD_MATCH error.
  34. */
  35.  
  36. class GL2JNIView extends GLSurfaceView {
  37. private static String TAG = "GL2JNIView";
  38. private static final boolean DEBUG = false;
  39.  
  40. public GL2JNIView(Context context) {
  41. super(context);
  42. init(false, 0, 0);
  43. }
  44.  
  45. public GL2JNIView(Context context, boolean translucent, int depth, int stencil) {
  46. super(context);
  47. init(translucent, depth, stencil);
  48. }
  49.  
  50. private void init(boolean translucent, int depth, int stencil) {
  51.  
  52. /* By default, GLSurfaceView() creates a RGB_565 opaque surface.
  53. * If we want a translucent one, we should change the surface's
  54. * format here, using PixelFormat.TRANSLUCENT for GL Surfaces
  55. * is interpreted as any 32-bit surface with alpha by SurfaceFlinger.
  56. */
  57. if (translucent) {
  58. this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
  59. }
  60.  
  61. /* Setup the context factory for 2.0 rendering.
  62. * See ContextFactory class definition below
  63. */
  64. setEGLContextFactory(new ContextFactory());
  65.  
  66. /* We need to choose an EGLConfig that matches the format of
  67. * our surface exactly. This is going to be done in our
  68. * custom config chooser. See ConfigChooser class definition
  69. * below.
  70. */
  71. setEGLConfigChooser( translucent ?
  72. new ConfigChooser(8, 8, 8, 8, depth, stencil) :
  73. new ConfigChooser(5, 6, 5, 0, depth, stencil) );
  74.  
  75. /* Set the renderer responsible for frame rendering */
  76. setRenderer(new Renderer());
  77. }
  78.  
  79. private static class ContextFactory implements GLSurfaceView.EGLContextFactory {
  80. private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
  81. public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {
  82. Log.w(TAG, "creating OpenGL ES 2.0 context");
  83. checkEglError("Before eglCreateContext", egl);
  84. int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
  85. EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
  86. checkEglError("After eglCreateContext", egl);
  87. return context;
  88. }
  89.  
  90. public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
  91. egl.eglDestroyContext(display, context);
  92. }
  93. }
  94.  
  95. private static void checkEglError(String prompt, EGL10 egl) {
  96. int error;
  97. while ((error = egl.eglGetError()) != EGL10.EGL_SUCCESS) {
  98. Log.e(TAG, String.format("%s: EGL error: 0x%x", prompt, error));
  99. }
  100. }
  101.  
  102. private static class ConfigChooser implements GLSurfaceView.EGLConfigChooser {
  103.  
  104. public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) {
  105. mRedSize = r;
  106. mGreenSize = g;
  107. mBlueSize = b;
  108. mAlphaSize = a;
  109. mDepthSize = depth;
  110. mStencilSize = stencil;
  111. }
  112.  
  113. /* This EGL config specification is used to specify 2.0 rendering.
  114. * We use a minimum size of 4 bits for red/green/blue, but will
  115. * perform actual matching in chooseConfig() below.
  116. */
  117. private static int EGL_OPENGL_ES2_BIT = 4;
  118. private static int[] s_configAttribs2 =
  119. {
  120. EGL10.EGL_RED_SIZE, 4,
  121. EGL10.EGL_GREEN_SIZE, 4,
  122. EGL10.EGL_BLUE_SIZE, 4,
  123. EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
  124. EGL10.EGL_NONE
  125. };
  126.  
  127. public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
  128.  
  129. /* Get the number of minimally matching EGL configurations
  130. */
  131. int[] num_config = new int[1];
  132. egl.eglChooseConfig(display, s_configAttribs2, null, 0, num_config);
  133.  
  134. int numConfigs = num_config[0];
  135.  
  136. if (numConfigs <= 0) {
  137. throw new IllegalArgumentException("No configs match configSpec");
  138. }
  139.  
  140. /* Allocate then read the array of minimally matching EGL configs
  141. */
  142. EGLConfig[] configs = new EGLConfig[numConfigs];
  143. egl.eglChooseConfig(display, s_configAttribs2, configs, numConfigs, num_config);
  144.  
  145. if (DEBUG) {
  146. printConfigs(egl, display, configs);
  147. }
  148. /* Now return the "best" one
  149. */
  150. return chooseConfig(egl, display, configs);
  151. }
  152.  
  153. public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
  154. EGLConfig[] configs) {
  155. for(EGLConfig config : configs) {
  156. int d = findConfigAttrib(egl, display, config,
  157. EGL10.EGL_DEPTH_SIZE, 0);
  158. int s = findConfigAttrib(egl, display, config,
  159. EGL10.EGL_STENCIL_SIZE, 0);
  160.  
  161. // We need at least mDepthSize and mStencilSize bits
  162. if (d < mDepthSize || s < mStencilSize)
  163. continue;
  164.  
  165. // We want an *exact* match for red/green/blue/alpha
  166. int r = findConfigAttrib(egl, display, config,
  167. EGL10.EGL_RED_SIZE, 0);
  168. int g = findConfigAttrib(egl, display, config,
  169. EGL10.EGL_GREEN_SIZE, 0);
  170. int b = findConfigAttrib(egl, display, config,
  171. EGL10.EGL_BLUE_SIZE, 0);
  172. int a = findConfigAttrib(egl, display, config,
  173. EGL10.EGL_ALPHA_SIZE, 0);
  174.  
  175. if (r == mRedSize && g == mGreenSize && b == mBlueSize && a == mAlphaSize)
  176. return config;
  177. }
  178. return null;
  179. }
  180.  
  181. private int findConfigAttrib(EGL10 egl, EGLDisplay display,
  182. EGLConfig config, int attribute, int defaultValue) {
  183.  
  184. if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
  185. return mValue[0];
  186. }
  187. return defaultValue;
  188. }
  189.  
  190. private void printConfigs(EGL10 egl, EGLDisplay display,
  191. EGLConfig[] configs) {
  192. int numConfigs = configs.length;
  193. Log.w(TAG, String.format("%d configurations", numConfigs));
  194. for (int i = 0; i < numConfigs; i++) {
  195. Log.w(TAG, String.format("Configuration %d:\n", i));
  196. printConfig(egl, display, configs[i]);
  197. }
  198. }
  199.  
  200. private void printConfig(EGL10 egl, EGLDisplay display,
  201. EGLConfig config) {
  202. int[] attributes = {
  203. EGL10.EGL_BUFFER_SIZE,
  204. EGL10.EGL_ALPHA_SIZE,
  205. EGL10.EGL_BLUE_SIZE,
  206. EGL10.EGL_GREEN_SIZE,
  207. EGL10.EGL_RED_SIZE,
  208. EGL10.EGL_DEPTH_SIZE,
  209. EGL10.EGL_STENCIL_SIZE,
  210. EGL10.EGL_CONFIG_CAVEAT,
  211. EGL10.EGL_CONFIG_ID,
  212. EGL10.EGL_LEVEL,
  213. EGL10.EGL_MAX_PBUFFER_HEIGHT,
  214. EGL10.EGL_MAX_PBUFFER_PIXELS,
  215. EGL10.EGL_MAX_PBUFFER_WIDTH,
  216. EGL10.EGL_NATIVE_RENDERABLE,
  217. EGL10.EGL_NATIVE_VISUAL_ID,
  218. EGL10.EGL_NATIVE_VISUAL_TYPE,
  219. 0x3030, // EGL10.EGL_PRESERVED_RESOURCES,
  220. EGL10.EGL_SAMPLES,
  221. EGL10.EGL_SAMPLE_BUFFERS,
  222. EGL10.EGL_SURFACE_TYPE,
  223. EGL10.EGL_TRANSPARENT_TYPE,
  224. EGL10.EGL_TRANSPARENT_RED_VALUE,
  225. EGL10.EGL_TRANSPARENT_GREEN_VALUE,
  226. EGL10.EGL_TRANSPARENT_BLUE_VALUE,
  227. 0x3039, // EGL10.EGL_BIND_TO_TEXTURE_RGB,
  228. 0x303A, // EGL10.EGL_BIND_TO_TEXTURE_RGBA,
  229. 0x303B, // EGL10.EGL_MIN_SWAP_INTERVAL,
  230. 0x303C, // EGL10.EGL_MAX_SWAP_INTERVAL,
  231. EGL10.EGL_LUMINANCE_SIZE,
  232. EGL10.EGL_ALPHA_MASK_SIZE,
  233. EGL10.EGL_COLOR_BUFFER_TYPE,
  234. EGL10.EGL_RENDERABLE_TYPE,
  235. 0x3042 // EGL10.EGL_CONFORMANT
  236. };
  237. String[] names = {
  238. "EGL_BUFFER_SIZE",
  239. "EGL_ALPHA_SIZE",
  240. "EGL_BLUE_SIZE",
  241. "EGL_GREEN_SIZE",
  242. "EGL_RED_SIZE",
  243. "EGL_DEPTH_SIZE",
  244. "EGL_STENCIL_SIZE",
  245. "EGL_CONFIG_CAVEAT",
  246. "EGL_CONFIG_ID",
  247. "EGL_LEVEL",
  248. "EGL_MAX_PBUFFER_HEIGHT",
  249. "EGL_MAX_PBUFFER_PIXELS",
  250. "EGL_MAX_PBUFFER_WIDTH",
  251. "EGL_NATIVE_RENDERABLE",
  252. "EGL_NATIVE_VISUAL_ID",
  253. "EGL_NATIVE_VISUAL_TYPE",
  254. "EGL_PRESERVED_RESOURCES",
  255. "EGL_SAMPLES",
  256. "EGL_SAMPLE_BUFFERS",
  257. "EGL_SURFACE_TYPE",
  258. "EGL_TRANSPARENT_TYPE",
  259. "EGL_TRANSPARENT_RED_VALUE",
  260. "EGL_TRANSPARENT_GREEN_VALUE",
  261. "EGL_TRANSPARENT_BLUE_VALUE",
  262. "EGL_BIND_TO_TEXTURE_RGB",
  263. "EGL_BIND_TO_TEXTURE_RGBA",
  264. "EGL_MIN_SWAP_INTERVAL",
  265. "EGL_MAX_SWAP_INTERVAL",
  266. "EGL_LUMINANCE_SIZE",
  267. "EGL_ALPHA_MASK_SIZE",
  268. "EGL_COLOR_BUFFER_TYPE",
  269. "EGL_RENDERABLE_TYPE",
  270. "EGL_CONFORMANT"
  271. };
  272. int[] value = new int[1];
  273. for (int i = 0; i < attributes.length; i++) {
  274. int attribute = attributes[i];
  275. String name = names[i];
  276. if ( egl.eglGetConfigAttrib(display, config, attribute, value)) {
  277. Log.w(TAG, String.format(" %s: %d\n", name, value[0]));
  278. } else {
  279. // Log.w(TAG, String.format(" %s: failed\n", name));
  280. while (egl.eglGetError() != EGL10.EGL_SUCCESS);
  281. }
  282. }
  283. }
  284.  
  285. // Subclasses can adjust these values:
  286. protected int mRedSize;
  287. protected int mGreenSize;
  288. protected int mBlueSize;
  289. protected int mAlphaSize;
  290. protected int mDepthSize;
  291. protected int mStencilSize;
  292. private int[] mValue = new int[1];
  293. }
  294.  
  295. private static class Renderer implements GLSurfaceView.Renderer {
  296. public void onDrawFrame(GL10 gl) {
  297. GL2JNILib.step();
  298. }
  299.  
  300. public void onSurfaceChanged(GL10 gl, int width, int height) {
  301. GL2JNILib.init(width, height);
  302. }
  303.  
  304. public void onSurfaceCreated(GL10 gl, EGLConfig config) {
  305. // Do nothing.
  306. }
  307. }
  308. }

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:

  1. /* DO NOT EDIT THIS FILE - it is machine generated */
  2. #include <jni.h>
  3. /* Header for class com_filltriangle_android_GL2JNILib */
  4.  
  5. #ifndef _Included_com_filltriangle_android_GL2JNILib
  6. #define _Included_com_filltriangle_android_GL2JNILib
  7. #ifdef __cplusplus
  8. extern "C" {
  9. #endif
  10. /*
  11. * Class: com_filltriangle_android_GL2JNILib
  12. * Method: init
  13. * Signature: (II)V
  14. */
  15. JNIEXPORT void JNICALL Java_com_filltriangle_android_GL2JNILib_init
  16. (JNIEnv *, jclass, jint, jint);
  17.  
  18. /*
  19. * Class: com_filltriangle_android_GL2JNILib
  20. * Method: step
  21. * Signature: ()V
  22. */
  23. JNIEXPORT void JNICALL Java_com_filltriangle_android_GL2JNILib_step
  24. (JNIEnv *, jclass);
  25.  
  26. #ifdef __cplusplus
  27. }
  28. #endif
  29. #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:

  1. LOCAL_PATH:= $(call my-dir)
  2.  
  3. include $(CLEAR_VARS)
  4.  
  5. LOCAL_MODULE := libgl2jni
  6. LOCAL_CFLAGS := -Werror
  7. LOCAL_SRC_FILES := opengles_code.cpp
  8. LOCAL_LDLIBS := -llog -lGLESv2
  9.  
  10. include $(BUILD_SHARED_LIBRARY)

11、opengles_code.cpp文件内容为:

  1. /*
  2. * Copyright (C) 2009 The Android Open Source Project
  3. *
  4. * Licensed under the Apache License, Version 2.0 (the "License");
  5. * you may not use this file except in compliance with the License.
  6. * You may obtain a copy of the License at
  7. *
  8. * http://www.apache.org/licenses/LICENSE-2.0
  9. *
  10. * Unless required by applicable law or agreed to in writing, software
  11. * distributed under the License is distributed on an "AS IS" BASIS,
  12. * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  13. * See the License for the specific language governing permissions and
  14. * limitations under the License.
  15. */
  16.  
  17. // OpenGL ES 2.0 code
  18.  
  19. #include <jni.h>
  20. #include <android/log.h>
  21.  
  22. #include <GLES2/gl2.h>
  23. #include <GLES2/gl2ext.h>
  24.  
  25. #include <stdio.h>
  26. #include <stdlib.h>
  27. #include <math.h>
  28.  
  29. #define LOG_TAG "libgl2jni"
  30. #define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
  31. #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
  32.  
  33. static void printGLString(const char *name, GLenum s) {
  34. const char *v = (const char *) glGetString(s);
  35. LOGI("GL %s = %s\n", name, v);
  36. }
  37.  
  38. static void checkGlError(const char* op) {
  39. for (GLint error = glGetError(); error; error
  40. = glGetError()) {
  41. LOGI("after %s() glError (0x%x)\n", op, error);
  42. }
  43. }
  44.  
  45. static const char gVertexShader[] =
  46. "attribute vec4 vPosition;\n"
  47. "void main() {\n"
  48. " gl_Position = vPosition;\n"
  49. "}\n";
  50.  
  51. static const char gFragmentShader[] =
  52. "precision mediump float;\n"
  53. "void main() {\n"
  54. " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
  55. "}\n";
  56.  
  57. GLuint loadShader(GLenum shaderType, const char* pSource) {
  58. GLuint shader = glCreateShader(shaderType);
  59. if (shader) {
  60. glShaderSource(shader, 1, &pSource, NULL);
  61. glCompileShader(shader);
  62. GLint compiled = 0;
  63. glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
  64. if (!compiled) {
  65. GLint infoLen = 0;
  66. glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
  67. if (infoLen) {
  68. char* buf = (char*) malloc(infoLen);
  69. if (buf) {
  70. glGetShaderInfoLog(shader, infoLen, NULL, buf);
  71. LOGE("Could not compile shader %d:\n%s\n",
  72. shaderType, buf);
  73. free(buf);
  74. }
  75. glDeleteShader(shader);
  76. shader = 0;
  77. }
  78. }
  79. }
  80. return shader;
  81. }
  82.  
  83. GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
  84. GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
  85. if (!vertexShader) {
  86. return 0;
  87. }
  88.  
  89. GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
  90. if (!pixelShader) {
  91. return 0;
  92. }
  93.  
  94. GLuint program = glCreateProgram();
  95. if (program) {
  96. glAttachShader(program, vertexShader);
  97. checkGlError("glAttachShader");
  98. glAttachShader(program, pixelShader);
  99. checkGlError("glAttachShader");
  100. glLinkProgram(program);
  101. GLint linkStatus = GL_FALSE;
  102. glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
  103. if (linkStatus != GL_TRUE) {
  104. GLint bufLength = 0;
  105. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
  106. if (bufLength) {
  107. char* buf = (char*) malloc(bufLength);
  108. if (buf) {
  109. glGetProgramInfoLog(program, bufLength, NULL, buf);
  110. LOGE("Could not link program:\n%s\n", buf);
  111. free(buf);
  112. }
  113. }
  114. glDeleteProgram(program);
  115. program = 0;
  116. }
  117. }
  118. return program;
  119. }
  120.  
  121. GLuint gProgram;
  122. GLuint gvPositionHandle;
  123.  
  124. bool setupGraphics(int w, int h) {
  125. printGLString("Version", GL_VERSION);
  126. printGLString("Vendor", GL_VENDOR);
  127. printGLString("Renderer", GL_RENDERER);
  128. printGLString("Extensions", GL_EXTENSIONS);
  129.  
  130. LOGI("setupGraphics(%d, %d)", w, h);
  131. gProgram = createProgram(gVertexShader, gFragmentShader);
  132. if (!gProgram) {
  133. LOGE("Could not create program.");
  134. return false;
  135. }
  136. gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
  137. checkGlError("glGetAttribLocation");
  138. LOGI("glGetAttribLocation(\"vPosition\") = %d\n",
  139. gvPositionHandle);
  140.  
  141. glViewport(0, 0, w, h);
  142. checkGlError("glViewport");
  143. return true;
  144. }
  145.  
  146. const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f,
  147. 0.5f, -0.5f };
  148.  
  149. void renderFrame() {
  150. static float grey;
  151. grey += 0.01f;
  152. if (grey > 1.0f) {
  153. grey = 0.0f;
  154. }
  155. glClearColor(grey, grey, grey, 1.0f);
  156. checkGlError("glClearColor");
  157. glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
  158. checkGlError("glClear");
  159.  
  160. glUseProgram(gProgram);
  161. checkGlError("glUseProgram");
  162.  
  163. glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
  164. checkGlError("glVertexAttribPointer");
  165. glEnableVertexAttribArray(gvPositionHandle);
  166. checkGlError("glEnableVertexAttribArray");
  167. glDrawArrays(GL_TRIANGLES, 0, 3);
  168. checkGlError("glDrawArrays");
  169. }
  170.  
  171. extern "C" {
  172. JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj, jint width, jint height);
  173. JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj);
  174. };
  175.  
  176. JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj, jint width, jint height)
  177. {
  178. setupGraphics(width, height);
  179. }
  180.  
  181. JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj)
  182. {
  183. renderFrame();
  184. }

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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