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:

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 librarypublic 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 __cplusplusextern "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    := libgl2jniLOCAL_CFLAGS    := -WerrorLOCAL_SRC_FILES := opengles_code.cppLOCAL_LDLIBS    := -llog -lGLESv2include $(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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