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: ", 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 ", name, value[0]));
- } else {
- // Log.w(TAG, String.format(" %s: failed ", 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binclassescomfilltriangleandroid文件夹下生成GL2JNILib.class等文件;
7、打开命令行窗口,将其定位到inclasses目录下,输入命令:javah –classpath D:ProgramFilesAndroidandroid-sdkplatformsandroid-10android.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 ", name, v);
- }
- static void checkGlError(const char* op) {
- for (GLint error = glGetError(); error; error
- = glGetError()) {
- LOGI("after %s() glError (0x%x) ", op, error);
- }
- }
- static const char gVertexShader[] =
- "attribute vec4 vPosition; "
- "void main() { "
- " gl_Position = vPosition; "
- "} ";
- static const char gFragmentShader[] =
- "precision mediump float; "
- "void main() { "
- " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); "
- "} ";
- 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: %s ",
- 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: %s ", 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 ",
- 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:ProgramFilesAndroidandroid-sdkandroid-ndk-r9 dk-build.cmd;WorkingDirectory中填入工程的根目录,E:TestAndroidFillTriangle,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libsarmeabi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