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

    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_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj,  jint width, jint height);
        JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj);
    };
    
    JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj,  jint width, jint height)
    {
        setupGraphics(width, height);
    }
    
    JNIEXPORT void JNICALL Java_com_android_gl2jni_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



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  • 原文地址:https://www.cnblogs.com/pangblog/p/3320242.html
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