OpenGL ES 3.0 上的一个三角形例子,网上可以下载到android skd 版(java)和 android ndk (c&c++版)
为了了解一下JNI,于是写了如下小程序。
这个例子是使用jni, java中调用c中的代码完成三角形的渲染, 其中shader代码保存在assets目录下,如下目录图:
其中,com_jnirenderer_RendererJNI.h 是 使用javah命令生成的,进入bin/classes目录下运行如下命令:
javah -classpath "D:\Program Files (x86)\Android\android-sdk\platforms\android-20\android.jar";. -jni PackageName.ClassName (注意路径、包名以及类名的替换)
MainActivity.java代码如下:
package com.jnirenderer;
import android.app.Activity;
import android.app.ActivityManager;
import android.content.Context;
import android.content.pm.ConfigurationInfo;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.util.Log;
public class MainActivity extends Activity {
private final int CONTEXT_CLIENT_VERSION = 3;
private GLSurfaceView mGLSurfaceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLSurfaceView = new GLSurfaceView(this);
if (detectOpenGLES30()) {
mGLSurfaceView.setEGLContextClientVersion(CONTEXT_CLIENT_VERSION);
mGLSurfaceView.setRenderer(new RendererJNI(this));
} else {
Log.e("opengles30", "OpenGL ES 3.0 not supported on device. Exiting...");
finish();
}
setContentView(mGLSurfaceView);
}
@Override
protected void onResume() {
// TODO Auto-generated method stub
super.onResume();
mGLSurfaceView.onResume();
}
@Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
mGLSurfaceView.onPause();
}
private boolean detectOpenGLES30() {
ActivityManager am = (ActivityManager)getSystemService(Context.ACTIVITY_SERVICE);
ConfigurationInfo info = am.getDeviceConfigurationInfo();
return (info.reqGlEsVersion >= 0x30000);
}
}
RendererJNI.java代码如下:
package com.jnirenderer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.content.res.AssetManager;
import android.opengl.GLSurfaceView;
import android.util.Log;
public class RendererJNI implements GLSurfaceView.Renderer {
static {
System.loadLibrary("JNIOpenGLES30");
}
private AssetManager mAssetMgr = null;
private final String mLogTag = "ndk-build";
public native void glesInit();
public native void glesRender();
public native void glesResize(int width, int height);
public native void readShaderFile(AssetManager assetMgr);
public RendererJNI(Context context) {
mAssetMgr = context.getAssets();
if (null == mAssetMgr) {
Log.e(mLogTag, "getAssets() return null !");
}
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
readShaderFile(mAssetMgr);
glesInit();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
glesResize(width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
glesRender();
}
}
com_jnirenderer_RendererJNI.c 代码如下:
#include "com_jnirenderer_RendererJNI.h"
#include
#include
#include
#include
#include
#include
#define LOG_TAG "ndk-build"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
GLint g_programObject;
jint g_width;
jint g_height;
AAssetManager* g_pAssetManager = NULL;
char* readShaderSrcFile(char *shaderFile, AAssetManager *pAssetManager)
{
AAsset *pAsset = NULL;
char *pBuffer = NULL;
off_t size = -1;
int numByte = -1;
if (NULL == pAssetManager)
{
LOGE("pAssetManager is null!");
return NULL;
}
pAsset = AAssetManager_open(pAssetManager, shaderFile, AASSET_MODE_UNKNOWN);
//LOGI("after AAssetManager_open");
size = AAsset_getLength(pAsset);
LOGI("after AAssetManager_open");
pBuffer = (char *)malloc(size+1);
pBuffer[size] = '\0';
numByte = AAsset_read(pAsset, pBuffer, size);
LOGI("%s : [%s]", shaderFile, pBuffer);
AAsset_close(pAsset);
return pBuffer;
}
GLuint LoadShader ( GLenum type, const char *shaderSrc )
{
GLuint shader;
GLint compiled;
// Create the shader object
shader = glCreateShader ( type );
if ( shader == 0 )
{
return 0;
}
// Load the shader source
glShaderSource ( shader, 1, &shaderSrc, NULL );
// Compile the shader
glCompileShader ( shader );
// Check the compile status
glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
GLint infoLen = 0;
glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
if ( infoLen > 1 )
{
char *infoLog = malloc ( sizeof ( char ) * infoLen );
glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
LOGE("Error compiling shader:[%s]", infoLog );
free ( infoLog );
}
glDeleteShader ( shader );
return 0;
}
return shader;
}
//*********************************************************************************
//
JNIEXPORT void JNICALL Java_com_jnirenderer_RendererJNI_readShaderFile(JNIEnv *env, jobject self, jobject assetManager)
{
if (assetManager && env)
{
//LOGI("before AAssetManager_fromJava");
g_pAssetManager = AAssetManager_fromJava(env, assetManager);
//LOGI("after AAssetManager_fromJava");
if (NULL == g_pAssetManager)
{
LOGE("AAssetManager_fromJava() return null !");
}
}
else
{
LOGE("assetManager is null !");
}
}
//*********************************************************************************
//
JNIEXPORT void JNICALL Java_com_jnirenderer_RendererJNI_glesInit(JNIEnv *pEnv, jobject obj)
{
char vShaderStr[] =
"#version 300 es \n"
"layout(location = 0) in vec4 vPosition; \n"
"void main() \n"
"{ \n"
" gl_Position = vPosition; \n"
"} \n";
char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"out vec4 fragColor; \n"
"void main() \n"
"{ \n"
" fragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 ); \n"
"} \n";
char *pVertexShader = readShaderSrcFile("shader/vs.glsl", g_pAssetManager);
char *pFragmentShader = readShaderSrcFile("shader/fs.glsl", g_pAssetManager);
GLuint vertexShader;
GLuint fragmentShader;
GLuint programObject;
GLint linked;
// Load the vertex/fragment shaders
//vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr );
//fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr );
vertexShader = LoadShader ( GL_VERTEX_SHADER, pVertexShader );
fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, pFragmentShader );
// Create the program object
programObject = glCreateProgram ( );
if ( programObject == 0 )
{
return;
}
glAttachShader ( programObject, vertexShader );
glAttachShader ( programObject, fragmentShader );
// Link the program
glLinkProgram ( programObject );
// Check the link status
glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
if ( !linked )
{
GLint infoLen = 0;
glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
if ( infoLen > 1 )
{
char *infoLog = malloc ( sizeof ( char ) * infoLen );
glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
LOGE("Error linking program:[%s]", infoLog );
free ( infoLog );
}
glDeleteProgram ( programObject );
return;
}
// Store the program object
g_programObject = programObject;
glClearColor ( 1.0f, 1.0f, 1.0f, 0.0f );
}
//*********************************************************************************
//
JNIEXPORT void JNICALL Java_com_jnirenderer_RendererJNI_glesRender(JNIEnv *pEnv, jobject obj)
{
GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
// Set the viewport
glViewport ( 0, 0, g_width, g_height );
// Clear the color buffer
glClear ( GL_COLOR_BUFFER_BIT );
// Use the program object
glUseProgram ( g_programObject );
// Load the vertex data
glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
glEnableVertexAttribArray ( 0 );
glDrawArrays ( GL_TRIANGLES, 0, 3 );
}
//*********************************************************************************
//
JNIEXPORT void JNICALL Java_com_jnirenderer_RendererJNI_glesResize(JNIEnv *pEnv, jobject obj, jint width, jint height)
{
g_width = width;
g_height = height;
}
vs.glsl 和 fs.glsl 中的shader代码分别如下:
#version 300 es
layout(location = 0) in vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
#version 300 es
precision mediump float;
out vec4 fragColor;
void main()
{
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
Android.mk 如下:
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := JNIOpenGLES30
LOCAL_SRC_FILES := com_jnirenderer_RendererJNI.c
LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv3
include $(BUILD_SHARED_LIBRARY)
程序运行的效果和书上给的完全一样,一个红三角形 ! ! !