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:\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 __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\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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