声明: 这个是 看到别人的代码,感觉不错,适合我这样的初学者,就加工了!
1,在android源代码的external目录下建立文件夹,如mkdir sno_opengl
2,在sno_opengl文件夹下,创建源代码,如tst_opengl.cpp和Android.mkLOCAL_PATH:= $(call my-dir) include $(CLEAR_VARS) LOCAL_SRC_FILES:= \ tst_opengl.cpp LOCAL_SHARED_LIBRARIES := \ libutils\ libui \ libEGL \ libGLESv1_CM \ libsurfaceflinger_client LOCAL_MODULE := sno_opengl LOCAL_MODULE_TAGS:= optional include $(BUILD_EXECUTABLE)
//android opengl es画三角形-native C实现 //Native C开发opengl,网上这方面的资料很少,研究了几天才弄出来,现在贴出来供交流,转载请注明Hello Xiexh #include <stdio.h> #include <unistd.h> #include <EGL/egl.h> #include <GLES/gl.h> #include <ui/FramebufferNativeWindow.h> #include <ui/EGLUtils.h> #include <ui/DisplayInfo.h> #include <surfaceflinger/SurfaceComposerClient.h> using namespace android; int mWidth; int mHeight; EGLDisplay mDisplay; EGLDisplay mContext; EGLDisplay mSurface; sp<SurfaceControl>mFlingerSurfaceControl; sp<Surface> mFlingerSurface; int initGraphics() { //create the native surface sp<SurfaceComposerClient>session = new SurfaceComposerClient(); DisplayInfo dinfo; status_t status = session->getDisplayInfo(0, &dinfo); if(status) return-1; sp<SurfaceControl> control = session->createSurface( getpid(), 0, 400, 300, PIXEL_FORMAT_RGB_565); session->openTransaction(); control->setLayer(0x40000000); session->closeTransaction(); sp<Surface> s = control->getSurface(); //initialize opengl and egl const EGLint attribs[] = { EGL_DEPTH_SIZE,0, EGL_NONE }; EGLint w, h, dummy; // EGLintnum Configs; EGLConfig config; EGLSurface surface; EGLContext context; EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(display,0, 0); EGLUtils::selectConfigForNativeWindow(display,attribs, s.get(), &config); surface= eglCreateWindowSurface(display, config, s.get(), NULL); context= eglCreateContext(display, config, NULL, NULL); eglQuerySurface(display,surface, EGL_WIDTH, &w); eglQuerySurface(display,surface, EGL_HEIGHT, &h); if(eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) return NO_INIT; mDisplay = display; mContext = context; mSurface = surface; mWidth = w; mHeight = h; mFlingerSurfaceControl= control; mFlingerSurface= s; glViewport(0,0, mWidth, mHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0,mWidth, 0, mHeight, 0, 1); return EGL_TRUE; } void draw() { //printf("startdrawing...\n"); glColor4f(1,0,0,1); const GLfloat vertices[3][2] = { {100, 100}, {200, 100}, {100,200} }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glClearColor(0,0,0,0); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 3); eglSwapBuffers(mDisplay, mSurface); } int main(int argc, char** argv) { if(!initGraphics()) { printf("Graphicsinitialization failed.\n"); return EXIT_FAILURE; } while(1){ draw(); usleep(100*1000); } //clearstatus eglMakeCurrent(mDisplay,EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroyContext(mDisplay,mContext); eglDestroySurface(mDisplay,mSurface); mFlingerSurface.clear(); mFlingerSurfaceControl.clear(); eglTerminate(mDisplay); return 0; }