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_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:\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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