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Android NDK Beginner`s Guide - Second Edition

You're reading from   Android NDK Beginner`s Guide - Second Edition Discover the native side of Android and inject the power of C/C++ in your applications

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Product type Paperback
Published in Apr 2015
Publisher Packt
ISBN-13 9781783989645
Length 494 pages
Edition 1st Edition
Languages
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Author (1):
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Sylvain Ratabouil Sylvain Ratabouil
Author Profile Icon Sylvain Ratabouil
Sylvain Ratabouil
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Toc

Table of Contents (13) Chapters Close

Preface 1. Setting Up Your Environment FREE CHAPTER 2. Starting a Native Android Project 3. Interfacing Java and C/C++ with JNI 4. Calling Java Back from Native Code 5. Writing a Fully Native Application 6. Rendering Graphics with OpenGL ES 7. Playing Sound with OpenSL ES 8. Handling Input Devices and Sensors 9. Porting Existing Libraries to Android 10. Intensive Computing with RenderScript 11. Afterword Index

Time for action – rendering a star field


Let's now see how to apply this particle effect in DroidBlaster:

  1. In jni/GraphicsManager.hpp, define a new method to load a vertex buffer.

    Add an array to store vertex buffer resources:

    ...
    class GraphicsManager {
    public:
        ...
        GLuint loadShader(const char* pVertexShader,
                const char* pFragmentShader);
        GLuint loadVertexBuffer(const void* pVertexBuffer,
                int32_t pVertexBufferSize);
    
    private:
        ...
        GLuint mShaders[32]; int32_t mShaderCount;
        GLuint mVertexBuffers[32]; int32_t mVertexBufferCount;
    
        GraphicsComponent* mComponents[32]; int32_t mComponentCount;
    };
    #endif
  2. In jni/GraphicsManager.cpp, update the constructor initialization list and free vertex buffer resources in stop():

    ...
    GraphicsManager::GraphicsManager(android_app* pApplication) :
        ...
        mTextures(), mTextureCount(0),
        mShaders(), mShaderCount(0),
        mVertexBuffers(), mVertexBufferCount(0),
        mComponents(), mComponentCount(0) {
        Log:...
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