Time for action – rendering a star field
Let's now see how to apply this particle effect in DroidBlaster
:
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
In
jni/GraphicsManager.cpp
, update the constructor initialization list and free vertex buffer resources instop()
:... GraphicsManager::GraphicsManager(android_app* pApplication) : ... mTextures(), mTextureCount(0), mShaders(), mShaderCount(0), mVertexBuffers(), mVertexBufferCount(0), mComponents(), mComponentCount(0) { Log:...