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The Android Game Developer???s Handbook

You're reading from   The Android Game Developer???s Handbook Discover an all in one handbook to developing immersive and cross-platform Android games

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Product type Paperback
Published in Aug 2016
Publisher Packt
ISBN-13 9781785885860
Length 368 pages
Edition 1st Edition
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Author (1):
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Avisekhar Roy Avisekhar Roy
Author Profile Icon Avisekhar Roy
Avisekhar Roy
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Toc

Table of Contents (15) Chapters Close

Preface 1. Android Game Development FREE CHAPTER 2. Introduction to Different Android Platforms 3. Different Android Development Tools 4. Android Development Style and Standards in the Industry 5. Understanding the Game Loop and Frame Rate 6. Improving Performance of 2D/3D Games 7. Working with Shaders 8. Performance and Memory Optimization 9. Testing Code and Debugging 10. Scope for Android in VR Games 11. Android Game Development Using C++ and OpenGL 12. Polishing Android Games 13. Third-Party Integration, Monetization, and Services Index

Shaders through OpenGL


In Android, OpenGL supports implementing shaders for Android 3D games. OpenGL ES 2.0 is the supporting platform in Android for shaders. It has two functional segments while manually creating the shader:

  • Shader

  • Program

The shader is converted into intermediate code to support the program to run on GPU. In the compiling stage, the shaders are converted. This is the reason why shaders need to be recompiled before the program execution.

We will work with GLSurfaceView of the android.opengl package in our example.

For 3D games, an Android developer can use this package to play with shaders on the Android SDK. This package provides the API to create and use an OpenGL shader with Java.

We will use GLSurfaceView instead of the normal Android View or SurfaceView. The implementation will look like this:

import android.opengl.GLSurfaceView;
import android.content.Context;

public class MyGLExampleView extends GLSurfaceView 
{
  private final GLRenderer mRenderer;

  public MyGLExampleView...
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