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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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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 – initializing OpenGL ES


Let's now see how to implement a sprite batch in DroidBlaster:

  1. Modify jni/GraphicsManager.hpp. Create the class GraphicsComponent, which defines a common interface for all rendering techniques starting with sprite batches. Define a few new methods such as:

    • getProjectionMatrix() which provides an OpenGL matrix to project 2D graphics on screen

    • loadShaderProgram() to load a vertex and fragment shader and link them together into an OpenGL program

    • registerComponent() which records a list of GraphicsComponent to initialize and render

    Create the RenderVertex private structure representing the structure of an individual sprite vertex.

    Also, declare a few new member variables such as:

    • mProjectionMatrix to store an orthographic projection (as opposed to a perspective projection used in 3D games).

    • mShaders, mShaderCount, mComponents, and mComponentCount to keep trace of all resources.

    Finally, get rid of all the GraphicsElement stuff used in the previous chapter...

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