如下程序将一张图片显示到屏幕上。
首先是android jni程序公共头文件:
#include <jni.h>
#include <time.h>
#include <android/log.h>
#include <android/bitmap.h>
用宏来控制是否使用es1.x
//#define USING_ES11
分别包含两种情况下的头文件:
#ifdef USING_ES11
#include <GLES/gl.h>
#include <GLES/glext.h>
#else
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
接着添加一些公共头文件:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
下面是一些通用函数, 主要是一些错误处理函数:
/***********************common function*************************/
#define LOG_TAG "libtexture_test.so"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
const static GLfloat PI = 3.1415f;
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);
}
}
然后是相关数据定义:
//data
const GLfloat gVertices[] = { -1, -1, 1, -1, -1, 1, 1, 1 };
const GLfloat gTexCoords[] = { 0, 1, 1, 1, 0, 0, 1, 0};
定义纹理ID:
GLuint textureID;
定义es2.0相关的Shader和函数:
#ifndef USING_ES11
static const char gVertexShader[] =
"attribute vec4 a_Position;\n"
"attribute vec2 a_TexCoords; \n"
"varying vec2 v_TexCoords; \n"
"void main() {\n"
" gl_Position = a_Position;\n"
" v_TexCoords = a_TexCoords; \n"
"}\n";
static const char gFragmentShader[] =
"precision mediump float;\n"
"uniform sampler2D u_Texture; \n"
"varying vec2 v_TexCoords; \n"
"void main() {\n"
" gl_FragColor = texture2D(u_Texture, v_TexCoords);\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 gPositionHandle;
GLuint gTexCoordsHandle;
GLuint gTexHandle;
#endif
下面是我们的初始化函数:
首先第一部分是加载纹理数据:
static void init(JNIEnv * env, jobject bitmap)
{
AndroidBitmapInfo info;
void* pixels;
int format;
int ret;
if ((ret = AndroidBitmap_getInfo(env, bitmap, &info)) < 0) {
LOGE("AndroidBitmap_getInfo() failed ! error=%d", ret);
return;
}
if (info.format == ANDROID_BITMAP_FORMAT_RGBA_8888) {
LOGI("Bitmap format is RGBA_8888 !");
format = GL_RGBA;
} else if (info.format == ANDROID_BITMAP_FORMAT_RGB_565) {
LOGI("Bitmap format is RGB_565 !");
format = GL_RGB;
}
if ((ret = AndroidBitmap_lockPixels(env, bitmap, &pixels)) < 0) {
LOGE("AndroidBitmap_lockPixels() failed ! error=%d", ret);
}
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
// Set filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, format, info.width, info.height, 0, format, GL_UNSIGNED_BYTE, pixels);
AndroidBitmap_unlockPixels(env, bitmap);
接着是es1.x相关的初始化:
#ifdef USING_ES11
glShadeModel(GL_SMOOTH); // 启用阴影平滑
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 黑色背景
glClearDepthf(1.0f); // 设置深度缓存
glEnable(GL_DEPTH_TEST); // 启用深度测试
glDepthFunc(GL_LEQUAL); // 所作深度测试的类型
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // 告诉系统对透视进行修正
#endif
接下来是es2.0相关始化:
#ifndef USING_ES11
gProgram = createProgram(gVertexShader, gFragmentShader);
if (!gProgram) {
LOGE("Could not create program.");
return ;
}
gPositionHandle = glGetAttribLocation(gProgram, "a_Position");
checkGlError("glGetAttribLocation");
LOGI("glGetAttribLocation(\"a_Position\") = %d\n",
gPositionHandle);
gTexCoordsHandle = glGetAttribLocation(gProgram, "a_TexCoords");
checkGlError("glGetAttribLocation");
LOGI("glGetAttribLocation(\"a_TexCoords\") = %d\n",
gTexCoordsHandle);
gTexHandle = glGetUniformLocation(gProgram, "u_Texture");
checkGlError("glGetUniformLocation");
LOGI("glGetUniformLocation(\"u_Texture\") = %d\n",
gTexHandle);
#endif
}
定义es1.x下的视角设置函数:
#ifdef USING_ES11
static void _gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
{
GLfloat top = zNear * ((GLfloat) tan(fovy * PI / 360.0));
GLfloat bottom = -top;
GLfloat left = bottom * aspect;
GLfloat right = top * aspect;
glFrustumf(left, right, bottom, top, zNear, zFar);
}
#endif
接下来定义视口大小:
static void resize(int w, int h)
{
if (h==0) // 防止被零除
{
h=1; // 将Height设为1
}
glViewport(0, 0, w, h); // 重置当前的视口
#if USING_ES11
glMatrixMode(GL_PROJECTION); // 选择投影矩阵
glLoadIdentity(); // 重置投影矩阵
GLfloat ratio = (GLfloat)w/(GLfloat)h;
// 设置视口的大小
_gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f);
// glOrthof(-2.0f, 2.0f, -2.0f, 2.0f, -2.0f, 2.0f);
glMatrixMode(GL_MODELVIEW); // 选择模型观察矩阵
glLoadIdentity(); // 重置模型观察矩阵
#endif
}
接下来是绘制函数:
static void update()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#ifdef USING_ES11
glLoadIdentity();
glTranslatef(0, 0, -3.0f);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, gVertices);
glTexCoordPointer(2, GL_FLOAT, 0, gTexCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
#else
glUseProgram(gProgram);
checkGlError("glUseProgram");
glVertexAttribPointer(gPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gVertices);
checkGlError("glVertexAttribPointer");
glEnableVertexAttribArray(gPositionHandle);
checkGlError("glEnableVertexAttribArray");
glVertexAttribPointer(gTexCoordsHandle, 2, GL_FLOAT, GL_FALSE, 0, gTexCoords);
checkGlError("glVertexAttribPointer");
glEnableVertexAttribArray(gTexCoordsHandle);
checkGlError("glEnableVertexAttribArray");
glActiveTexture(GL_TEXTURE0);
glUniform1i(gTexHandle, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
#endif
}