Android OpenGL ES code feature

Source: Internet
Author: User
<span id="Label3"> </p><pre class="brush:cpp;gutter:true;">/* Copyright (C) The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License") ; * You are not a use this file except in compliance with the License. * Obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * unless required by appli Cable law or agreed into writing, software * Distributed under the License is distributed on a "as is" BASIS, * without Warranties or CONDITIONS of any KIND, either express OR Implied. * See the License for the specific language governing permissions and * Limitations under the License. *///OpenGL ES 2.0 code#include <jni.h> #include <android/log.h> #include <GLES2/gl2.h> #include < gles2/gl2ext.h> #include <stdio.h> #include <stdlib.h> #include <math.h> #define LOG_TAG " Libgl2jni "#define Logi (...) __android_log_print (android_log_info,log_tag,__va_args__) #define LOGE (...) __android_log_print (android_log_error,log_tag,__va_args__) 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); }}static const char gvertexshader[] = "attribute vec4 vposition;\n" "void main () {\ n" "gl_position = vposition \ n ""}\n ", static const char gfragmentshader[] =" precision mediump float;\n "" void main () {\ n "" gl_fragcol or = Vec4 (0.0, 1.0, 0.0, 1.0); \ 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_VERT ex_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 gvpositionhandle;bool setupgraphics (int w, int h) {printglstring ("Version", gl_version); Printglstring ("Vendor", gl_vendor); Printglstring ("Renderer", gl_renderer); Printglstring ("Extensions", gl_extensions); Logi ("setupgraphics (%d,%d)", w, h); Gprogram = Createprogram (gvertexshader, Gfragmentshader); If (!gprogram) {LOGE ("Could not to create program."); Return false; } gvpositionhandle = Glgetattriblocation (gprogram, "vposition"); Checkglerror ("glgetattriblocation"); Logi ("glgetattriblocation (\" vposition\ ") =%d\n", gvpositionhandle); Glviewport (0, 0, w, h); Checkglerror ("glviewport"); Return true;} Const Glfloat gtrianglevertices[] = {0.0f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f};void renderframe () {static float Grey Grey + = 0.01f; If (grey > 1.0f) {grey = 0.0f; } glclearcolor (grey, grey, grey, 1.0f); Checkglerror ("glclearcolor"); Glclear (gl_depth_buffer_bit | gl_color_buffer_bit); Checkglerror ("glclear"); Gluseprogram (gprogram); Checkglerror ("gluseprogram"); Glvertexattribpointer (gvpositionhandle, 2, gl_float, gl_false, 0, gtrianglevertices); Checkglerror ("glvertexattribpointer"); Glenablevertexattribarray (gvpositionhandle); Checkglerror ("glenablevertexattribarray"); Gldrawarrays (gl_triangles, 0, 3); Checkglerror ("gldrawarrays");} extern "C" {jniexport void Jnicall java_com_android_gl2jni_gl2jnilib_init (jnienv * env, jobject obj, jint width, jint height); jniexport void Jnicall java_com_android_gl2jni_gl2jnilib_step (jnienv * env, jobject obj);}; jniexport void Jnicall java_com_android_gl2jni_gl2jnilib_init (jnienv * env, jobject obj, jint width, jint height) {set Upgraphics (width, height);} jniexport void Jnicall java_com_android_gl2jni_gl2jnilib_step (jnienv * env, jobject obj) {renderframe ();}</pre><p><p>  </p></p><p><p>Android OpenGL ES code feature</p></p></span>

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.