Book Image

Mastering Android NDK

Book Image

Mastering Android NDK

Overview of this book

Android NDK is used for multimedia applications that require direct access to system resources. NDK is also the key for portability, which in turn allows a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. This is a hands-on guide to extending your game development skills with Android NDK. The book takes you through many clear, step-by-step example applications to help you further explore the features of Android NDK and some popular C++ libraries and boost your productivity by debugging the development process. Through the course of this book, you will learn how to write portable multi-threaded native code, use HTTP networking in C++, play audio files, use OpenGL ES 3, and render high-quality text. Each chapter aims to take you one step closer to building your application. By the end of this book, you will be able to create an engaging, complete gaming application.
Table of Contents (17 chapters)
Mastering Android NDK
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

OpenGL API binding


As you can see, all OpenGL calls in the earlier mentioned code are done via the LGL3 prefix. This is a structure called sLGLAPI declared in LGLAPI.h containing pointers to actual OpenGL API functions:

  struct sLGLAPI
  {
    sLGLAPI()
    {
      memset( this, 0, sizeof( *this ) );
    };
    PFNGLACTIVETEXTUREPROC        glActiveTexture;
    PFNGLATTACHSHADERPROC         glAttachShader;
    PFNGLBINDATTRIBLOCATIONPROC   glBindAttribLocation;
    PFNGLBINDBUFFERPROC           glBindBuffer;
    PFNGLBINDBUFFERBASEPROC       glBindBufferBase;
    PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation;
    ...
  }

The fields of the sLGLAPI structure are set in the LGL::GetAPI() function. There are two distinct implementations of this function, one is for Windows in LGL_Windows.h, and the other is in LGL_Android.h for everything else. The difference is in the dynamic linking on Windows, as shown in the following code:

  void LGL::GetAPI( sLGLAPI* API )
  {
    API->glBlendFunc...