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

Textures


The last component we need to wrap is a texture. Textures are represented as instances of the clGLTexture class:

  class clGLTexture: public iIntrusivounter
  {
  public:
    clGLTexture();
    virtual ~clGLTexture();

Bind the texture to a specified OpenGL texture unit:

    void Bind( int TextureUnit ) const;

Load texture pixels from an API-independent bitmap:

    void LoadFromBitmap( const clPtr<clBitmap>& Bitmap );

Set the texture coordinates clamping mode:

    void SetClamping( Lenum Clamping );

Deal with the data formats and dimensions of t texture:

  private:
    void SetFormat( Lenum Target, Lenum InternalFormat, Lenum Format, int Width, int Height );
    Luint FTexID;
    Lenum FInternalFormat;
    Lenum FFormat;
  };

The implementation is quite compact. Here it is:

  clGLTexturelGLTexture()
  : FTexID( 0 )
  , FIntelFormat( 0 )
  , FFormat( 0 )
  {
  }
  clGLTexture::~clGLTexture()
  {
    if ( FTexID ) { LGL3->glDeleteTextures( 1, &FTexID ); }
  }
  void clGLTexture...