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

Lighting and shading


To render lights and shadows, we need to extend the approach shown in the previous paragraphs. The next code example we will discuss is 2_ShadowMaps. Shadow mapping will be done using projected shadow maps (https://en.wikipedia.org/wiki/Shadow_mapping). This way a scene is rendered into an off-screen depth buffer from the light's point of view. Next, the scene is rendered as usual and every fragment is projected onto the lights shadow map and the depth value relative to the light is compared to the value in the constructed shadow map. The fragment is in shadow if the depth value is larger than the corresponding depth value from the shadow map. To do an off-screen rendering, we need to revisit our OpenGL wrapper introduced in Chapter 6, OpenGL ES 3.1 and Cross-platform Rendering, and add a framebuffer abstraction to it.

The clGLFrameBuffer class is declared in GLFrameBuffer.h:

class clGLFrameBuffer: public iIntrusiveCounter
{
public:
  clGLFrameBuffer():
  FFrameBuffer...