Book Image

Android NDK Game Development Cookbook

Book Image

Android NDK Game Development Cookbook

Overview of this book

Android NDK is used for multimedia applications which require direct access to a system's resources. Android NDK is also the key for portability, which in turn provides a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. If your wish to build Android games using this amazing framework, then this book is a must-have.This book provides you with a number of clear step-by-step recipes which will help you to start developing mobile games with Android NDK and boost your productivity debugging them on your computer. This book will also provide you with new ways of working as well as some useful tips and tricks that will demonstrably increase your development speed and efficiency.This book will take you through a number of easy-to-follow recipes that will help you to take advantage of the Android NDK as well as some popular C++ libraries. It presents Android application development in C++ and shows you how to create a complete gaming application. You will learn how to write portable multithreaded C++ code, use HTTP networking, play audio files, use OpenGL ES, to render high-quality text, and how to recognize user gestures on multi-touch devices. If you want to leverage your C++ skills in mobile development and add performance to your Android applications, then this is the book for you.
Table of Contents (16 chapters)
Android NDK Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Creating a canvas for immediate rendering


In the previous recipes, we learned how to make abstractions for main OpenGL entities: vertex buffers, shader programs, and textures. This basis is enough to render many sophisticated effects using OpenGL. However, there are a lot of tiny rendering tasks where you need to render only one triangle or a rectangle with a single texture, or render a fullscreen quad with a specific shader to apply some image-space effect. In this case, the code for managing buffers, shaders, and textures may become a serious burden. Let's organize a place for such a helper code, that is, a canvas that will help us to render simple things in a single line of code.

Getting ready

This recipe uses the clGLSLShaderProgram, clGLTexture, and clGLVertexArray classes described in the previous recipes to hide the differences between OpenGL ES 2 and OpenGL 3. Read them carefully before proceeding.

How to do it…

  1. We first define a clCanvas class as follows:

    class clCanvas
    {
    public:
      clCanvas...