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

Unifying the GLSL 3 and GLSL ES 2 shaders


OpenGL 3 provides support for OpenGL Shading Language. In particular, OpenGL 3.2 Core Profile supports the GLSL 1.50 Core Profile. On the other hand, OpenGL ES 2 provides support for GLSL ES Version 1.0, and OpenGL ES 3 supports GLSL ES 3.0. There are minor syntax differences between these three GLSL versions, which we have to abstract in order to write portable shaders. In this recipe, we will create a facility to downgrade desktop OpenGL shaders, to become shaders compatible with OpenGL ES Shading Language 1.0.

Note

OpenGL ES 3 has backwards-compatible support for OpenGL ES Shading Language 1.0. For this purpose, we put #version 100 at the beginning of our shaders. However, if your application targets only the most recent OpenGL ES 3, you can use the marker #version 300 es and avoid some conversions. Refer to the specification of OpenGL ES Shading Language 3.0 for more details at http://www.khronos.org/registry/gles/specs/3.0/GLSL_ES_Specification_3...