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 wrapper for textures


In previous chapters, we already used OpenGL textures to render an offscreen framebuffer on the screen. However, that code path works on Android only and cannot be used on a desktop. In this recipe, we will create a wrapper for textures to make them portable.

Getting ready

Take a look at the GLTexture.cpp and GLTexture.h files from 4_Canvas.

How to do it…

  1. Let's declare a class to hold an OpenGL texture. We need only two public operations: loading the pixel data from a bitmap, and binding the texture to a specified OpenGL texture unit:

    class clGLTexture
    {
    public:
      clGLTexture();
      virtual ~clGLTexture();
      void    Bind( int TextureUnit ) const;
      void    LoadFromBitmap( const clPtr<clBitmap>& B );
    private:
      GLuint         FTexID;
      GLenum         FInternalFormat;
      GLenum         FFormat;
    }
  2. The interface of the class is very simple, since textures management is almost identical in OpenGL ES 2 and OpenGL 3. All the differences lie in the implementation...