Book Image

Android NDK: Beginner's Guide

By : Sylvain Ratabouil
Book Image

Android NDK: Beginner's Guide

By: Sylvain Ratabouil

Overview of this book

Table of Contents (18 chapters)
Android NDK Beginner's Guide Second Edition
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – initializing OpenGL ES


Let's now see how to implement a sprite batch in DroidBlaster:

  1. Modify jni/GraphicsManager.hpp. Create the class GraphicsComponent, which defines a common interface for all rendering techniques starting with sprite batches. Define a few new methods such as:

    • getProjectionMatrix() which provides an OpenGL matrix to project 2D graphics on screen

    • loadShaderProgram() to load a vertex and fragment shader and link them together into an OpenGL program

    • registerComponent() which records a list of GraphicsComponent to initialize and render

    Create the RenderVertex private structure representing the structure of an individual sprite vertex.

    Also, declare a few new member variables such as:

    • mProjectionMatrix to store an orthographic projection (as opposed to a perspective projection used in 3D games).

    • mShaders, mShaderCount, mComponents, and mComponentCount to keep trace of all resources.

    Finally, get rid of all the GraphicsElement stuff used in the previous chapter...