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

Feeding the geometry data to OpenGL


To render the contents of clVertexAttribs, we need to convert its data into a set of API-specific buffers and API function invocations. This is done in the clGLVertexArray class by creating Vertex Array Object (VOA) and Vertex Buffer Object (VBO) OpenGL objects and fetching contents from clVertexAttribs:

class clGLVertexArray: public iInusiveCounter
{
public:
  clGLVertexArray();
  virtual ~clGLVertexArray();

The Draw() method does the actual rendering and it is the lowest level possible with our abstraction layer to actually render anything:

  void Draw( bool Wireframe ) const;
  void SetVertexAttribs(
    const clPtr<clVertexAttrs>& Attribs );
private:
  void Bind() const;
private:
  Luint FVBOID;
  Luint FVAOID;

These pointers are actually offsets of vertex data inside the vertex buffer:

  std::vector<const void*> FAttribVBOOffset;

And these pointers point to the actual data from clVertexAttribs:

  std::vector<const void*> FEnumeratedStreams...