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
About the Authors
About the Reviewers

Shader programs

Both desktop and mobile OpenGL versions use shader programs as parts of their rendering pipelines. Feeding just the geometry is not enough. However, there are several important differences between GLSL 3.00 ES and GLSL 3.30 Core we should deal with to create a portable rendering subsystem.

Let's start with the declaration of a uniform value:

struct sUniform
  explicit sUniform( const std::string& e)
  : FName( e )
  , FLocation( -1 )
  sUniform( int Location, const std::string& e)  : FName( e )
  , FLocation( Location )
  std::string FName;
  Lint FLocation;

This class stores name and location of a uniform within a linked shader program. The shader program class looks as follows:

class clGLSLShaderProgram: public iIntrusiveCounr

The constructor takes the source code of vertex and fragment shaders as parameters:

  clGLSLShaderProgram( const std::string& VShader, const std::string& FShader );
  virtual ~clGLSLShaderProgram();