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

Material system

In our previous example, 1_SceneGraphRenderer, we used a single shader program to render all objects in the scene. Now, our renderer will become multipass. We need to create shadow maps, and then render shadowed objects and calculate lighting. This is done using three different shader programs in three different rendering passes. To distinguish between passes, we define the ePass enum as follows:

enum ePass

To handle different shader programs based on passes and material properties, we implement the clMaterialSystem class:

class clMaterialSystem: public iIntrusiveCounter

The GetShaderProgramForPass() method returns the shader program for the specified pass stored in std::map:

  clPtr<clGLSLShaderProgram> GetShaderProgramForPass(ePass P)
    return m_ShaderPrograms[ P ];
  std::map<ePass, clPtr<clGLSLShaderProgram>> m_ShaderPrograms;

The constructor of this class...