清理cpp 内容, 只保留主文件。CMakeLists.txt 采用根目录的。

This commit is contained in:
xsl
2025-10-16 14:31:24 +08:00
parent 19932029fb
commit 550f8bb868
13 changed files with 35 additions and 1101 deletions
+2 -2
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@@ -8,7 +8,7 @@ android {
defaultConfig {
applicationId "com.hmwl.sample"
minSdk 28
minSdk 30
targetSdk 35
versionCode 1
versionName "1.0"
@@ -36,7 +36,7 @@ android {
}
externalNativeBuild {
cmake {
path file('src/main/cpp/CMakeLists.txt')
path file('../CMakeLists.txt')
version '3.22.1'
}
}
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@@ -1,36 +0,0 @@
# For more information about using CMake with Android Studio, read the
# documentation: https://d.android.com/studio/projects/add-native-code.html
cmake_minimum_required(VERSION 3.22.1)
project("sample")
# Creates your game shared library. The name must be the same as the
# one used for loading in your Kotlin/Java or AndroidManifest.txt files.
add_library(sample SHARED
main.cpp
AndroidOut.cpp
Renderer.cpp
Shader.cpp
TextureAsset.cpp
Utility.cpp)
# Searches for a package provided by the game activity dependency
find_package(game-activity REQUIRED CONFIG)
# Forces the linker to keep the JNI entry point for GameActivity
set(CMAKE_SHARED_LINKER_FLAGS
"${CMAKE_SHARED_LINKER_FLAGS} -u Java_com_google_androidgamesdk_GameActivity_initializeNativeCode")
# Configure libraries CMake uses to link your target library.
target_link_libraries(sample
# The game activity
game-activity::game-activity_static
# EGL and other dependent libraries required for drawing
# and interacting with Android system
EGL
GLESv3
jnigraphics
android
log)
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@@ -1,66 +0,0 @@
#ifndef ANDROIDGLINVESTIGATIONS_MODEL_H
#define ANDROIDGLINVESTIGATIONS_MODEL_H
#include <vector>
#include "TextureAsset.h"
union Vector3 {
struct {
float x, y, z;
};
float idx[3];
};
union Vector2 {
struct {
float x, y;
};
struct {
float u, v;
};
float idx[2];
};
struct Vertex {
constexpr Vertex(const Vector3 &inPosition, const Vector2 &inUV) : position(inPosition),
uv(inUV) {}
Vector3 position;
Vector2 uv;
};
typedef uint16_t Index;
class Model {
public:
inline Model(
std::vector<Vertex> vertices,
std::vector<Index> indices,
std::shared_ptr<TextureAsset> spTexture)
: vertices_(std::move(vertices)),
indices_(std::move(indices)),
spTexture_(std::move(spTexture)) {}
inline const Vertex *getVertexData() const {
return vertices_.data();
}
inline const size_t getIndexCount() const {
return indices_.size();
}
inline const Index *getIndexData() const {
return indices_.data();
}
inline const TextureAsset &getTexture() const {
return *spTexture_;
}
private:
std::vector<Vertex> vertices_;
std::vector<Index> indices_;
std::shared_ptr<TextureAsset> spTexture_;
};
#endif //ANDROIDGLINVESTIGATIONS_MODEL_H
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@@ -1,378 +0,0 @@
#include "Renderer.h"
#include <game-activity/native_app_glue/android_native_app_glue.h>
#include <GLES3/gl3.h>
#include <memory>
#include <vector>
#include <android/imagedecoder.h>
#include "AndroidOut.h"
#include "Shader.h"
#include "Utility.h"
#include "TextureAsset.h"
//! executes glGetString and outputs the result to logcat
#define PRINT_GL_STRING(s) {aout << #s": "<< glGetString(s) << std::endl;}
/*!
* @brief if glGetString returns a space separated list of elements, prints each one on a new line
*
* This works by creating an istringstream of the input c-style string. Then that is used to create
* a vector -- each element of the vector is a new element in the input string. Finally a foreach
* loop consumes this and outputs it to logcat using @a aout
*/
#define PRINT_GL_STRING_AS_LIST(s) { \
std::istringstream extensionStream((const char *) glGetString(s));\
std::vector<std::string> extensionList(\
std::istream_iterator<std::string>{extensionStream},\
std::istream_iterator<std::string>());\
aout << #s":\n";\
for (auto& extension: extensionList) {\
aout << extension << "\n";\
}\
aout << std::endl;\
}
//! Color for cornflower blue. Can be sent directly to glClearColor
#define CORNFLOWER_BLUE 100 / 255.f, 149 / 255.f, 237 / 255.f, 1
// Vertex shader, you'd typically load this from assets
static const char *vertex = R"vertex(#version 300 es
in vec3 inPosition;
in vec2 inUV;
out vec2 fragUV;
uniform mat4 uProjection;
void main() {
fragUV = inUV;
gl_Position = uProjection * vec4(inPosition, 1.0);
}
)vertex";
// Fragment shader, you'd typically load this from assets
static const char *fragment = R"fragment(#version 300 es
precision mediump float;
in vec2 fragUV;
uniform sampler2D uTexture;
out vec4 outColor;
void main() {
outColor = texture(uTexture, fragUV);
}
)fragment";
/*!
* Half the height of the projection matrix. This gives you a renderable area of height 4 ranging
* from -2 to 2
*/
static constexpr float kProjectionHalfHeight = 2.f;
/*!
* The near plane distance for the projection matrix. Since this is an orthographic projection
* matrix, it's convenient to have negative values for sorting (and avoiding z-fighting at 0).
*/
static constexpr float kProjectionNearPlane = -1.f;
/*!
* The far plane distance for the projection matrix. Since this is an orthographic porjection
* matrix, it's convenient to have the far plane equidistant from 0 as the near plane.
*/
static constexpr float kProjectionFarPlane = 1.f;
Renderer::~Renderer() {
if (display_ != EGL_NO_DISPLAY) {
eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (context_ != EGL_NO_CONTEXT) {
eglDestroyContext(display_, context_);
context_ = EGL_NO_CONTEXT;
}
if (surface_ != EGL_NO_SURFACE) {
eglDestroySurface(display_, surface_);
surface_ = EGL_NO_SURFACE;
}
eglTerminate(display_);
display_ = EGL_NO_DISPLAY;
}
}
void Renderer::render() {
// Check to see if the surface has changed size. This is _necessary_ to do every frame when
// using immersive mode as you'll get no other notification that your renderable area has
// changed.
updateRenderArea();
// When the renderable area changes, the projection matrix has to also be updated. This is true
// even if you change from the sample orthographic projection matrix as your aspect ratio has
// likely changed.
if (shaderNeedsNewProjectionMatrix_) {
// a placeholder projection matrix allocated on the stack. Column-major memory layout
float projectionMatrix[16] = {0};
// build an orthographic projection matrix for 2d rendering
Utility::buildOrthographicMatrix(
projectionMatrix,
kProjectionHalfHeight,
float(width_) / height_,
kProjectionNearPlane,
kProjectionFarPlane);
// send the matrix to the shader
// Note: the shader must be active for this to work. Since we only have one shader for this
// demo, we can assume that it's active.
shader_->setProjectionMatrix(projectionMatrix);
// make sure the matrix isn't generated every frame
shaderNeedsNewProjectionMatrix_ = false;
}
// clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Render all the models. There's no depth testing in this sample so they're accepted in the
// order provided. But the sample EGL setup requests a 24 bit depth buffer so you could
// configure it at the end of initRenderer
if (!models_.empty()) {
for (const auto &model: models_) {
shader_->drawModel(model);
}
}
// Present the rendered image. This is an implicit glFlush.
auto swapResult = eglSwapBuffers(display_, surface_);
assert(swapResult == EGL_TRUE);
}
void Renderer::initRenderer() {
// Choose your render attributes
constexpr EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_NONE
};
// The default display is probably what you want on Android
auto display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, nullptr, nullptr);
// figure out how many configs there are
EGLint numConfigs;
eglChooseConfig(display, attribs, nullptr, 0, &numConfigs);
// get the list of configurations
std::unique_ptr<EGLConfig[]> supportedConfigs(new EGLConfig[numConfigs]);
eglChooseConfig(display, attribs, supportedConfigs.get(), numConfigs, &numConfigs);
// Find a config we like.
// Could likely just grab the first if we don't care about anything else in the config.
// Otherwise hook in your own heuristic
auto config = *std::find_if(
supportedConfigs.get(),
supportedConfigs.get() + numConfigs,
[&display](const EGLConfig &config) {
EGLint red, green, blue, depth;
if (eglGetConfigAttrib(display, config, EGL_RED_SIZE, &red)
&& eglGetConfigAttrib(display, config, EGL_GREEN_SIZE, &green)
&& eglGetConfigAttrib(display, config, EGL_BLUE_SIZE, &blue)
&& eglGetConfigAttrib(display, config, EGL_DEPTH_SIZE, &depth)) {
aout << "Found config with " << red << ", " << green << ", " << blue << ", "
<< depth << std::endl;
return red == 8 && green == 8 && blue == 8 && depth == 24;
}
return false;
});
aout << "Found " << numConfigs << " configs" << std::endl;
aout << "Chose " << config << std::endl;
// create the proper window surface
EGLint format;
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
EGLSurface surface = eglCreateWindowSurface(display, config, app_->window, nullptr);
// Create a GLES 3 context
EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
EGLContext context = eglCreateContext(display, config, nullptr, contextAttribs);
// get some window metrics
auto madeCurrent = eglMakeCurrent(display, surface, surface, context);
assert(madeCurrent);
display_ = display;
surface_ = surface;
context_ = context;
// make width and height invalid so it gets updated the first frame in @a updateRenderArea()
width_ = -1;
height_ = -1;
PRINT_GL_STRING(GL_VENDOR);
PRINT_GL_STRING(GL_RENDERER);
PRINT_GL_STRING(GL_VERSION);
PRINT_GL_STRING_AS_LIST(GL_EXTENSIONS);
shader_ = std::unique_ptr<Shader>(
Shader::loadShader(vertex, fragment, "inPosition", "inUV", "uProjection"));
assert(shader_);
// Note: there's only one shader in this demo, so I'll activate it here. For a more complex game
// you'll want to track the active shader and activate/deactivate it as necessary
shader_->activate();
// setup any other gl related global states
glClearColor(CORNFLOWER_BLUE);
// enable alpha globally for now, you probably don't want to do this in a game
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// get some demo models into memory
createModels();
}
void Renderer::updateRenderArea() {
EGLint width;
eglQuerySurface(display_, surface_, EGL_WIDTH, &width);
EGLint height;
eglQuerySurface(display_, surface_, EGL_HEIGHT, &height);
if (width != width_ || height != height_) {
width_ = width;
height_ = height;
glViewport(0, 0, width, height);
// make sure that we lazily recreate the projection matrix before we render
shaderNeedsNewProjectionMatrix_ = true;
}
}
/**
* @brief Create any demo models we want for this demo.
*/
void Renderer::createModels() {
/*
* This is a square:
* 0 --- 1
* | \ |
* | \ |
* | \ |
* 3 --- 2
*/
std::vector<Vertex> vertices = {
Vertex(Vector3{1, 1, 0}, Vector2{0, 0}), // 0
Vertex(Vector3{-1, 1, 0}, Vector2{1, 0}), // 1
Vertex(Vector3{-1, -1, 0}, Vector2{1, 1}), // 2
Vertex(Vector3{1, -1, 0}, Vector2{0, 1}) // 3
};
std::vector<Index> indices = {
0, 1, 2, 0, 2, 3
};
// loads an image and assigns it to the square.
//
// Note: there is no texture management in this sample, so if you reuse an image be careful not
// to load it repeatedly. Since you get a shared_ptr you can safely reuse it in many models.
auto assetManager = app_->activity->assetManager;
auto spAndroidRobotTexture = TextureAsset::loadAsset(assetManager, "android_robot.png");
// Create a model and put it in the back of the render list.
models_.emplace_back(vertices, indices, spAndroidRobotTexture);
}
void Renderer::handleInput() {
// handle all queued inputs
auto *inputBuffer = android_app_swap_input_buffers(app_);
if (!inputBuffer) {
// no inputs yet.
return;
}
// handle motion events (motionEventsCounts can be 0).
for (auto i = 0; i < inputBuffer->motionEventsCount; i++) {
auto &motionEvent = inputBuffer->motionEvents[i];
auto action = motionEvent.action;
// Find the pointer index, mask and bitshift to turn it into a readable value.
auto pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
aout << "Pointer(s): ";
// get the x and y position of this event if it is not ACTION_MOVE.
auto &pointer = motionEvent.pointers[pointerIndex];
auto x = GameActivityPointerAxes_getX(&pointer);
auto y = GameActivityPointerAxes_getY(&pointer);
// determine the action type and process the event accordingly.
switch (action & AMOTION_EVENT_ACTION_MASK) {
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_POINTER_DOWN:
aout << "(" << pointer.id << ", " << x << ", " << y << ") "
<< "Pointer Down";
break;
case AMOTION_EVENT_ACTION_CANCEL:
// treat the CANCEL as an UP event: doing nothing in the app, except
// removing the pointer from the cache if pointers are locally saved.
// code pass through on purpose.
case AMOTION_EVENT_ACTION_UP:
case AMOTION_EVENT_ACTION_POINTER_UP:
aout << "(" << pointer.id << ", " << x << ", " << y << ") "
<< "Pointer Up";
break;
case AMOTION_EVENT_ACTION_MOVE:
// There is no pointer index for ACTION_MOVE, only a snapshot of
// all active pointers; app needs to cache previous active pointers
// to figure out which ones are actually moved.
for (auto index = 0; index < motionEvent.pointerCount; index++) {
pointer = motionEvent.pointers[index];
x = GameActivityPointerAxes_getX(&pointer);
y = GameActivityPointerAxes_getY(&pointer);
aout << "(" << pointer.id << ", " << x << ", " << y << ")";
if (index != (motionEvent.pointerCount - 1)) aout << ",";
aout << " ";
}
aout << "Pointer Move";
break;
default:
aout << "Unknown MotionEvent Action: " << action;
}
aout << std::endl;
}
// clear the motion input count in this buffer for main thread to re-use.
android_app_clear_motion_events(inputBuffer);
// handle input key events.
for (auto i = 0; i < inputBuffer->keyEventsCount; i++) {
auto &keyEvent = inputBuffer->keyEvents[i];
aout << "Key: " << keyEvent.keyCode <<" ";
switch (keyEvent.action) {
case AKEY_EVENT_ACTION_DOWN:
aout << "Key Down";
break;
case AKEY_EVENT_ACTION_UP:
aout << "Key Up";
break;
case AKEY_EVENT_ACTION_MULTIPLE:
// Deprecated since Android API level 29.
aout << "Multiple Key Actions";
break;
default:
aout << "Unknown KeyEvent Action: " << keyEvent.action;
}
aout << std::endl;
}
// clear the key input count too.
android_app_clear_key_events(inputBuffer);
}
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#ifndef ANDROIDGLINVESTIGATIONS_RENDERER_H
#define ANDROIDGLINVESTIGATIONS_RENDERER_H
#include <EGL/egl.h>
#include <memory>
#include "Model.h"
#include "Shader.h"
struct android_app;
class Renderer {
public:
/*!
* @param pApp the android_app this Renderer belongs to, needed to configure GL
*/
inline Renderer(android_app *pApp) :
app_(pApp),
display_(EGL_NO_DISPLAY),
surface_(EGL_NO_SURFACE),
context_(EGL_NO_CONTEXT),
width_(0),
height_(0),
shaderNeedsNewProjectionMatrix_(true) {
initRenderer();
}
virtual ~Renderer();
/*!
* Handles input from the android_app.
*
* Note: this will clear the input queue
*/
void handleInput();
/*!
* Renders all the models in the renderer
*/
void render();
private:
/*!
* Performs necessary OpenGL initialization. Customize this if you want to change your EGL
* context or application-wide settings.
*/
void initRenderer();
/*!
* @brief we have to check every frame to see if the framebuffer has changed in size. If it has,
* update the viewport accordingly
*/
void updateRenderArea();
/*!
* Creates the models for this sample. You'd likely load a scene configuration from a file or
* use some other setup logic in your full game.
*/
void createModels();
android_app *app_;
EGLDisplay display_;
EGLSurface surface_;
EGLContext context_;
EGLint width_;
EGLint height_;
bool shaderNeedsNewProjectionMatrix_;
std::unique_ptr<Shader> shader_;
std::vector<Model> models_;
};
#endif //ANDROIDGLINVESTIGATIONS_RENDERER_H
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#include "Shader.h"
#include "AndroidOut.h"
#include "Model.h"
#include "Utility.h"
Shader *Shader::loadShader(
const std::string &vertexSource,
const std::string &fragmentSource,
const std::string &positionAttributeName,
const std::string &uvAttributeName,
const std::string &projectionMatrixUniformName) {
Shader *shader = nullptr;
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vertexSource);
if (!vertexShader) {
return nullptr;
}
GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, fragmentSource);
if (!fragmentShader) {
glDeleteShader(vertexShader);
return nullptr;
}
GLuint program = glCreateProgram();
if (program) {
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint logLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
// If we fail to link the shader program, log the result for debugging
if (logLength) {
GLchar *log = new GLchar[logLength];
glGetProgramInfoLog(program, logLength, nullptr, log);
aout << "Failed to link program with:\n" << log << std::endl;
delete[] log;
}
glDeleteProgram(program);
} else {
// Get the attribute and uniform locations by name. You may also choose to hardcode
// indices with layout= in your shader, but it is not done in this sample
GLint positionAttribute = glGetAttribLocation(program, positionAttributeName.c_str());
GLint uvAttribute = glGetAttribLocation(program, uvAttributeName.c_str());
GLint projectionMatrixUniform = glGetUniformLocation(
program,
projectionMatrixUniformName.c_str());
// Only create a new shader if all the attributes are found.
if (positionAttribute != -1
&& uvAttribute != -1
&& projectionMatrixUniform != -1) {
shader = new Shader(
program,
positionAttribute,
uvAttribute,
projectionMatrixUniform);
} else {
glDeleteProgram(program);
}
}
}
// The shaders are no longer needed once the program is linked. Release their memory.
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shader;
}
GLuint Shader::loadShader(GLenum shaderType, const std::string &shaderSource) {
Utility::assertGlError();
GLuint shader = glCreateShader(shaderType);
if (shader) {
auto *shaderRawString = (GLchar *) shaderSource.c_str();
GLint shaderLength = shaderSource.length();
glShaderSource(shader, 1, &shaderRawString, &shaderLength);
glCompileShader(shader);
GLint shaderCompiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &shaderCompiled);
// If the shader doesn't compile, log the result to the terminal for debugging
if (!shaderCompiled) {
GLint infoLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLength);
if (infoLength) {
auto *infoLog = new GLchar[infoLength];
glGetShaderInfoLog(shader, infoLength, nullptr, infoLog);
aout << "Failed to compile with:\n" << infoLog << std::endl;
delete[] infoLog;
}
glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
void Shader::activate() const {
glUseProgram(program_);
}
void Shader::deactivate() const {
glUseProgram(0);
}
void Shader::drawModel(const Model &model) const {
// The position attribute is 3 floats
glVertexAttribPointer(
position_, // attrib
3, // elements
GL_FLOAT, // of type float
GL_FALSE, // don't normalize
sizeof(Vertex), // stride is Vertex bytes
model.getVertexData() // pull from the start of the vertex data
);
glEnableVertexAttribArray(position_);
// The uv attribute is 2 floats
glVertexAttribPointer(
uv_, // attrib
2, // elements
GL_FLOAT, // of type float
GL_FALSE, // don't normalize
sizeof(Vertex), // stride is Vertex bytes
((uint8_t *) model.getVertexData()) + sizeof(Vector3) // offset Vector3 from the start
);
glEnableVertexAttribArray(uv_);
// Setup the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.getTexture().getTextureID());
// Draw as indexed triangles
glDrawElements(GL_TRIANGLES, model.getIndexCount(), GL_UNSIGNED_SHORT, model.getIndexData());
glDisableVertexAttribArray(uv_);
glDisableVertexAttribArray(position_);
}
void Shader::setProjectionMatrix(float *projectionMatrix) const {
glUniformMatrix4fv(projectionMatrix_, 1, false, projectionMatrix);
}
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#ifndef ANDROIDGLINVESTIGATIONS_SHADER_H
#define ANDROIDGLINVESTIGATIONS_SHADER_H
#include <string>
#include <GLES3/gl3.h>
class Model;
/*!
* A class representing a simple shader program. It consists of vertex and fragment components. The
* input attributes are a position (as a Vector3) and a uv (as a Vector2). It also takes a uniform
* to be used as the entire model/view/projection matrix. The shader expects a single texture for
* fragment shading, and does no other lighting calculations (thus no uniforms for lights or normal
* attributes).
*/
class Shader {
public:
/*!
* Loads a shader given the full sourcecode and names for necessary attributes and uniforms to
* link to. Returns a valid shader on success or null on failure. Shader resources are
* automatically cleaned up on destruction.
*
* @param vertexSource The full source code for your vertex program
* @param fragmentSource The full source code of your fragment program
* @param positionAttributeName The name of the position attribute in your vertex program
* @param uvAttributeName The name of the uv coordinate attribute in your vertex program
* @param projectionMatrixUniformName The name of your model/view/projection matrix uniform
* @return a valid Shader on success, otherwise null.
*/
static Shader *loadShader(
const std::string &vertexSource,
const std::string &fragmentSource,
const std::string &positionAttributeName,
const std::string &uvAttributeName,
const std::string &projectionMatrixUniformName);
inline ~Shader() {
if (program_) {
glDeleteProgram(program_);
program_ = 0;
}
}
/*!
* Prepares the shader for use, call this before executing any draw commands
*/
void activate() const;
/*!
* Cleans up the shader after use, call this after executing any draw commands
*/
void deactivate() const;
/*!
* Renders a single model
* @param model a model to render
*/
void drawModel(const Model &model) const;
/*!
* Sets the model/view/projection matrix in the shader.
* @param projectionMatrix sixteen floats, column major, defining an OpenGL projection matrix.
*/
void setProjectionMatrix(float *projectionMatrix) const;
private:
/*!
* Helper function to load a shader of a given type
* @param shaderType The OpenGL shader type. Should either be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
* @param shaderSource The full source of the shader
* @return the id of the shader, as returned by glCreateShader, or 0 in the case of an error
*/
static GLuint loadShader(GLenum shaderType, const std::string &shaderSource);
/*!
* Constructs a new instance of a shader. Use @a loadShader
* @param program the GL program id of the shader
* @param position the attribute location of the position
* @param uv the attribute location of the uv coordinates
* @param projectionMatrix the uniform location of the projection matrix
*/
constexpr Shader(
GLuint program,
GLint position,
GLint uv,
GLint projectionMatrix)
: program_(program),
position_(position),
uv_(uv),
projectionMatrix_(projectionMatrix) {}
GLuint program_;
GLint position_;
GLint uv_;
GLint projectionMatrix_;
};
#endif //ANDROIDGLINVESTIGATIONS_SHADER_H
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#include <android/imagedecoder.h>
#include "TextureAsset.h"
#include "AndroidOut.h"
#include "Utility.h"
std::shared_ptr<TextureAsset>
TextureAsset::loadAsset(AAssetManager *assetManager, const std::string &assetPath) {
// Get the image from asset manager
auto pAndroidRobotPng = AAssetManager_open(
assetManager,
assetPath.c_str(),
AASSET_MODE_BUFFER);
// Make a decoder to turn it into a texture
AImageDecoder *pAndroidDecoder = nullptr;
auto result = AImageDecoder_createFromAAsset(pAndroidRobotPng, &pAndroidDecoder);
assert(result == ANDROID_IMAGE_DECODER_SUCCESS);
// make sure we get 8 bits per channel out. RGBA order.
AImageDecoder_setAndroidBitmapFormat(pAndroidDecoder, ANDROID_BITMAP_FORMAT_RGBA_8888);
// Get the image header, to help set everything up
const AImageDecoderHeaderInfo *pAndroidHeader = nullptr;
pAndroidHeader = AImageDecoder_getHeaderInfo(pAndroidDecoder);
// important metrics for sending to GL
auto width = AImageDecoderHeaderInfo_getWidth(pAndroidHeader);
auto height = AImageDecoderHeaderInfo_getHeight(pAndroidHeader);
auto stride = AImageDecoder_getMinimumStride(pAndroidDecoder);
// Get the bitmap data of the image
auto upAndroidImageData = std::make_unique<std::vector<uint8_t>>(height * stride);
auto decodeResult = AImageDecoder_decodeImage(
pAndroidDecoder,
upAndroidImageData->data(),
stride,
upAndroidImageData->size());
assert(decodeResult == ANDROID_IMAGE_DECODER_SUCCESS);
// Get an opengl texture
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
// Clamp to the edge, you'll get odd results alpha blending if you don't
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load the texture into VRAM
glTexImage2D(
GL_TEXTURE_2D, // target
0, // mip level
GL_RGBA, // internal format, often advisable to use BGR
width, // width of the texture
height, // height of the texture
0, // border (always 0)
GL_RGBA, // format
GL_UNSIGNED_BYTE, // type
upAndroidImageData->data() // Data to upload
);
// generate mip levels. Not really needed for 2D, but good to do
glGenerateMipmap(GL_TEXTURE_2D);
// cleanup helpers
AImageDecoder_delete(pAndroidDecoder);
AAsset_close(pAndroidRobotPng);
// Create a shared pointer so it can be cleaned up easily/automatically
return std::shared_ptr<TextureAsset>(new TextureAsset(textureId));
}
TextureAsset::~TextureAsset() {
// return texture resources
glDeleteTextures(1, &textureID_);
textureID_ = 0;
}
-34
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@@ -1,34 +0,0 @@
#ifndef ANDROIDGLINVESTIGATIONS_TEXTUREASSET_H
#define ANDROIDGLINVESTIGATIONS_TEXTUREASSET_H
#include <memory>
#include <android/asset_manager.h>
#include <GLES3/gl3.h>
#include <string>
#include <vector>
class TextureAsset {
public:
/*!
* Loads a texture asset from the assets/ directory
* @param assetManager Asset manager to use
* @param assetPath The path to the asset
* @return a shared pointer to a texture asset, resources will be reclaimed when it's cleaned up
*/
static std::shared_ptr<TextureAsset>
loadAsset(AAssetManager *assetManager, const std::string &assetPath);
~TextureAsset();
/*!
* @return the texture id for use with OpenGL
*/
constexpr GLuint getTextureID() const { return textureID_; }
private:
inline TextureAsset(GLuint textureId) : textureID_(textureId) {}
GLuint textureID_;
};
#endif //ANDROIDGLINVESTIGATIONS_TEXTUREASSET_H
-87
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@@ -1,87 +0,0 @@
#include "Utility.h"
#include "AndroidOut.h"
#include <GLES3/gl3.h>
#define CHECK_ERROR(e) case e: aout << "GL Error: "#e << std::endl; break;
bool Utility::checkAndLogGlError(bool alwaysLog) {
GLenum error = glGetError();
if (error == GL_NO_ERROR) {
if (alwaysLog) {
aout << "No GL error" << std::endl;
}
return true;
} else {
switch (error) {
CHECK_ERROR(GL_INVALID_ENUM);
CHECK_ERROR(GL_INVALID_VALUE);
CHECK_ERROR(GL_INVALID_OPERATION);
CHECK_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
CHECK_ERROR(GL_OUT_OF_MEMORY);
default:
aout << "Unknown GL error: " << error << std::endl;
}
return false;
}
}
float *
Utility::buildOrthographicMatrix(float *outMatrix, float halfHeight, float aspect, float near,
float far) {
float halfWidth = halfHeight * aspect;
// column 1
outMatrix[0] = 1.f / halfWidth;
outMatrix[1] = 0.f;
outMatrix[2] = 0.f;
outMatrix[3] = 0.f;
// column 2
outMatrix[4] = 0.f;
outMatrix[5] = 1.f / halfHeight;
outMatrix[6] = 0.f;
outMatrix[7] = 0.f;
// column 3
outMatrix[8] = 0.f;
outMatrix[9] = 0.f;
outMatrix[10] = -2.f / (far - near);
outMatrix[11] = -(far + near) / (far - near);
// column 4
outMatrix[12] = 0.f;
outMatrix[13] = 0.f;
outMatrix[14] = 0.f;
outMatrix[15] = 1.f;
return outMatrix;
}
float *Utility::buildIdentityMatrix(float *outMatrix) {
// column 1
outMatrix[0] = 1.f;
outMatrix[1] = 0.f;
outMatrix[2] = 0.f;
outMatrix[3] = 0.f;
// column 2
outMatrix[4] = 0.f;
outMatrix[5] = 1.f;
outMatrix[6] = 0.f;
outMatrix[7] = 0.f;
// column 3
outMatrix[8] = 0.f;
outMatrix[9] = 0.f;
outMatrix[10] = 1.f;
outMatrix[11] = 0.f;
// column 4
outMatrix[12] = 0.f;
outMatrix[13] = 0.f;
outMatrix[14] = 0.f;
outMatrix[15] = 1.f;
return outMatrix;
}
-34
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@@ -1,34 +0,0 @@
#ifndef ANDROIDGLINVESTIGATIONS_UTILITY_H
#define ANDROIDGLINVESTIGATIONS_UTILITY_H
#include <cassert>
class Utility {
public:
static bool checkAndLogGlError(bool alwaysLog = false);
static inline void assertGlError() { assert(checkAndLogGlError()); }
/**
* Generates an orthographic projection matrix given the half height, aspect ratio, near, and far
* planes
*
* @param outMatrix the matrix to write into
* @param halfHeight half of the height of the screen
* @param aspect the width of the screen divided by the height
* @param near the distance of the near plane
* @param far the distance of the far plane
* @return the generated matrix, this will be the same as @a outMatrix so you can chain calls
* together if needed
*/
static float *buildOrthographicMatrix(
float *outMatrix,
float halfHeight,
float aspect,
float near,
float far);
static float *buildIdentityMatrix(float *outMatrix);
};
#endif //ANDROIDGLINVESTIGATIONS_UTILITY_H
+4 -57
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@@ -2,72 +2,30 @@
#include <game-activity/native_app_glue/android_native_app_glue.h>
#include <game-activity/GameActivity.h>
#include "AndroidOut.h"
#include "Renderer.h"
extern "C" {
/*!
* Handles commands sent to this Android application
* @param pApp the app the commands are coming from
* @param cmd the command to handle
*/
void handle_cmd(android_app *pApp, int32_t cmd) {
switch (cmd) {
case APP_CMD_INIT_WINDOW:
// A new window is created, associate a renderer with it. You may replace this with a
// "game" class if that suits your needs. Remember to change all instances of userData
// if you change the class here as a reinterpret_cast is dangerous this in the
// android_main function and the APP_CMD_TERM_WINDOW handler case.
pApp->userData = new Renderer(pApp);
aout << "APP_CMD_INIT_WINDOW" << std::endl;
break;
case APP_CMD_TERM_WINDOW:
// The window is being destroyed. Use this to clean up your userData to avoid leaking
// resources.
//
// We have to check if userData is assigned just in case this comes in really quickly
if (pApp->userData) {
//
auto *pRenderer = reinterpret_cast<Renderer *>(pApp->userData);
pApp->userData = nullptr;
delete pRenderer;
}
aout << "APP_CMD_TERM_WINDOW" << std::endl;
break;
default:
break;
}
}
/*!
* Enable the motion events you want to handle; not handled events are
* passed back to OS for further processing. For this example case,
* only pointer and joystick devices are enabled.
*
* @param motionEvent the newly arrived GameActivityMotionEvent.
* @return true if the event is from a pointer or joystick device,
* false for all other input devices.
*/
bool motion_event_filter_func(const GameActivityMotionEvent *motionEvent) {
auto sourceClass = motionEvent->source & AINPUT_SOURCE_CLASS_MASK;
return (sourceClass == AINPUT_SOURCE_CLASS_POINTER ||
sourceClass == AINPUT_SOURCE_CLASS_JOYSTICK);
}
/*!
* This the main entry point for a native activity
*/
void android_main(struct android_app *pApp) {
// Can be removed, useful to ensure your code is running
aout << "Welcome to android_main" << std::endl;
// Register an event handler for Android events
pApp->onAppCmd = handle_cmd;
// Set input event filters (set it to NULL if the app wants to process all inputs).
// Note that for key inputs, this example uses the default default_key_filter()
// implemented in android_native_app_glue.c.
android_app_set_motion_event_filter(pApp, motion_event_filter_func);
android_app_set_motion_event_filter(pApp, nullptr);
// This sets up a typical game/event loop. It will run until the app is destroyed.
do {
@@ -99,18 +57,7 @@ void android_main(struct android_app *pApp) {
}
}
// Check if any user data is associated. This is assigned in handle_cmd
if (pApp->userData) {
// We know that our user data is a Renderer, so reinterpret cast it. If you change your
// user data remember to change it here
auto *pRenderer = reinterpret_cast<Renderer *>(pApp->userData);
// Process game input
pRenderer->handleInput();
// Render a frame
pRenderer->render();
}
} while (!pApp->destroyRequested);
}
}
@@ -1,14 +1,42 @@
package com.hmwl.sample;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
import com.google.androidgamesdk.GameActivity;
public class MainActivity extends GameActivity {
public class MainActivity extends GameActivity{
private static final String TAG = "MainActivity";
static {
System.loadLibrary("sample");
}
@Override
public boolean onTouchEvent(MotionEvent event) {
int action = event.getActionMasked();
float x = event.getX();
float y = event.getY();
switch (action) {
case MotionEvent.ACTION_DOWN:
Log.d(TAG, "Java Layer: Touch DOWN at (" + x + ", " + y + ")");
// ✅ 你可以在这里做些事,比如发消息给 C++,或 UI 反馈
break;
case MotionEvent.ACTION_MOVE:
Log.d(TAG, "Java Layer: Touch MOVE");
break;
case MotionEvent.ACTION_UP:
Log.d(TAG, "Java Layer: Touch UP");
break;
}
// ⚠️ 关键:返回 false 才能让事件继续传递给 Native 层(C++)
// 如果返回 true,表示事件已被消费,C++ 层将收不到!
return false;
}
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);