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Android Eclipse+ADT+SDK+NDK+OpenGL在Ubuntu进行安卓纯C/C++开发实现_eclipse ndk 原生opengl

eclipse ndk 原生opengl

第一步:搭建安卓开发环境在Ubuntu(64bit)
1.下载eclipse-64bitjuno eclipse(这里下载javadev版的,因为在ubuntu不需要cdt,当然也可以用c/c++版的)
2.下载eclipse的中文包:中文包
3.下载jdk1.8-64bitJDK1.8并配置好环境变量
4.下载sdk-r23
5.下载ADT-23.06
6.下载NDK(这三个工具网上找)


第二步:开始配置开发环境
1.打开eclipse安装ADT 帮助》安装新软件》添加》Archive…》ok并去掉最后一个勾选会快速安装adt,然后你就可以安装adt了。
这里写图片描述
2.重启配置sdk和ndk 窗口》首选项》Android》浏览 如图,你可能需要打开sdk更新。
这里写图片描述
3.配置ndk 窗口》首选项》Android》NDK 如图
这里写图片描述
4.配置c/c++编译变量(NDK的)如图
这里写图片描述


第三步:新建NDK工程
1.新建一个安卓空工程 自己添加一个jni文件夹
这里写图片描述
2.新建一个文件Application.mk
代码:

APP_PLATFORM := android-14  
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3.新建一个Android.mk文件
代码:

LOCAL_PATH := $(call my-dir)  

include $(CLEAR_VARS)  

LOCAL_MODULE    := native-activity  
LOCAL_SRC_FILES := main.cpp  
LOCAL_LDLIBS    := -llog -landroid -lEGL -lGLESv1_CM  
LOCAL_STATIC_LIBRARIES := android_native_app_glue  

include $(BUILD_SHARED_LIBRARY)  

$(call import-module,android/native_app_glue)  
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4.新建一个main.cpp
代码:

#include <jni.h>
#include <errno.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <string.h>
#include <stdlib.h>
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>

#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "native-activity", __VA_ARGS__))

/**
 * Our saved state data.
 */
struct saved_state {
    float angle;
    int32_t x;
    int32_t y;
};

/**
 * Shared state for our app.
 */
struct engine {
    struct android_app* app;

    ASensorManager* sensorManager;
    const ASensor* accelerometerSensor;
    ASensorEventQueue* sensorEventQueue;

    int animating;
    EGLDisplay display;
    EGLSurface surface;
    EGLContext context;
    int32_t width;
    int32_t height;
    struct saved_state state;
};

/**
 * Initialize an EGL context for the current display.
 */
static int engine_init_display(struct engine* engine) {
    // initialize OpenGL ES and EGL

    /*
     * Here specify the attributes of the desired configuration.
     * Below, we select an EGLConfig with at least 8 bits per color
     * component compatible with on-screen windows
     */
    const EGLint attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE,
            8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_NONE };
    EGLint w, h, dummy, format;
    EGLint numConfigs;
    EGLConfig config;
    EGLSurface surface;
    EGLContext context;

    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);

    eglInitialize(display, 0, 0);

    /* Here, the application chooses the configuration it desires. In this
     * sample, we have a very simplified selection process, where we pick
     * the first EGLConfig that matches our criteria */
    eglChooseConfig(display, attribs, &config, 1, &numConfigs);

    /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
     * guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
     * As soon as we picked a EGLConfig, we can safely reconfigure the
     * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
    eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);

    ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);

    surface = eglCreateWindowSurface(display, config, engine->app->window,
            NULL);
    context = eglCreateContext(display, config, NULL, NULL);

    if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
        LOGW("Unable to eglMakeCurrent");
        return -1;
    }

    eglQuerySurface(display, surface, EGL_WIDTH, &w);
    eglQuerySurface(display, surface, EGL_HEIGHT, &h);

    engine->display = display;
    engine->context = context;
    engine->surface = surface;
    engine->width = w;
    engine->height = h;
    engine->state.angle = 0;

    // Initialize GL state.
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
    glEnable(GL_CULL_FACE);
    glShadeModel(GL_SMOOTH);
    glDisable(GL_DEPTH_TEST);

    return 0;
}

/**
 * Just the current frame in the display.
 */
static void engine_draw_frame(struct engine* engine) {
    if (engine->display == NULL) {
        // No display.
        return;
    }

    // Just fill the screen with a color.
    glClearColor(((float) engine->state.x) / engine->width, engine->state.angle,
            ((float) engine->state.y) / engine->height, 1);
    glClear(GL_COLOR_BUFFER_BIT);

    eglSwapBuffers(engine->display, engine->surface);
}

/**
 * Tear down the EGL context currently associated with the display.
 */
static void engine_term_display(struct engine* engine) {
    if (engine->display != EGL_NO_DISPLAY) {
        eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE,
                EGL_NO_CONTEXT);
        if (engine->context != EGL_NO_CONTEXT) {
            eglDestroyContext(engine->display, engine->context);
        }
        if (engine->surface != EGL_NO_SURFACE) {
            eglDestroySurface(engine->display, engine->surface);
        }
        eglTerminate(engine->display);
    }
    engine->animating = 0;
    engine->display = EGL_NO_DISPLAY;
    engine->context = EGL_NO_CONTEXT;
    engine->surface = EGL_NO_SURFACE;
}

/**
 * Process the next input event.
 */
static int32_t engine_handle_input(struct android_app* app,
        AInputEvent* event) {
    struct engine* engine = (struct engine*) app->userData;
    if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
        engine->animating = 1;
        engine->state.x = AMotionEvent_getX(event, 0);
        engine->state.y = AMotionEvent_getY(event, 0);
        return 1;
    }
    return 0;
}

/**
 * Process the next main command.
 */
static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
    struct engine* engine = (struct engine*) app->userData;
    switch (cmd) {
    case APP_CMD_SAVE_STATE:
        // The system has asked us to save our current state.  Do so.
        engine->app->savedState = malloc((size_t)sizeof(struct saved_state));
        *((struct saved_state*) engine->app->savedState) = engine->state;
        engine->app->savedStateSize = sizeof(struct saved_state);
        break;
    case APP_CMD_INIT_WINDOW:
        // The window is being shown, get it ready.
        if (engine->app->window != NULL) {
            engine_init_display(engine);
            engine_draw_frame(engine);
        }
        break;
    case APP_CMD_TERM_WINDOW:
        // The window is being hidden or closed, clean it up.
        engine_term_display(engine);
        break;
    case APP_CMD_GAINED_FOCUS:
        // When our app gains focus, we start monitoring the accelerometer.
        if (engine->accelerometerSensor != NULL) {
            ASensorEventQueue_enableSensor(engine->sensorEventQueue,
                    engine->accelerometerSensor);
            // We'd like to get 60 events per second (in us).
            ASensorEventQueue_setEventRate(engine->sensorEventQueue,
                    engine->accelerometerSensor, (1000L / 60) * 1000);
        }
        break;
    case APP_CMD_LOST_FOCUS:
        // When our app loses focus, we stop monitoring the accelerometer.
        // This is to avoid consuming battery while not being used.
        if (engine->accelerometerSensor != NULL) {
            ASensorEventQueue_disableSensor(engine->sensorEventQueue,
                    engine->accelerometerSensor);
        }
        // Also stop animating.
        engine->animating = 0;
        engine_draw_frame(engine);
        break;
    }
}

/**
 * This is the main entry point of a native application that is using
 * android_native_app_glue.  It runs in its own thread, with its own
 * event loop for receiving input events and doing other things.
 */
void android_main(struct android_app* state) {
    struct engine engine = {0};
    // Make sure glue isn't stripped.
    app_dummy();
    state->userData = &engine;
    state->onAppCmd = engine_handle_cmd;
    state->onInputEvent = engine_handle_input;
    engine.app = state;

    // Prepare to monitor accelerometer
    engine.sensorManager = ASensorManager_getInstance();
    engine.accelerometerSensor = ASensorManager_getDefaultSensor(
            engine.sensorManager, ASENSOR_TYPE_ACCELEROMETER);
    engine.sensorEventQueue = ASensorManager_createEventQueue(
            engine.sensorManager, state->looper, LOOPER_ID_USER, NULL, NULL);

    if (state->savedState != NULL) {
        // We are starting with a previous saved state; restore from it.
        engine.state = *(struct saved_state*) state->savedState;
    }

    // loop waiting for stuff to do.

    while (true) {
        // Read all pending events.
        int ident;
        int events;
        struct android_poll_source* source;

        // If not animating, we will block forever waiting for events.
        // If animating, we loop until all events are read, then continue
        // to draw the next frame of animation.
        while ((ident = ALooper_pollAll(engine.animating ? 0 : -1, NULL,
                &events, (void**) &source)) >= 0) {

            // Process this event.
            if (source != NULL) {
                source->process(state, source);
            }

            // If a sensor has data, process it now.
            if (ident == LOOPER_ID_USER) {
                if (engine.accelerometerSensor != NULL) {
                    ASensorEvent event;
                    while (ASensorEventQueue_getEvents(engine.sensorEventQueue,
                            &event, 1) > 0) {
                        LOGI("accelerometer: x=%f y=%f z=%f", event.acceleration.x, event.acceleration.y, event.acceleration.z);
                    }
                }
            }

            // Check if we are exiting.
            if (state->destroyRequested != 0) {
                engine_term_display(&engine);
                return;
            }
        }

        if (engine.animating) {
            // Done with events; draw next animation frame.
            engine.state.angle += .01f;
            if (engine.state.angle > 1) {
                engine.state.angle = 0;
            }
            engine_draw_frame(&engine);
        }
    }
}
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5.在jin里边新建一个c/c++工程
这里写图片描述
6.然后就可以看到了:
这里写图片描述
7.然后alt+enter到项目设置,如图将那些设置的变量添加进去
这里写图片描述
8.同样在这界面里边的sybols里添加一个ANDROID值不填
这里写图片描述
9.切换到c/c++视图:
这里写图片描述
然后按下那锤子进行编译库:
这里写图片描述
这里写图片描述
10.将光标定回安卓项目并点击运行:
这里写图片描述
11.我们看下logcat里的包名正常运行的:
这里写图片描述

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