gl.h&找不到glext.h

时间:2012-05-29 06:10:42

标签: opengl-es android-ndk java-native-interface

尝试通过NDK平台在android中执行基于C ++的程序时,编译错误地找不到“gl.h”和“glext.h”头文件,因为我已将它们都包含在我的C ++代码。     M使用android-ndk-r8并用Cygwin编译它。

here s my code:   
**ANDROID.MK**

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE    := NDK1
FILE_LIST := $(wildcard $(LOCAL_PATH)/*.cpp) 
LOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)/%=%) 

include $(BUILD_SHARED_LIBRARY)

---
**APPLICATION.MK**

APP_STL := stlport_static
APP_ABI := armeabi armeabi-v7a 
APP_PLATFORM := android-3

---
**Viewer.cpp**

#include <iostream>

#import "OpenGLES/ES2/gl.h"
#import "OpenGLES/ES2/glext.h"

//#import <GLKit/GLKEffects.h>
#import <GLKit/GLKMath.h>

#include "Viewer.h"

void Viewer::render() {
    glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glBindVertexArrayOES( _vertexArray[0]);

    // Render the object with GLKit


    glDrawArrays(GL_TRIANGLES, 0, 36);

    /////////
    glBindVertexArrayOES(_vertexArray[1]);

    // Render the object with GLKit
    //[self.effect prepareToDraw];

    glDrawArrays(GL_TRIANGLES, 0, 36);
}

void Viewer::initialize() {
    sceneObj.constructDemoScene();

    glEnable( GL_DEPTH_TEST);

    ///////////////////////////////////
    glGenVertexArraysOES(1, &_vertexArray[0]);
    glBindVertexArrayOES( _vertexArray[0]);

    glGenBuffers(1, &_vertexBuffer[0]);
    glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer[0]);
    H3DModel * model = sceneObj.get3DModel(0);
    float * vertices = model->vertexBuffObj.getVertices();
    for (int c = 0; c < 216; c++)
        printf("%f\t", vertices[c]);
    glBufferData(GL_ARRAY_BUFFER, 216 * 4, vertices, GL_STATIC_DRAW);

    glEnableVertexAttribArray( EVertexAttribPosition);
    glVertexAttribPointer(EVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24,
            (void*) offsetof(Vertex, position));
    glEnableVertexAttribArray( EVertexAttribNormal);
    glVertexAttribPointer(EVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24,
            (void*) offsetof(Vertex, normal));

    ///////////////////////////////////

    glGenVertexArraysOES(2, &_vertexArray[1]);
    glBindVertexArrayOES(_vertexArray[1]);

    glGenBuffers(2, &_vertexBuffer[1]);
    glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer[1]);
    H3DModel * model1 = sceneObj.get3DModel(1);
    float * vertices1 = model1->vertexBuffObj.getVertices();
    for (int c = 0; c < 216; c++)
        printf("%f\t", vertices[c]);
    glBufferData(GL_ARRAY_BUFFER, 216 * 4, vertices1, GL_STATIC_DRAW);

    glEnableVertexAttribArray(EVertexAttribPosition);
    glVertexAttribPointer(EVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24,
            (void*) offsetof(Vertex, position));
    glEnableVertexAttribArray(EVertexAttribNormal);
    glVertexAttribPointer(EVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24,
            (void*) offsetof(Vertex, normal));

    glBindVertexArrayOES(0);
}

void Viewer::unInitialize() {
    glDeleteBuffers(1, &_vertexBuffer[0]);
    glDeleteBuffers(2, &_vertexBuffer[1]);
    glDeleteVertexArraysOES(1, &_vertexArray[0]);
    glDeleteVertexArraysOES(2, &_vertexArray[1]);

    if (_program) {
        glDeleteProgram( _program);
        _program = 0;
    }
}

GLKMatrix4 Viewer::update() {
    GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f,
            -4.0f);
    baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation,
            0.0f, 1.0f, 0.0f);

    // Compute the model view matrix for the object rendered with GLKit
    //GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
    //modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
    //modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);

    //self.effect.transform.modelviewMatrix = baseModelViewMatrix;

    /*// Compute the model view matrix for the object rendered with ES2
     modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
     modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
     modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);

     _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);

     _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);*/

    _rotation += 0.04f;
    return baseModelViewMatrix;
}

先谢谢..我想知道如何在android ndk中使用OPENGL ES !!

4 个答案:

答案 0 :(得分:4)

不太确定,但我相信如果您查看google ndk提供的示例代码,可能会有很大的帮助。

位于

的示例代码
    android-ndk-r7b\samples\hello-gl2\jni\gl_code.cpp

如果比较Android.mk,你会找到你的

    LOCAL_LDLIBS    := -llog -lGLESv2

缺少。 Google提供的Android.mk如下所示:

    LOCAL_PATH:= $(call my-dir)

    include $(CLEAR_VARS)

    LOCAL_MODULE    := libgl2jni
    LOCAL_CFLAGS    := -Werror
    LOCAL_SRC_FILES := gl_code.cpp
    LOCAL_LDLIBS    := -llog -lGLESv2

    include $(BUILD_SHARED_LIBRARY)

并且,在cpp源代码中,android正在使用:

    #include <GLES2/gl2.h>
    #include <GLES2/gl2ext.h>

答案 1 :(得分:1)

在C / C ++中没有#import这样的东西。您还需要增加APP_PLATFORM级别。 OpenGL ES 1只能从android-4开始提供,而OpenGL ES 2可从android-5获得。这些都在文档中:docs/STABLE-APIS.html文件。

答案 2 :(得分:1)

我认为您正在尝试构建jni目录。再次尝试Android项目的根目录。

答案 3 :(得分:0)

不知道这个问题是否仍然普遍存在。我刚遇到这个问题并找到了一个解决方案。事实证明,“jni”目录中需要“Application.mk”文件。

这是我的“Application.mk”:

APP_STL := gnustl_static
APP_CPPFLAGS := -frtti -fexceptions
APP_ABI := armeabi armeabi-v7a
APP_PLATFORM := android-14

我认为“APP_PLATFORM:= android-14”告诉Android使用Opengl ES。实际上,“APP_PLATFORM:= android-5”是OpenGL 2.x的最低要求。