osg for android学习之一:windows下编译(亲测通过)【转】

1. 首先需要一个OSG for android的环境

(1)NDK 现在Eclipse 对NDK已经相当友好了,已经不需要另外cygwin的参与,具体可以参考

Android NDK开发篇(一):新版NDK环境搭建(免Cygwin,超级快)

(2).OSG for android的编译,参考 osg for android学习之一:windows下编译(亲测通过)  建议编译OpenGL ES2版本.

 

2.然后加载OSG自带的Example:osgAndroidExampleGLES2

(1)点击菜单键加载文件路径,输入/sdcard/osg/cow.osg(必须先往sdcard创建文件夹osg并把cow.osg放到该文件夹里边)

osg for android学习之一:windows下编译(亲测通过)【转】

(2)接着经典的牛出现了:)

osg for android学习之一:windows下编译(亲测通过)【转】

3.自带的example太多的代码,这样的代码无论对于NDK的初学者或OSG很不直观,所以本人重写了一个HelloWolrd for 

osg的例子。例子很简单,就是简单加载一个四边形并附上颜色。

(1)java代码

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package com.example.helloosg;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView.Renderer;

public class NDKRenderer implements Renderer{

NDKRenderer(){
    }
    
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        // TODO Auto-generated method stub
        gl.glEnable(GL10.GL_DEPTH_TEST);
    }

@Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        // TODO Auto-generated method stub
        osgNativeLib.init(width, height);
    }

@Override
    public void onDrawFrame(GL10 gl) {
        // TODO Auto-generated method stub
        osgNativeLib.step();
    }
}

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package com.example.helloosg;
public class osgNativeLib {
    
    static {
        System.loadLibrary("osgNativeLib");
    }

/**
    * @param width the current view width
    * @param height the current view height
    */
    public static native void       init(int width, int height);
    public static native void       step();
}

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package com.example.helloosg;

import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.Menu;
import android.view.MenuItem;
import android.widget.TextView;

public class MainActivity extends Activity {

private GLSurfaceView mGLSurfaceView;
    
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        mGLSurfaceView = new GLSurfaceView(this);
        mGLSurfaceView.setEGLContextClientVersion(2);
        NDKRenderer renderer = new NDKRenderer();
        this.mGLSurfaceView.setRenderer(renderer);
        this.setContentView(mGLSurfaceView);
    }

@Override
    public boolean onCreateOptionsMenu(Menu menu) {
        // Inflate the menu; this adds items to the action bar if it is present.
        getMenuInflater().inflate(R.menu.main, menu);
        return true;
    }

@Override
    protected void onResume() {
        // TODO Auto-generated method stub
        super.onResume();
        mGLSurfaceView.onResume();
    }

@Override
    protected void onPause() {
        // TODO Auto-generated method stub
        super.onPause();
        mGLSurfaceView.onPause();
    }

@Override
    public boolean onOptionsItemSelected(MenuItem item) {
        // Handle action bar item clicks here. The action bar will
        // automatically handle clicks on the Home/Up button, so long
        // as you specify a parent activity in AndroidManifest.xml.
        int id = item.getItemId();
        if (id == R.id.action_settings) {
            return true;
        }
        return super.onOptionsItemSelected(item);
    }
}

(2)JNI代码

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/ *  Created on: 2014-10-19
 *      Author: VCC
 */

#include "OsgMainApp.h"

OsgMainApp::OsgMainApp() {
}

void OsgMainApp::initOsgWindow(int x, int y, int width, int height) {
    __android_log_write(ANDROID_LOG_ERROR, "OSGANDROID", "Init geometry");

_viewer = new osgViewer::Viewer();
    _viewer->setUpViewerAsEmbeddedInWindow(x, y, width, height);
    _viewer->setThreadingModel(osgViewer::ViewerBase::SingleThreaded);

_root = new osg::Group();

_viewer->realize();
    _viewer->addEventHandler(new osgViewer::StatsHandler);
    _viewer->addEventHandler(
            new osgGA::StateSetManipulator(
                    _viewer->getCamera()->getOrCreateStateSet()));
    _viewer->addEventHandler(new osgViewer::ThreadingHandler);
    _viewer->addEventHandler(new osgViewer::LODScaleHandler);

_manipulator = new osgGA::KeySwitchMatrixManipulator;
    _manipulator->addMatrixManipulator('1', "Trackball",
            new osgGA::TrackballManipulator());
    _viewer->setCameraManipulator(_manipulator.get());

_viewer->getViewerStats()->collectStats("scene", true);

loadModels();
}

void OsgMainApp::draw() {
    _viewer->frame();
}

void OsgMainApp::loadModels() {
    osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(
            "/sdcard/osg/cow.osg");
    loadedModel->setName("cow");
    if (loadedModel != NULL) {
        __android_log_print(ANDROID_LOG_ERROR, "OSGANDROID", "Not NULL");
    }
    osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX, gVertexShader);
    osg::Shader * fshader = new osg::Shader(osg::Shader::FRAGMENT,
            gFragmentShader);

osg::Program * prog = new osg::Program;
    prog->addShader(vshader);
    prog->addShader(fshader);

osg::ref_ptr<osg::Node> node = createNode();
    //loadedModel->getOrCreateStateSet()->setAttribute(prog);
    node->getOrCreateStateSet()->setAttribute(prog);
    //_root->addChild(loadedModel);
    _root->addChild(node);
    osgViewer::Viewer::Windows windows;
    _viewer->getWindows(windows);
    for (osgViewer::Viewer::Windows::iterator itr = windows.begin();
            itr != windows.end(); ++itr) {
        (*itr)->getState()->setUseModelViewAndProjectionUniforms(true);
        (*itr)->getState()->setUseVertexAttributeAliasing(true);
    }

_viewer->setSceneData(NULL);
    _viewer->setSceneData(_root.get());
    _manipulator->getNode();
    _viewer->home();

_viewer->getDatabasePager()->clear();
    _viewer->getDatabasePager()->registerPagedLODs(_root.get());
    _viewer->getDatabasePager()->setUpThreads(3, 1);
    _viewer->getDatabasePager()->setTargetMaximumNumberOfPageLOD(2);
    _viewer->getDatabasePager()->setUnrefImageDataAfterApplyPolicy(true, true);
}

//创建一个四边形节点
osg::ref_ptr<osg::Node> OsgMainApp::createNode() {

//创建一个叶节点对象
    osg::ref_ptr<osg::Geode> geode = new osg::Geode();
    //创建一个几何体对象
    osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
    //添加顶点数据 注意顶点的添加顺序是逆时针
    osg::ref_ptr<osg::Vec3Array> v = new osg::Vec3Array();
    //添加数据
    v->push_back(osg::Vec3(0, 0, 0));
    v->push_back(osg::Vec3(1, 0, 0));
    v->push_back(osg::Vec3(1, 0, 1));
    v->push_back(osg::Vec3(0, 0, 1));

//设置顶点数据
    geom->setVertexArray(v.get());

//创建纹理订点数据
    osg::ref_ptr<osg::Vec2Array> vt = new osg::Vec2Array();
    //添加纹理坐标
    vt->push_back(osg::Vec2(0, 0));
    vt->push_back(osg::Vec2(1, 0));
    vt->push_back(osg::Vec2(1, 1));
    vt->push_back(osg::Vec2(0, 1));

//设置纹理坐标
    geom->setTexCoordArray(0, vt.get());

//创建颜色数组
    osg::ref_ptr<osg::Vec4Array> vc = new osg::Vec4Array();
    //添加数据
    vc->push_back(osg::Vec4(1, 0, 0, 1));
    vc->push_back(osg::Vec4(0, 1, 0, 1));
    vc->push_back(osg::Vec4(0, 0, 1, 1));
    vc->push_back(osg::Vec4(1, 1, 0, 1));

//设置颜色数组
    geom->setColorArray(vc.get());
    //设置颜色的绑定方式为单个顶点
    geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);

//创建法线数组
    osg::ref_ptr<osg::Vec3Array> nc = new osg::Vec3Array();
    //添加法线
    nc->push_back(osg::Vec3(0, -1, 0));
    //设置法线
    geom->setNormalArray(nc.get());
    //设置法绑定为全部顶点
    geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
    //添加图元
    geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));

//添加到叶子节点
    geode->addDrawable(geom.get());

return geode.get();
}

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/*
 * OsgMainApp.h
 *
 *  Created on: 2014-10-19
 *      Author: VCC
 */

#ifndef OSGMAINAPP_H_
#define OSGMAINAPP_H_

//android log
#include <android/log.h>
#include <iostream>
#include <cstdlib>
#include <math.h>

#include <string>

//osg
#include <osg/GL>
#include <osg/GLExtensions>
#include <osg/Depth>
#include <osg/Program>
#include <osg/Shader>
#include <osg/Node>
#include <osg/Notify>
#include <osg/ShapeDrawable>

#include <osgText/Text>

//osgDB
#include <osgDB/DatabasePager>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

//osg_viewer
#include <osgViewer/Viewer>
#include <osgViewer/Renderer>
#include <osgViewer/ViewerEventHandlers>
//osgGA

#include <osgGA/GUIEventAdapter>
#include <osgGA/MultiTouchTrackballManipulator>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/StateSetManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>
#include <osgGA/SphericalManipulator>

//Static plugins Macro
USE_OSGPLUGIN(ive)
USE_OSGPLUGIN(osg)
USE_OSGPLUGIN(osg2)
USE_OSGPLUGIN(terrain)
USE_OSGPLUGIN(rgb)
USE_OSGPLUGIN(OpenFlight)
USE_OSGPLUGIN(dds)
//Static DOTOSG
USE_DOTOSGWRAPPER_LIBRARY(osg)
USE_DOTOSGWRAPPER_LIBRARY(osgFX)
USE_DOTOSGWRAPPER_LIBRARY(osgParticle)
USE_DOTOSGWRAPPER_LIBRARY(osgTerrain)
USE_DOTOSGWRAPPER_LIBRARY(osgText)
USE_DOTOSGWRAPPER_LIBRARY(osgViewer)
USE_DOTOSGWRAPPER_LIBRARY(osgVolume)
//Static serializer
USE_SERIALIZER_WRAPPER_LIBRARY(osg)
USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation)
USE_SERIALIZER_WRAPPER_LIBRARY(osgFX)
USE_SERIALIZER_WRAPPER_LIBRARY(osgManipulator)
USE_SERIALIZER_WRAPPER_LIBRARY(osgParticle)
USE_SERIALIZER_WRAPPER_LIBRARY(osgTerrain)
USE_SERIALIZER_WRAPPER_LIBRARY(osgText)
USE_SERIALIZER_WRAPPER_LIBRARY(osgVolume)

#define LOG_TAG "osgNativeLib"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)

static const char gVertexShader[] =
    "void main() {                                                          \n"
    "    gl_Position  = gl_ModelViewProjectionMatrix * gl_Vertex;          \n"
    "}                                                                      \n";
static const char gFragmentShader[] =
    "void main() {                             \n"
    "  gl_FragColor =vec4(0.4,0.4,0.8,1.0);    \n"
    "}                                                                      \n";

class OsgMainApp {
private:
    osg::ref_ptr<osgViewer::Viewer>                 _viewer;
    osg::ref_ptr<osg::Group>                        _root;
    osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> _manipulator;
public:
    OsgMainApp();
    void initOsgWindow(int x,int y,int width,int height);
    void draw();
private:
    osg::ref_ptr<osg::Node> createNode();
    void loadModels();

};

#endif /* OSGMAINAPP_H_ */

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#include <jni.h>
#include <string.h>
#include <osg/Node>

#include <iostream>

#include "OsgMainApp.h"

OsgMainApp mainApp;

extern "C"{
    JNIEXPORT void JNICALL Java_com_example_helloosg_osgNativeLib_init(JNIEnv* env, jobject obj, jint width, jint height);
    JNIEXPORT void JNICALL Java_com_example_helloosg_osgNativeLib_step(JNIEnv* env, jobject obj);
}
JNIEXPORT void JNICALL Java_com_example_helloosg_osgNativeLib_init(JNIEnv* env, jobject obj, jint width, jint height)
{
    mainApp.initOsgWindow(0, 0, width, height);
}

JNIEXPORT void JNICALL Java_com_example_helloosg_osgNativeLib_step(JNIEnv* env, jobject obj){
    mainApp.draw();
}

(3).mk文件

android.mk

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LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE    := osgNativeLib
### Main Install dir
OSG_ANDROID_DIR := C:/Develop/osggles2
LIBDIR          := $(OSG_ANDROID_DIR)/obj/local/armeabi

ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
    LOCAL_ARM_NEON  := true
    LIBDIR          := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a
endif

### Add all source file names to be included in lib separated by a whitespace

LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include
LOCAL_CFLAGS    := -fno-short-enums
LOCAL_CPPFLAGS  := -DOSG_LIBRARY_STATIC

LOCAL_LDLIBS := -lGLESv2 -lz -llog

LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp

LOCAL_LDFLAGS   := -L $(LIBDIR) \
-losgdb_dds \
-losgdb_openflight \
-losgdb_tga \
-losgdb_rgb \
-losgdb_osgterrain \
-losgdb_osg \
-losgdb_ive \
-losgdb_deprecated_osgviewer \
-losgdb_deprecated_osgvolume \
-losgdb_deprecated_osgtext \
-losgdb_deprecated_osgterrain \
-losgdb_deprecated_osgsim \
-losgdb_deprecated_osgshadow \
-losgdb_deprecated_osgparticle \
-losgdb_deprecated_osgfx \
-losgdb_deprecated_osganimation \
-losgdb_deprecated_osg \
-losgdb_serializers_osgvolume \
-losgdb_serializers_osgtext \
-losgdb_serializers_osgterrain \
-losgdb_serializers_osgsim \
-losgdb_serializers_osgshadow \
-losgdb_serializers_osgparticle \
-losgdb_serializers_osgmanipulator \
-losgdb_serializers_osgfx \
-losgdb_serializers_osganimation \
-losgdb_serializers_osg \
-losgViewer \
-losgVolume \
-losgTerrain \
-losgText \
-losgShadow \
-losgSim \
-losgParticle \
-losgManipulator \
-losgGA \
-losgFX \
-losgDB \
-losgAnimation \
-losgUtil \
-losg \
-lOpenThreads \
-lgnustl_static

include $(BUILD_SHARED_LIBRARY)

application.mk

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#ANDROID APPLICATION MAKEFILE
APP_BUILD_SCRIPT := $(call my-dir)/Android.mk
#APP_PROJECT_PATH := $(call my-dir)

APP_OPTIM := release

APP_PLATFORM    := android-8
APP_STL         := gnustl_static
APP_CPPFLAGS    := -fexceptions -frtti
APP_ABI         := armeabi armeabi-v7a
APP_MODULES     := osgNativeLib

运行结果
osg for android学习之一:windows下编译(亲测通过)【转】

注:由于代码是基于OpenGL ES2,简单加载了一个四边形,并在片元着色器将四边形的颜色赋为浅蓝色,其实也可以通过

OSG将四边形的颜色或者纹理赋到四边形上,具体下篇将说明

https://blog.csdn.net/hai7song/article/details/40515465

参考:

https://blog.csdn.net/edgarliaohs/article/details/37877287

http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2

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