Time for action – rendering a star field

Let's now see how to apply this particle effect in DroidBlaster:

  1. In jni/GraphicsManager.hpp, define a new method to load a vertex buffer.

    Add an array to store vertex buffer resources:

    ...
    class GraphicsManager {
    public:
        ...
        GLuint loadShader(const char* pVertexShader,
                const char* pFragmentShader);
        GLuint loadVertexBuffer(const void* pVertexBuffer,
                int32_t pVertexBufferSize);
    
    private:
        ...
        GLuint mShaders[32]; int32_t mShaderCount;
        GLuint mVertexBuffers[32]; int32_t mVertexBufferCount;
    
        GraphicsComponent* mComponents[32]; int32_t mComponentCount;
    };
    #endif
  2. In jni/GraphicsManager.cpp, update the constructor initialization list and free vertex buffer resources in stop():
    ... GraphicsManager::GraphicsManager(android_app* ...

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