1 前言
ValueAnimator 基于 Choreographer 的 frame callback 机制,周期性(约16.7ms,与屏幕帧率相关)执行其 doAnimationFrame() 方法,回调监听器中相应方法,刷新 UI 实现动画效果。
ValueAnimator 是 Android 系统提供的时钟回调类,可以为其提供插值器,并注册 AnimatorUpdateListener 监听器、AnimatorUpdateListener 监听器。当调用 ValueAnimator 的 start() 方法后,系统会周期性执行 AnimatorUpdateListener 中的 onAnimationUpdate() 方法,用户可以通过重写 onAnimationUpdate() 方法实现动画每一帧的刷新。
读者如果对 OpenGL ES 不太熟悉,请回顾以下内容:
本文完整代码资源见→基于ValueAnimator的旋转、平移、缩放动效
项目目录如下:
2 案例
MainActivity.java
package com.zhyan8.anim.activity;
import android.animation.Animator;
import android.os.Bundle;
import android.view.View;
import android.widget.ImageView;
import androidx.appcompat.app.AppCompatActivity;
import com.zhyan8.anim.R;
import com.zhyan8.anim.anim.MyAnimation;
public class MainActivity extends AppCompatActivity {
MyAnimation mAnimation;
ImageView mStarBtn;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
mStarBtn = findViewById(R.id.btn_star);
}
public void onClick(View view) {
mAnimation = new MyAnimation(this);
mAnimation.startAnimation(listener);
}
private Animator.AnimatorListener listener = new Animator.AnimatorListener() {
@Override
public void onAnimationStart(Animator animation) {
mStarBtn.setVisibility(View.INVISIBLE);
}
@Override
public void onAnimationEnd(Animator animation) {
mStarBtn.setVisibility(View.VISIBLE);
}
@Override
public void onAnimationCancel(Animator animation) {
}
@Override
public void onAnimationRepeat(Animator animation) {
}
};
}
activity_main.xml
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".activity.MainActivity">
<ImageView
android:id="@+id/btn_star"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center"
android:src="@raw/star"
android:onClick="onClick"/>
</FrameLayout>
MyAnimation.java
package com.zhyan8.anim.anim;
import android.animation.Animator;
import android.animation.ValueAnimator;
import android.content.Context;
import android.view.View;
import android.view.WindowManager;
import android.view.animation.LinearInterpolator;
import android.widget.FrameLayout;
import com.zhyan8.anim.opengl.MyGLSurfaceView;
import com.zhyan8.anim.opengl.MyRender;
public class MyAnimation {
private Context mContext;
private ValueAnimator mValueAnimator;
private WindowManager mWindowManager;
private FrameLayout mRootView;
private MyGLSurfaceView mAnimView;
private WindowManager.LayoutParams mRootLayoutParams;
private MyRender mRender;
public MyAnimation(Context context) {
mContext = context;
mValueAnimator = ValueAnimator.ofFloat(0f, 1f);
mValueAnimator.setInterpolator(new LinearInterpolator());
mValueAnimator.addUpdateListener(mAnimatorUpdateListener);
mValueAnimator.addListener(mAnimatorListener);
mWindowManager = (WindowManager) mContext.getSystemService(Context.WINDOW_SERVICE);
createView();
}
public void startAnimation(Animator.AnimatorListener listener) {
mValueAnimator.addListener(listener);
mValueAnimator.setDuration(2000);
mValueAnimator.start();
}
private void createView() {
mRootView = new FrameLayout(mContext);
mRootView.setVisibility(View.INVISIBLE);
getRootLayoutParams();
getAnimView();
mWindowManager.addView(mRootView, mRootLayoutParams);
}
private void getRootLayoutParams() {
mRootLayoutParams = new WindowManager.LayoutParams();
mRootLayoutParams.x = 0;
mRootLayoutParams.y = 0;
mRootLayoutParams.width = WindowManager.LayoutParams.MATCH_PARENT;
mRootLayoutParams.height = WindowManager.LayoutParams.MATCH_PARENT;
// 需要申请 android.permission.SYSTEM_ALERT_WINDOW 权限,并在设置中允许权限
mRootLayoutParams.type = WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY;
}
private void getAnimView() {
mAnimView = new MyGLSurfaceView(mContext);
mRender = new MyRender(mContext.getResources());
mAnimView.init(mRender);
mAnimView.setVisibility(View.INVISIBLE);
mRootView.addView(mAnimView);
}
private ValueAnimator.AnimatorUpdateListener mAnimatorUpdateListener = new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
float fraction = mValueAnimator.getAnimatedFraction();
mRender.setScale(1 - fraction);
mAnimView.requestRender();
}
};
private Animator.AnimatorListener mAnimatorListener = new Animator.AnimatorListener() {
@Override
public void onAnimationStart(Animator animation) {
mRootView.setVisibility(View.VISIBLE);
mAnimView.setVisibility(View.VISIBLE);
}
@Override
public void onAnimationEnd(Animator animation) {
mRootView.removeView(mAnimView);
mWindowManager.removeView(mRootView);
mAnimView = null;
mRootView = null;
}
@Override
public void onAnimationCancel(Animator animation) {}
@Override
public void onAnimationRepeat(Animator animation) {}
};
}
注意:由于创建的 mRootView 的 type 为 TYPE_APPLICATION_OVERLAY,需要在 AndroidManifest.xml 中 <manifest> 标签下申请如下权限,并且需要在 “设置>应用管理>权限” 中允许权限。
<uses-permission android:name="android.permission.SYSTEM_ALERT_WINDOW"/>
MyGLSurfaceView.java
package com.zhyan8.anim.opengl;
import android.content.Context;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
public class MyGLSurfaceView extends GLSurfaceView {
public MyGLSurfaceView(Context context) {
super(context);
setEGLContextClientVersion(3);
}
public MyGLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
setEGLContextClientVersion(3);
}
public void init(MyRender render) {
setEGLConfigChooser(8, 8, 8, 8, 16, 0);
getHolder().setFormat(PixelFormat.TRANSLUCENT);
setZOrderOnTop(true);
setRenderer(render);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
}
MyRender.java
package com.zhyan8.anim.opengl;
import android.content.res.Resources;
import android.opengl.GLES30;
import android.opengl.GLSurfaceView;
import com.zhyan8.anim.model.Model;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MyRender implements GLSurfaceView.Renderer {
private Model mModel;
public MyRender(Resources resources) {
mModel = new Model(resources);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {
//设置背景颜色
GLES30.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//启动深度测试
gl.glEnable(GLES30.GL_DEPTH_TEST);
//创建程序id
mModel.onModelCreate();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
//设置视图窗口
GLES30.glViewport(0, 0, width, height);
mModel.onModelChange(width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
//将颜色缓冲区设置为预设的颜色
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT);
//启用顶点的数组句柄
GLES30.glEnableVertexAttribArray(0);
GLES30.glEnableVertexAttribArray(1);
//绘制模型
mModel.onModelDraw();
//禁止顶点数组句柄
GLES30.glDisableVertexAttribArray(0);
GLES30.glDisableVertexAttribArray(1);
}
public void setScale(float scale) {
mModel.setScale(scale);
}
}
Model.java
package com.zhyan8.anim.model;
import android.content.res.Resources;
import android.graphics.Point;
import android.opengl.GLES30;
import com.zhyan8.anim.R;
import com.zhyan8.anim.utils.ArraysUtils;
import com.zhyan8.anim.utils.ShaderUtils;
import com.zhyan8.anim.utils.TextureUtils;
import java.nio.FloatBuffer;
public class Model {
private static final int TEXTURE_DIMENSION = 2; // 纹理坐标维度
private static final int VERTEX_DIMENSION = 3; // 顶点坐标维度
private Resources mResources;
private MyTransform mTransform;
private FloatBuffer mVertexBuffer;
private FloatBuffer mTexturesBuffer;
private int mTextureId;
private int mProgramId;
public Model(Resources resources) {
mResources = resources;
mTransform = new MyTransform();
}
// 模型创建
public void onModelCreate() {
mProgramId = ShaderUtils.createProgram(mResources, R.raw.vertex_shader, R.raw.fragment_shader);
mTextureId = TextureUtils.loadTexture(mResources, R.raw.star);
mTransform.onTransformCreate(mProgramId);
getFloatBuffer();
}
// 模型参数变化
public void onModelChange(int width, int height) {
mTransform.onTransformChange(width, height);
}
// 模型绘制
public void onModelDraw() {
GLES30.glUseProgram(mProgramId);
mTransform.onTransformExecute();
GLES30.glVertexAttribPointer(0, VERTEX_DIMENSION, GLES30.GL_FLOAT, false, 0, mVertexBuffer);
GLES30.glVertexAttribPointer(1, TEXTURE_DIMENSION, GLES30.GL_FLOAT, false, 0, mTexturesBuffer);
//激活纹理
GLES30.glActiveTexture(GLES30.GL_TEXTURE);
//绑定纹理
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mTextureId);
//绘制贴图
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_FAN, 0, 4);
}
// 设置模型缩放比
public void setScale(float scale) {
mTransform.setScale(scale);
}
private float[] mVertex = new float[] {
1f, 1f, 0f, //V0
-1f, 1f, 0f, //V1
-1f, -1f, 0f, //V2
1f, -1f, 0f //V3
};
private float[] mTexture = new float[] {
1f, 0f, //V0
0f, 0f, //V1
0f, 1.0f, //V2
1f, 1.0f //V3
};
private void getFloatBuffer() {
mVertexBuffer = ArraysUtils.getFloatBuffer(mVertex);
mTexturesBuffer = ArraysUtils.getFloatBuffer(mTexture);
}
}
MyTransform.java
package com.zhyan8.anim.model;
import android.opengl.GLES30;
import android.opengl.Matrix;
public class MyTransform {
private int mProgramId;
private int mMvpMatrixHandle;
private float[] mModelMatrix;
private float[] mViewMatrix;
private float[] mProjectionMatrix;
private float[] mMvpMatrix;
private float mRatio;
private float mScale = 1f;
private float mRotate = 0f;
private float[] mTranslate = new float[] {0f, 0f, 0f};
private float mTranslateAngle = 0;
// 变换创建
public void onTransformCreate(int programId) {
mProgramId = programId;
mMvpMatrixHandle = GLES30.glGetUniformLocation(mProgramId, "mvpMatrix");
mViewMatrix = getIdentityMatrix(16, 0);
mMvpMatrix = getIdentityMatrix(16, 0);
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, 6.4f, 0, 0, 0, 0, 1, 0);
}
// 变换参数变换
public void onTransformChange(int width, int height) {
mRatio = 1.0f * width / height;
mProjectionMatrix = getIdentityMatrix(16, 0);
Matrix.frustumM(mProjectionMatrix, 0, -mRatio, mRatio, -1, 1, 3, 20);
}
// 变换执行
public void onTransformExecute() {
setRotate();
setTranslate();
mModelMatrix = getIdentityMatrix(16, 0);
Matrix.scaleM(mModelMatrix, 0, mScale, mScale, mScale);
Matrix.translateM(mModelMatrix, 0, mTranslate[0], mTranslate[1], mTranslate[2]);
Matrix.rotateM(mModelMatrix, 0, mRotate, 0, 0, 1);
//计算MVP变换矩阵: mvpMatrix = projectionMatrix * viewMatrix * modelMatrix
float[] tempMatrix = new float[16];
Matrix.multiplyMM(tempMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
Matrix.multiplyMM(mMvpMatrix, 0, mProjectionMatrix, 0, tempMatrix, 0);
GLES30.glUniformMatrix4fv(mMvpMatrixHandle, 1, false, mMvpMatrix, 0);
}
// 设置模型缩放比
public void setScale(float scale) {
mScale = scale;
}
// 设置模型旋转比
private void setRotate() {
mRotate = (mRotate + 10f) % 360;
}
// 设置模型平移
private void setTranslate() {
mTranslateAngle = (mTranslateAngle + 0.2f) % 360;
mTranslate[0] = (float) (Math.cos(mTranslateAngle));
mTranslate[1] = (float) (Math.sin(mTranslateAngle));
}
private float[] getIdentityMatrix(int size, int offset) {
float[] matrix = new float[size];
Matrix.setIdentityM(matrix, offset);
return matrix;
}
}
ShaderUtils.java
package com.zhyan8.anim.utils;
import android.content.res.Resources;
import android.opengl.GLES30;
import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;
public class ShaderUtils {
//创建程序id
public static int createProgram(Resources resources, int vertexShaderResId, int fragmentShaderResId) {
final int vertexShaderId = compileShader(resources, GLES30.GL_VERTEX_SHADER, vertexShaderResId);
final int fragmentShaderId = compileShader(resources, GLES30.GL_FRAGMENT_SHADER, fragmentShaderResId);
return linkProgram(vertexShaderId, fragmentShaderId);
}
//通过外部资源编译着色器
private static int compileShader(Resources resources, int type, int shaderId){
String shaderCode = readShaderFromResource(resources, shaderId);
return compileShader(type, shaderCode);
}
//通过代码片段编译着色器
private static int compileShader(int type, String shaderCode){
int shader = GLES30.glCreateShader(type);
GLES30.glShaderSource(shader, shaderCode);
GLES30.glCompileShader(shader);
return shader;
}
//链接到着色器
private static int linkProgram(int vertexShaderId, int fragmentShaderId) {
final int programId = GLES30.glCreateProgram();
//将顶点着色器加入到程序
GLES30.glAttachShader(programId, vertexShaderId);
//将片元着色器加入到程序
GLES30.glAttachShader(programId, fragmentShaderId);
//链接着色器程序
GLES30.glLinkProgram(programId);
return programId;
}
//从shader文件读出字符串
private static String readShaderFromResource(Resources resources, int shaderId) {
InputStream is = resources.openRawResource(shaderId);
BufferedReader br = new BufferedReader(new InputStreamReader(is));
String line;
StringBuilder sb = new StringBuilder();
try {
while ((line = br.readLine()) != null) {
sb.append(line);
sb.append("\n");
}
br.close();
} catch (Exception e) {
e.printStackTrace();
}
return sb.toString();
}
}
TextureUtils.java
package com.zhyan8.anim.utils;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES30;
import android.opengl.GLUtils;
public class TextureUtils {
//加载纹理贴图
public static int loadTexture(Resources resources, int resourceId) {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
Bitmap bitmap = BitmapFactory.decodeResource(resources, resourceId, options);
final int[] textureIds = new int[1];
// 生成纹理id
GLES30.glGenTextures(1, textureIds, 0);
// 绑定纹理到OpenGL
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, textureIds[0]);
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR_MIPMAP_LINEAR);
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
// 加载bitmap到纹理中
GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, bitmap, 0);
// 生成MIP贴图
GLES30.glGenerateMipmap(GLES30.GL_TEXTURE_2D);
// 取消绑定纹理
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
return textureIds[0];
}
}
ArraysUtils.java
package com.zhyan8.anim.utils;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class ArraysUtils {
public static FloatBuffer getFloatBuffer(float[] floatArr) {
FloatBuffer fb = ByteBuffer.allocateDirect(floatArr.length * Float.BYTES)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
fb.put(floatArr);
fb.position(0);
return fb;
}
}
vertex_shader.glsl
#version 300 es
layout (location = 0) in vec4 vPosition;
layout (location = 1) in vec2 aTextureCoord;
uniform mat4 mvpMatrix;
out vec2 vTexCoord;
void main() {
gl_Position = mvpMatrix * vPosition;
vTexCoord = aTextureCoord;
}
fragment_shader.glsl
#version 300 es
precision mediump float;
uniform sampler2D uTextureUnit;
in vec2 vTexCoord;
out vec4 fragColor;
void main() {
fragColor = texture(uTextureUnit,vTexCoord);
}