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2024-06-05 23:56| 来源: 网络整理| 查看: 265

1. 概述

在深入了解Apng动画播放之前,我们需要对Apng的结构有所了解,具体参见Apng动画介绍,对Apng的整体结构有所了解后,下面我们来讲讲Apng动画的播放,主要包括Apng解析和Apng渲染两个过程。

2. Apng动画播放流程

Apng动画播放流程包括Apng解析和Apng渲染两个过程,Apng解析主要有两种方法,下面我们将会介绍,而Apng渲染主要包括三个步骤:消除(dispose)、合成(blend)、绘制(draw),由此得到Apng动画播放流程图如下:

Apng动画播放流程

3. Apng的解析

Apng的解析主要是将Apng文件转化成Apng序列帧Frame-n,从上面的流程图可知,Apng文件的解析列出了两种方案,下面来分别说说: 1)Apng文件首先经过一个解压(ApngExact)的过程,生成png序列帧保存在本地,然后经过加载(LoadPng)处理生成序列帧Frame-n。 假设Apng动画文件总共有90帧,那么经过ApngExact处理后,会生成90张png序列帧保存在本地,每帧通过LoadPng处理生成Bitmap并供后面的Apng渲染使用。 2)Apng是一个独立的文件,我们自己编写读取Apng文件的代码类:ApngReader,当渲染第i帧时,通过ApngReader直接获取第i帧的Bitmap。 比较: 1)方案一是将Apng文件全部解压成png序列图片保存在本地,方案二是把Apng文件当做一个整体去处理,需要第几帧直接读取第几帧,并将该帧以Bitmap的形似保存到内存。 2)方案一解压得到的png图片在后面的渲染中需要转化成Bitamp,而方案二直接就获取了第几帧的Bitmap,相比于方案一,方案二减少了一个从SD卡读取png文件的操作。

4. Apng的渲染

方案一的具体实现大家可以参考github上面的一个项目apng-view,下面我们来讲讲方案二的具体实现,即ApngReader的具体实现。

1) 解析Apng的每一帧 我们是将整个文件放到一个buffer里面,并且通过RandomAccessFile、MappedByteBuffer来读取Apng的每一帧,ApngReader的构造函数如下:

public ApngReader(String apngFile) throws IOException, FormatNotSupportException { RandomAccessFile f = new RandomAccessFile(apngFile, "r"); mBuffer = f.getChannel().map(FileChannel.MapMode.READ_ONLY, 0, f.length()); f.close(); if (mBuffer.getInt() != PNG_SIG && mBuffer.getInt(4) != PNG_SIG_VER && mBuffer.getInt(8) != CODE_IHDR) { throw new FormatNotSupportException("Not a png/apng file"); } mChunk = new ApngMmapParserChunk(mBuffer); reset(); }

下面来看看读取每一帧的方法:

/** * get next frame control info & bitmap * * @return next frame control info, or null if no next FCTL chunk || no next IDAT/FDAT * @throws IOException */ public ApngFrame nextFrame() throws IOException { // reset read pointers from previous frame's lock mPngStream.clearDataChunks(); mPngStream.resetPos(); mChunk.unlockRead(); // locate next FCTL chunk boolean ihdrCopied = false; while (mChunk.typeCode != CODE_fcTL) { switch (mChunk.typeCode) { case CODE_IEND: return null; case CODE_IHDR: mPngStream.setIHDR(mChunk.duplicateData()); break; case CODE_acTL: handleACTL(mChunk); ihdrCopied = true; break; default: handleOtherChunk(mChunk); } mChunk.parseNext(); } // located at FCTL chunk ApngFrame frame = new ApngFrame(); mChunk.assignTo(frame); // locate next IDAT or fdAt chunk mChunk.parseNext();// first move next from current FCTL while (mChunk.typeCode != CODE_IDAT && mChunk.typeCode != CODE_fdAT) { switch (mChunk.typeCode) { case CODE_IEND: return null; case CODE_IHDR: mPngStream.setIHDR(mChunk.duplicateData()); ihdrCopied = true; break; case CODE_acTL: handleACTL(mChunk); break; default: handleOtherChunk(mChunk); } mChunk.parseNext(); } // located at first IDAT or fdAT chunk // collect all consecutive dat chunks boolean needUpdateIHDR = true; int dataOffset = mChunk.getOffset(); while (mChunk.typeCode == CODE_fdAT || mChunk.typeCode == CODE_IDAT) { if (needUpdateIHDR && (!ihdrCopied || mChunk.typeCode == CODE_fdAT)) { mPngStream.updateIHDR(frame.getWidth(), frame.getHeight()); needUpdateIHDR = false; } if (mChunk.typeCode == CODE_fdAT) { mPngStream.addDataChunk(new Fdat2IdatChunk(mChunk)); } else { mPngStream.addDataChunk(new ApngMmapParserChunk(mChunk)); } mChunk.parseNext(); } // lock position for this frame's image as OutputStream mChunk.lockRead(dataOffset); frame.imageStream = mPngStream; return frame; }

2) Apng的消除操作 Apng的消除操作是在ApngFrameRender的render方法做的,方法如下:

/** * 渲染当前帧画面 * * @param frame apng中当前帧 * @return 渲染合成后的当前帧图像 */ public Bitmap render(ApngFrame frame, Bitmap frameBmp) { // 执行消除操作 dispose(frame); // 合成当前帧 blend(frame, frameBmp); return mRenderFrame; }

dispose(ApngFrame frame)方法如下:

/** * 帧图像析构消除 - 提交结果 */ private void dispose(ApngFrame frame) { // last frame dispose op switch (mLastDisposeOp) { case APNG_DISPOSE_OP_NONE: // no op break; case APNG_DISPOSE_OP_BACKGROUND: // clear rect mRenderCanvas.clipRect(mDisposeRect); mRenderCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR); mRenderCanvas.clipRect(mFullRect, Region.Op.REPLACE); break; case APNG_DISPOSE_OP_PREVIOUS: // swap work and cache bitmap Bitmap bmp = mRenderFrame; mRenderFrame = mDisposedFrame; mDisposedFrame = bmp; mRenderCanvas.setBitmap(mRenderFrame); mDisposeCanvas.setBitmap(mDisposedFrame); break; } // current frame dispose op mLastDisposeOp = frame.getDisposeOp(); switch (mLastDisposeOp) { case APNG_DISPOSE_OP_NONE: // no op break; case APNG_DISPOSE_OP_BACKGROUND: // cache rect for next clear dispose int x = frame.getxOff(); int y = frame.getyOff(); mDisposeRect.set(x, y, x + frame.getWidth(), y + frame.getHeight()); break; case APNG_DISPOSE_OP_PREVIOUS: // cache bmp for next restore dispose mDisposeCanvas.clipRect(mFullRect, Region.Op.REPLACE); mDisposeCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR); mDisposeCanvas.drawBitmap(mRenderFrame, 0, 0, null); break; } }

3) Apng的合成操作 Apng的合成操作是在每一帧经过dispose之后做的,具体方法是blend(ApngFrame frame, Bitmap frameBmp),代码如下:

/** * 帧图像合成 */ private void blend(ApngFrame frame, Bitmap frameBmp) { int xOff = frame.getxOff(); int yOff = frame.getyOff(); mRenderCanvas.clipRect(xOff, yOff, xOff + frame.getWidth(), yOff + frame.getHeight()); if (frame.getBlendOp() == APNG_BLEND_OP_SOURCE) { mRenderCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR); } mRenderCanvas.drawBitmap(frameBmp, xOff, yOff, null); mRenderCanvas.clipRect(mFullRect, Region.Op.REPLACE); }

4) Apng的绘制 Apng的每一帧经过消除、合成操作之后,就可以在View上面draw,具体代码如下:

/** * draw the appointed frame */ private void drawFrame(AnimParams animItem, ApngFrame frame, Bitmap frameBmp) { if (surfaceEnabled && !isInterrupted()) { //start to draw the frame try { Matrix matrix = new Matrix(); matrix.setScale(mScale, mScale); Bitmap bmp = mFrameRender.render(frame, frameBmp); //saveBitmap(bmp, index); index ++; Canvas canvas = getHolder().lockCanvas(); //anti-aliasing canvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR); float[] tranLeftAndTop = ApngUtils.getTranLeftAndTop(canvas, bmp, animItem.align, mScale, animItem.percent); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG)); matrix.postTranslate(tranLeftAndTop[0], tranLeftAndTop[1]); canvas.drawBitmap(bmp, matrix, null); getHolder().unlockCanvasAndPost(canvas); // unlock the canvas } catch (Exception e) { Log.e(TAG, "draw error msg:" + Log.getStackTraceString(e)); } } } 4. 实例

我们是在SurfaceView上面来绘制Apng的每一帧,例子如下:

Activity代码:

public class MainActivity extends Activity{ private ApngSurfaceView mApngSurfaceView; private static final String COLOR_BALL_IMAGE_PATH = "assets://color_ball.png"; //private static final String CAR_IMAGE_PATH = "assets://car.png"; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); mApngSurfaceView = (ApngSurfaceView)findViewById(R.id.apng_surface_view); Button startPlay = (Button) findViewById(R.id.start_play); startPlay.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { playAnim(); } }); } private void playAnim(){ File file = FileUtils.processApngFile(COLOR_BALL_IMAGE_PATH, this); if(file == null) return; AnimParams animItem = new AnimParams(); animItem.align = 2; animItem.imagePath = file.getAbsolutePath(); animItem.isHasBackground = true; animItem.percent = 0.5f; mApngSurfaceView.addApngForPlay(animItem); } }

Layout代码:

我们把一张Apng图片放到Asset目录下,通过ApngSurfaceView来播放。

5. 说明

SakuApng的作者: ltf、xing.hu。

SakuApng地址:Apng的项目地址-SakuApng。

例子演示:

汽车动画.gif


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