我正在实施 OPENGL ,在我的设备中加载 2.5MB 的 3D 图片几乎需要3-4分钟,所以我想在类的oncreate中添加一个loader / progress-bar / progress-dialog。因此,用户得到设备正在加载图像的响应,并在完成加载时关闭该对话框。
这是我的班级
package com.example.objLoader;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;
import android.os.Debug;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.widget.Toast;
public class ManishRenderer extends GLSurfaceView implements Renderer {
/** Triangle instance */
private OBJParser parser;
private TDModel model;
/* Rotation values */
private float xrot; // X Rotation
private float yrot; // Y Rotation
/* Rotation speed values */
private float xspeed; // X Rotation Speed ( NEW )
private float yspeed; // Y Rotation Speed ( NEW )
private float z = 700.0f;
private float oldX;
private float oldY;
private final float TOUCH_SCALE = 0.8f; // Proved to be good for normal rotation ( NEW )
private float[] lightAmbient = { 1.0f, 1.0f, 1.0f, 1.0f };
private float[] lightDiffuse = { 1.0f, 1.0f, 1.0f, 1.0f };
private float[] lightPosition = { 0.0f, -3.0f, 2.0f, 1.0f };
private FloatBuffer lightAmbientBuffer;
private FloatBuffer lightDiffuseBuffer;
private FloatBuffer lightPositionBuffer;
public ManishRenderer(Context ctx) {
super(ctx);
Toast.makeText(ctx, "LOADING 3D IMAGE...", Toast.LENGTH_LONG).show();
parser = new OBJParser(ctx);
model = parser.parseOBJ("/storage/sdcard1/man.obj");
Debug.stopMethodTracing();
this.setRenderer(this);
this.requestFocus();
this.setFocusableInTouchMode(true);
Toast.makeText(getContext(), "LOADING DONE...", Toast.LENGTH_LONG).show();
ByteBuffer byteBuf = ByteBuffer.allocateDirect(lightAmbient.length * 5024);
byteBuf.order(ByteOrder.nativeOrder());
lightAmbientBuffer = byteBuf.asFloatBuffer();
lightAmbientBuffer.put(lightAmbient);
lightAmbientBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(lightDiffuse.length * 5024);
byteBuf.order(ByteOrder.nativeOrder());
lightDiffuseBuffer = byteBuf.asFloatBuffer();
lightDiffuseBuffer.put(lightDiffuse);
lightDiffuseBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(lightPosition.length * 5024);
byteBuf.order(ByteOrder.nativeOrder());
lightPositionBuffer = byteBuf.asFloatBuffer();
lightPositionBuffer.put(lightPosition);
lightPositionBuffer.position(0);
}
/**
* The Surface is created/init()
*/
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbientBuffer);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuseBuffer);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPositionBuffer);
gl.glEnable(GL10.GL_LIGHT0);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
/**
* Here we do our drawing
*/
public void onDrawFrame(GL10 gl) {
// Clear Screen And Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glEnable(GL10.GL_LIGHTING);
gl.glTranslatef(0.0f, -1.2f, -z); // Move down 1.2 Unit And Into The Screen 6.0
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); // X
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); // Y
model.draw(gl); // Draw the square
gl.glLoadIdentity();
xrot += xspeed;
yrot += yspeed;
}
/**
* If the surface changes, reset the view
*/
public void onSurfaceChanged(GL10 gl, int width, int height) {
if (height == 0) { // Prevent A Divide By Zero By
height = 1; // Making Height Equal One
}
gl.glViewport(0, 0, width, height); // Reset The Current Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); // Select The Projection Matrix
gl.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f,
1100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select The Modelview Matrix
gl.glLoadIdentity(); // Reset The Modelview Matrix
}
@Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
// If a touch is moved on the screen
if (event.getAction() == MotionEvent.ACTION_MOVE) {
// Calculate the change
float dx = x - oldX;
float dy = y - oldY;
// Define an upper area of 10% on the screen
int upperArea = this.getHeight() / 10;
// Rotate around the axis otherwise
xrot += dy * TOUCH_SCALE;
yrot += dx * TOUCH_SCALE;
// A press on the screen
} else if (event.getAction() == MotionEvent.ACTION_UP) {
}
else if(event.getAction()==MotionEvent.ACTION_POINTER_DOWN){
}
else{
}
// Remember the values
oldX = x;
oldY = y;
// We handled the event
return true;
}
@Override
public boolean onKeyUp(int keyCode, KeyEvent event) {
//
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
} else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
} else if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
z -= 3;
} else if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
z += 3;
} else if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
}
// We handled the event
return true;
}
}