I try to use pixel shader effect animation programmatically in WPF, but below code uses a lot of CPU power.
Is there other method?
â– Call Method
Setting effect while doing sequence.
private void Button_Click(object sender, RoutedEventArgs e)
{
string path = System.IO.Path.GetFullPath(#"WateryEffect.ps");
var uri = new Uri(path);
WpfEffect wpfeffect = new WpfEffect(uri);
BitmapImage img1 = new BitmapImage(new Uri(System.IO.Path.GetFullPath(#"3a28168e68.jpg")));
ImageBrush imgbrush1 = new ImageBrush(img1);
wpfeffect.input1 = imgbrush1;
VisualBrush vbrush = new VisualBrush(text1);
wpfeffect.input1 = vbrush;
BitmapImage img2 = new BitmapImage(new Uri(System.IO.Path.GetFullPath(#"e98f58fa-2e58-4d38-9949-f3f40b6a2b13_7.jpg")));
ImageBrush imgbrush2 = new ImageBrush(img2);
wpfeffect.input2 = imgbrush2;
double i = 1;
do
{
wpfeffect.para0 = i;
image1.Effect = wpfeffect;
image2.Effect = wpfeffect;
image3.Effect = wpfeffect;
image4.Effect = wpfeffect;
DoEvents();
i = i - 0.0001;
} while (i > -1);
}
Doing a loop for this goes against the whole advantage of WPF. You need to run this effect update as a DoubleAnimation. I don't have your .ps file but I'm assuming that para01 is a DependencyProperty.
Try this code:
DoubleAnimation da =
new DoubleAnimation(0.0, 1.0, new Duration(new TimeSpan(0,0,1)); // adjust as needed
(image1.Effect as WpfEffect).BeginAnimation(WpfEffect.para01Property, da);
(image2.Effect as WpfEffect).BeginAnimation(WpfEffect.para01Property, da);
(image3.Effect as WpfEffect).BeginAnimation(WpfEffect.para01Property, da);
(image4.Effect as WpfEffect).BeginAnimation(WpfEffect.para01Property, da);
Related
Is it somehow possible to change the hue of an imagebrush. I'm currently using an imagebrush to create a texture material in wpf 3d. To get selection and grouping effects, i need up to three materials per model. This results in quite the performance hit. Here is the current code:
DiffuseMaterial itemImageMaterial = new DiffuseMaterial(new ImageBrush(ItemTextures[nr]) { Stretch = Stretch.Fill });
var meshGeom = new MeshGeometry3D();
meshGeom.Positions = cubesPositions;
meshGeom.TriangleIndices = cubesIndeces;
GeometryModel3D geoMod = new GeometryModel3D();
geoMod.Geometry = meshGeom;
MaterialGroup mg = new MaterialGroup();
mg.Children.Add(itemImageMaterial);
if (applyGroupOverlay) mg.Children.Add(groupMaterials[groupNr]);
if (applyHighlight) mg.Children.Add(highlightMaterials[highlightNr]);
mg.Freeze();
geoMod.Material = mg;
(geoMod.Geometry as MeshGeometry3D).TextureCoordinates = cubesTextureCoords;
Visual3DModel = geoMod;
nb. ItemTextures[nr] is a freezed BitmapImage
Hopefully there is a solution so that the code can look something like this:
ImageBrush brush = new ImageBrush(ItemTextures[nr]) { Stretch = Stretch.Fill }
if (applyGroupOverlay){
//tint brush here
}
if (applyHighlight) {
//tint brush some more here
}
DiffuseMaterial itemImageMaterial = new DiffuseMaterial(brush);
var meshGeom = new MeshGeometry3D();
meshGeom.Positions = cubesPositions;
meshGeom.TriangleIndices = cubesIndeces;
GeometryModel3D geoMod = new GeometryModel3D();
geoMod.Geometry = meshGeom;
geoMod.Material = itemImageMaterial;
(geoMod.Geometry as MeshGeometry3D).TextureCoordinates = cubesTextureCoords;
This way, only a single material is needed to create the desired effects.
I'm working on a mini-game where I need to make images go from their initial position to another using a translation transformation.
The problem is: I don't know how to proceed to apply the translation.
So here's the code used to generate my images.
Image myImage1 = new Image();
myImage1.Source = new BitmapImage(new Uri("/Images/image1.png", UriKind.Relative));
myImage1.Name = "image" + index++.ToString();
myImage1.Tap += myImage_Tap;
Canvas.SetLeft(image, 200);
Canvas.SetTop(image, 600);
gameArea.Children.Add(image);
Thanks for your time.
You have two choices to move your image around. The first is using a Canvas like your code shows, but you have to make sure your element is actually within a Canvas. Is your "gameArea" a Canvas? If it's not, your code won't work. The other option is to use Transforms.
var myImage1 = new Image
{
Source = new BitmapImage(new Uri("/Images/image1.png", UriKind.Relative)),
Name = "image" + index++.ToString(),
Tap += myImage_Tap,
RenderTransform = new TranslateTransform
{
X = 200,
Y = 600
}
};
gameArea.Children.Add(image);
Now gameArea can be any type of Panel and it will work.
Note that when using a Canvas, your Top and Left will be from the upper left corner of the Canvas. When using a Transform, your X and Y will be relative to where the element would have originally be drawn.
UPDATE -- Helper class to do simple animations using a Canvas
public sealed class ElementAnimator
{
private readonly UIElement _element;
public ElementAnimator(UIElement element)
{
if (null == element)
{
throw new ArgumentNullException("element", "Element can't be null.");
}
_element = element;
}
public void AnimateToPoint(Point point, int durationInMilliseconds = 300)
{
var duration = new Duration(TimeSpan.FromMilliseconds(durationInMilliseconds));
var easing = new BackEase
{
Amplitude = .3
};
var sb = new Storyboard
{
Duration = duration
};
var animateLeft = new DoubleAnimation
{
From = Canvas.GetLeft(_element),
To = point.X,
Duration = duration,
EasingFunction = easing,
};
var animateTop = new DoubleAnimation
{
From = Canvas.GetTop(_element),
To = point.Y,
Duration = duration,
EasingFunction = easing,
};
Storyboard.SetTargetProperty(animateLeft, "(Canvas.Left)");
Storyboard.SetTarget(animateLeft, _element);
Storyboard.SetTargetProperty(animateTop, "(Canvas.Top)");
Storyboard.SetTarget(animateTop, _element);
sb.Children.Add(animateLeft);
sb.Children.Add(animateTop);
sb.Begin();
}
}
So here's what I did with your code, I took just this part and made it a function:
public void AnimateToPoint(UIElement image, Point point, int durationInMilliseconds = 300)
{
var duration = new Duration(TimeSpan.FromMilliseconds(durationInMilliseconds));
var sb = new Storyboard
{
Duration = duration
};
var animateTop = new DoubleAnimation
{
From = Canvas.GetTop(image),
To = point.Y,
Duration = duration
};
Storyboard.SetTargetProperty(animateTop, new PropertyPath("Canvas.Top")); // You can see that I made some change here because I had an error with what you gave me
Storyboard.SetTarget(animateTop, image);
sb.Children.Add(animateTop);
sb.Begin();
}
And then I made the call with:
Point myPoint = new Point(leftpos, 300); // leftpos is a variable generated randomly
AnimateToPoint(myImage, myPoint);
So now there is still a single error, and it's in the instruction "sb.Begin;".
And it says: Cannot resolve TargetProperty Canvas.Top on specified object.
I reaylly don't know how to proceed.
Thanks for your previous answer!
I try to render some elements on writeable bitmap. It works when rendering textblock but not something else for example rectangle. Why so?
void bm_ImageOpened(object sender, RoutedEventArgs e)
{
WriteableBitmap wbm = new WriteableBitmap((BitmapImage)sender);
TextBlock tb = new TextBlock();
tb.FontSize = 40;
tb.Text = "text";
Rectangle rt = new Rectangle();
rt.Width = 50;
rt.Width = 30;
rt.Fill = new SolidColorBrush(Colors.Red);
TranslateTransform tf = new TranslateTransform();
tf.X = 100;
tf.Y = 100;
wbm.Render(tb, tf); //this works
wbm.Render(rt, tf); //this not
wbmi.Invalidate();
}
You are trying to render a Rectangle with Height = 0 - you have defined its Width twice.
I suppose it should look like this:
rt.Width = 50;
rt.Height = 30;
When I run this code, I get a black screen until i maximise the application? Also, I don't think its picking up the image file neither. Within Visual Studio, I made a new folder and added the image to this folder.
public MainWindow()
{
InitializeComponent();
Canvas canvas = new Canvas();
canvas.Width = 300;
canvas.Height = 300;
canvas1.Children.Add(canvas);
Ellipse hand = new Ellipse();
hand.Height = 30;
hand.Width = 30;
/*
BrushConverter bc = new BrushConverter();
Brush brush = (Brush)bc.ConvertFrom("Red");
hand.Fill = new SolidColorBrush(Colors.Red);
*/
ImageBrush myBrush = new ImageBrush();
myBrush.ImageSource =
new BitmapImage(new Uri(#"Images/Hand.png", UriKind.Relative));
hand.Fill = myBrush;
Canvas.SetLeft(hand, 100);
Canvas.SetTop(hand, 100);
canvas.Children.Add(hand);
}
Is there any particular reason that you are using TextureBrush?
Not really sure but maybe you should be using ImageBrush instead.
ImageBrush myBrush = new ImageBrush();
myBrush.ImageSource =
new BitmapImage(new Uri("pack://application:,,,/Images/image.jpg"));
myEllipse.Fill = myBrush;
An image (Image class) is placed above a SMFPlayer (both elements are created in code-behind). Z-index of the image is the Z-Index of SMFPlayer + 1. The image is resized (adjusting the width) according to the playing progress of SMFPlayer.
videoPlayer = new SMFPlayer();
videoPlayer.Width = 1920;
videoPlayer.Height = 1080;
videoPlayer.Margin = new Thickness(1920, 0, 0, 0);
PlaylistItem item = new PlaylistItem();
Random r = new Random();
item.MediaSource = new Uri("video.wmv");
item.DeliveryMethod = DeliveryMethods.ProgressiveDownload;
videoPlayer.Playlist.Add(item);
videoPlayer.AutoPlay = true;
videoPlayer.AutoLoad = true;
videoPlayer.IsControlStripVisible = false;
videoPlayer.PlaylistVisibility = FeatureVisibility.Disabled;
videoPlayer.MediaEnded += new EventHandler(player_MediaEnded);
LayoutRoot.Children.Add(videoPlayer);
bar_yellow3 = new Image();
bar_yellow3.Source = new BitmapImage(new Uri("/SMF_ProgressiveDownload1;component/assets/bar_y.png", UriKind.Relative));
bar_yellow3.Width = 775;
bar_yellow3.Height = 34;
bar_yellow3.Margin = new Thickness(2948,1034,0,0);
bar_yellow3.Stretch = Stretch.Fill;
bar_yellow3.VerticalAlignment = VerticalAlignment.Top;
bar_yellow3.HorizontalAlignment = HorizontalAlignment.Left;
LayoutRoot.Children.Add(bar_yellow3);
However, when the playing progress is less than 20%, the image blinks randomly. When the SMFPlayer is set to be invisible ( Visibility.Collapsed ) , the image is normal.
I have tried to call the update function of the Image, which is: bar_yellow3.UpdateLayout(); but the method does not solve the blinking issue.
Any solution?
Try use effects (Shazzam will help you) instead using Z order.