Fast 2D graphics in WPF - c#

I need to draw a large amount of 2D elements in WPF, such as lines and polygons. Their position also needs to be updated constantly.
I have looked at many of the answers here which mostly suggested using DrawingVisual or overriding the OnRender function. To test these methods I've implemented a simple particle system rendering 10000 ellipses and I find that the drawing performance is still really terrible using both of these approaches. On my PC I can't get much above 5-10 frames a second. which is totally unacceptable when you consider that I easily draw 1/2 million particles smoothly using other technologies.
So my question is, am I running against a technical limitation here of WPF or am I missing something? Is there something else I can use? any suggestions welcome.
Here the code I tried
content of MainWindow.xaml:
<Window x:Class="WpfApplication1.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="500" Width="500" Loaded="Window_Loaded">
<Grid Name="xamlGrid">
</Grid>
</Window>
content of MainWindow.xaml.cs:
using System.Windows.Threading;
namespace WpfApplication1
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
EllipseBounce[] _particles;
DispatcherTimer _timer = new DispatcherTimer();
private void Window_Loaded(object sender, RoutedEventArgs e)
{
//particles with Ellipse Geometry
_particles = new EllipseBounce[10000];
//define area particles can bounce around in
Rect stage = new Rect(0, 0, 500, 500);
//seed particles with random velocity and position
Random rand = new Random();
//populate
for (int i = 0; i < _particles.Length; i++)
{
Point pos = new Point((float)(rand.NextDouble() * stage.Width + stage.X), (float)(rand.NextDouble() * stage.Height + stage.Y));
Point vel = new Point((float)(rand.NextDouble() * 5 - 2.5), (float)(rand.NextDouble() * 5 - 2.5));
_particles[i] = new EllipseBounce(stage, pos, vel, 2);
}
//add to particle system - this will draw particles via onrender method
ParticleSystem ps = new ParticleSystem(_particles);
//at this element to the grid (assumes we have a Grid in xaml named 'xmalGrid'
xamlGrid.Children.Add(ps);
//set up and update function for the particle position
_timer.Tick += _timer_Tick;
_timer.Interval = new TimeSpan(0, 0, 0, 0, 1000 / 60); //update at 60 fps
_timer.Start();
}
void _timer_Tick(object sender, EventArgs e)
{
for (int i = 0; i < _particles.Length; i++)
{
_particles[i].Update();
}
}
}
/// <summary>
/// Framework elements that draws particles
/// </summary>
public class ParticleSystem : FrameworkElement
{
private DrawingGroup _drawingGroup;
public ParticleSystem(EllipseBounce[] particles)
{
_drawingGroup = new DrawingGroup();
for (int i = 0; i < particles.Length; i++)
{
EllipseGeometry eg = particles[i].EllipseGeometry;
Brush col = Brushes.Black;
col.Freeze();
GeometryDrawing gd = new GeometryDrawing(col, null, eg);
_drawingGroup.Children.Add(gd);
}
}
protected override void OnRender(DrawingContext drawingContext)
{
base.OnRender(drawingContext);
drawingContext.DrawDrawing(_drawingGroup);
}
}
/// <summary>
/// simple class that implements 2d particle movements that bounce from walls
/// </summary>
public class SimpleBounce2D
{
protected Point _position;
protected Point _velocity;
protected Rect _stage;
public SimpleBounce2D(Rect stage, Point pos,Point vel)
{
_stage = stage;
_position = pos;
_velocity = vel;
}
public double X
{
get
{
return _position.X;
}
}
public double Y
{
get
{
return _position.Y;
}
}
public virtual void Update()
{
UpdatePosition();
BoundaryCheck();
}
private void UpdatePosition()
{
_position.X += _velocity.X;
_position.Y += _velocity.Y;
}
private void BoundaryCheck()
{
if (_position.X > _stage.Width + _stage.X)
{
_velocity.X = -_velocity.X;
_position.X = _stage.Width + _stage.X;
}
if (_position.X < _stage.X)
{
_velocity.X = -_velocity.X;
_position.X = _stage.X;
}
if (_position.Y > _stage.Height + _stage.Y)
{
_velocity.Y = -_velocity.Y;
_position.Y = _stage.Height + _stage.Y;
}
if (_position.Y < _stage.Y)
{
_velocity.Y = -_velocity.Y;
_position.Y = _stage.Y;
}
}
}
/// <summary>
/// extend simplebounce2d to add ellipse geometry and update position in the WPF construct
/// </summary>
public class EllipseBounce : SimpleBounce2D
{
protected EllipseGeometry _ellipse;
public EllipseBounce(Rect stage,Point pos, Point vel, float radius)
: base(stage, pos, vel)
{
_ellipse = new EllipseGeometry(pos, radius, radius);
}
public EllipseGeometry EllipseGeometry
{
get
{
return _ellipse;
}
}
public override void Update()
{
base.Update();
_ellipse.Center = _position;
}
}
}

I believe the sample code provided is pretty much as good as it gets, and is showcasing the limits of the framework. In my measurements I profiled an average cost of 15-25ms is attributed to render-overhead. In essence we speak here about just the modification of the centre (dependency-) property, which is quite expensive. I presume it is expensive because it propagates the changes to mil-core directly.
One important note is that the overhead cost is proportional to the amount of objects whose position are changed in the simulation. Rendering a large quantity of objects on itself is not an issue when a majority of objects are temporal coherent i.e. don't change positions.
The best alternative approach for this situation is to resort to D3DImage, which is an element for the Windows Presentation Foundation to present information rendered with DirectX. Generally spoken that approach should be effective, performance wise.

You could try a WriteableBitmap, and produce the image using faster code on a background thread. However, the only thing you can do with it is copy bitmap data, so you either have to code your own primitive drawing routines, or (which might even work in your case) create a "stamp" image which you copy to everywhere your particles go...

The fastest WPF drawing method I have found is to:
create a DrawingGroup "backingStore".
during OnRender(), draw my drawing group to the drawing context
anytime I want, backingStore.Open() and draw new graphics objects into it
The surprising thing about this for me, coming from Windows.Forms.. is that I can update my DrawingGroup after I've added it to the DrawingContext during OnRender(). This is updating the existing retained drawing commands in the WPF drawing tree and triggering an efficient repaint.
In a simple app I've coded in both Windows.Forms and WPF (SoundLevelMonitor), this method empirically feels pretty similar in performance to immediate OnPaint() GDI drawing.
I think WPF did a dis-service by calling the method OnRender(), it might be better termed AccumulateDrawingObjects()
This basically looks like:
DrawingGroup backingStore = new DrawingGroup();
protected override void OnRender(DrawingContext drawingContext) {
base.OnRender(drawingContext);
Render(); // put content into our backingStore
drawingContext.DrawDrawing(backingStore);
}
// I can call this anytime, and it'll update my visual drawing
// without ever triggering layout or OnRender()
private void Render() {
var drawingContext = backingStore.Open();
Render(drawingContext);
drawingContext.Close();
}
I've also tried using RenderTargetBitmap and WriteableBitmap, both to an Image.Source, and written directly to a DrawingContext. The above method is faster.

In windows forms these kind of things made me fall back to;
Set Visible=False for the highest level container (e.g. canvas of the form itself)
Draw a lot
Set Visible=True
Not sure if WPF supports this.

Here are some of the things you may try: (I tried them with your sample and it seems to look faster (at least on my system)).
Use Canvas instead of Grid (unless you have other reasons). Play BitmapScalingMode and CachingHint:
<Canvas Name="xamlGrid" RenderOptions.BitmapScalingMode="LowQuality" RenderOptions.CachingHint="Cache" IsHitTestVisible = "False">
</Canvas>
Add a StaticResource for Brush used in GeometryDrawing:
<SolidColorBrush x:Key="MyBrush" Color="DarkBlue"/>
in code use as:
GeometryDrawing gd = new GeometryDrawing((SolidColorBrush)this.FindResource("MyBrush"), null, eg);
I hope this helps.

Related

Erasing already drawn shapes [closed]

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I am coding my own Paint in C# using the System.Drawing namespace and basically everything is going well so far except for one thing, the eraser tool.
Right now I the eraser works just by drawing a line with the same color as the background so it appears like it's erasing something.
However, I want to make a new Eraser tool, perhaps improved. This new Eraser would be able to DELETE an element with a single click if the click is within it's bounds.
I know that if one thing has already been drawn it's there and nothing can be done but I was thinking about creating a string array and I'm going to add new elements to the array. For example when I add a line and a rectangle the first two elements of array would be:
line startPoint endPoint
rectangle height width x y
Something like that. And when the Erase tool is used, just compare the coordinates.
Is there an easier approach to this?
Thanks a lot!
Yes, there is. What you're planning to do is essentially retained mode rendering in a way. You keep a list (or other data structure) of objects that are on the canvas and you can reorder or change that list in any way, e.g. by removing or adding objects. After that you just re-create the drawing, that is, clear your drawing area and then draw each object in your list in order. This is necessary because once you have drawn something you only have pixels, and if your line and rectangle intersect, you may have trouble separating line pixels from rectangle pixels.
With GDI+ this is the only approach, since you don't get much more than a raw drawing surface. However, other things exist which already provide that rendering model for you, e.g. WPF.
However, a string[] is a horrible way of solving this. Usually you would have some kind of interface, e.g.
public interface IShape {
public void Draw(Graphics g);
public bool IsHit(PointF p);
}
which your shapes implement. A line would keep its stroke colour and start/end coordinates as state which it would then use to draw itself in the Draw method. Furthermore, when you want to click on a shape with the eraser, you'd have the IsHit method to determine whether a shape was hit. That way each shape is responsible for its own hit-testing. E.g a line could implement a little fuzziness so that you can click a little next to the line instead of having to hit a single pixel exactly.
That's the general idea, anyway. You could expand this as necessary to other ideas. Note that by using this approach your core code doesn't have to know anything about the shapes that are possible (comparing coordinates can be a bit cumbersome if you have to maintain an ever-growing switch statement of different shapes). Of course, for drawing those shapes you still need a bit more code because lines may need a different interaction than rectangles, ellipses or text objects.
I created a small sample that outlines above approach here. The interesting parts are as follows:
interface IShape
{
Pen Pen { get; set; }
Brush Fill { get; set; }
void Draw(Graphics g);
bool IsHit(PointF p);
}
class Line : IShape
{
public Brush Fill { get; set; }
public Pen Pen { get; set; }
public PointF Start { get; set; }
public PointF End { get; set; }
public void Draw(Graphics g)
{
g.DrawLine(Pen, Start, End);
}
public bool IsHit(PointF p)
{
// Find distance to the end points
var d1 = Math.Sqrt((Start.X - p.X) * (Start.X - p.X) + (Start.Y - p.Y) * (Start.Y - p.Y));
var d2 = Math.Sqrt((End.X - p.X) * (End.X - p.X) + (End.Y - p.Y) * (End.Y - p.Y));
// https://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line
var dx = End.X - Start.X;
var dy = End.Y - Start.Y;
var length = Math.Sqrt(dx * dx + dy * dy);
var distance = Math.Abs(dy * p.X - dx * p.Y + End.X * Start.Y - End.Y * Start.X) / Math.Sqrt(dy * dy + dx * dx);
// Make sure the click was really near the line because the distance above also works beyond the end points
return distance < 3 && (d1 < length + 3 && d2 < length + 3);
}
}
public partial class Form1 : Form
{
private ObservableCollection<IShape> shapes = new ObservableCollection<IShape>();
private static Random random = new Random();
public Form1()
{
InitializeComponent();
pictureBox1.Image = new Bitmap(pictureBox1.Width, pictureBox1.Height);
shapes.CollectionChanged += Shapes_CollectionChanged;
}
private void Shapes_CollectionChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
{
Redraw();
}
public void Redraw()
{
using (var g = Graphics.FromImage(pictureBox1.Image))
{
foreach (var shape in shapes)
{
shape.Draw(g);
}
}
pictureBox1.Invalidate();
}
private void button1_Click(object sender, EventArgs e)
{
shapes.Add(new Line
{
Pen = Pens.Red,
Start = new PointF(random.Next(pictureBox1.Width), random.Next(pictureBox1.Height)),
End = new PointF(random.Next(pictureBox1.Width), random.Next(pictureBox1.Height))
});
}
private void pictureBox1_SizeChanged(object sender, EventArgs e)
{
pictureBox1.Image = new Bitmap(pictureBox1.Width, pictureBox1.Height);
Redraw();
}
private IShape FindShape(PointF p)
{
// Reverse search order because we draw from bottom to top, but we need to hit-test from top to bottom.
foreach (var shape in shapes.Reverse())
{
if (shape.IsHit(p))
return shape;
}
return null;
}
private void button1_MouseClick(object sender, MouseEventArgs e)
{
var shape = FindShape(e.Location);
if (shape != null)
{
shape.Pen = Pens.Blue;
Redraw();
}
}
}
Clicking the button creates a random line and redraws. Redrawing is as simple as
public void Redraw()
{
using (var g = Graphics.FromImage(pictureBox1.Image))
{
foreach (var shape in shapes)
{
shape.Draw(g);
}
}
pictureBox1.Invalidate();
}
Clicking the picture will try finding a shape at the click point, and if it finds one, it colours it blue (along with a redraw). Finding the item works as follows:
private IShape FindShape(PointF p)
{
// Reverse search order because we draw from bottom to top, but we need to hit-test from top to bottom.
foreach (var shape in shapes.Reverse())
{
if (shape.IsHit(p))
return shape;
}
return null;
}
So as you can see, the fundamental parts of actually drawing things and maybe selecting them again, are fairly easy that way. Of course, the different drawing tools are another matter, although that has solutions, too.

Bloom in MonoGame

I want to add bloom effect in my MonoGame project, I found out about this: http://xbox.create.msdn.com/en-US/education/catalog/sample/bloom and I tried to add it to my project, but for some reason it told me "Could not load BloomExtract asset as a non-content file!" when I tried to run the project. I tried every solution I could find, including making it copy always. After that I found out that MonoGame can't load .fx files, so I converted them to .mgfxo, after that I changed the build action for it to embedded resource and added this code:
Stream s = Assembly.GetExecutingAssembly().GetManifestResourceStream("Morior.Content.BloomExtract.mgfxo");
BinaryReader Reader = new BinaryReader(s);
bloomExtractEffect = new Effect(GraphicsDevice, Reader.ReadBytes((int)Reader.BaseStream.Length));
But now it throws "This MGFX effect was built for a different platform" when I try to run it, so I'm really out of options, how can I add simple bloom??
edit: I managed to convert it to directx 11 without errors, but now for some reason theres a blank back screen\red screen in my game. sigh, seems like I wont be able to make it work.
EDIT: I think i figured the problems out, but the bloom itself wont work, here is the draw of bloom:
#region Using Statements
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System.IO;
#endregion
namespace BloomPostprocess
{
public class BloomComponent : DrawableGameComponent
{
#region Fields
SpriteBatch spriteBatch;
Effect bloomExtractEffect;
Effect bloomCombineEffect;
Effect gaussianBlurEffect;
RenderTarget2D renderTarget1;
RenderTarget2D renderTarget2;
// Choose what display settings the bloom should use.
public BloomSettings Settings
{
get { return settings; }
set { settings = value; }
}
BloomSettings settings = BloomSettings.PresetSettings[0];
// Optionally displays one of the intermediate buffers used
// by the bloom postprocess, so you can see exactly what is
// being drawn into each rendertarget.
public enum IntermediateBuffer
{
PreBloom,
BlurredHorizontally,
BlurredBothWays,
FinalResult,
}
public IntermediateBuffer ShowBuffer
{
get { return showBuffer; }
set { showBuffer = value; }
}
IntermediateBuffer showBuffer = IntermediateBuffer.FinalResult;
#endregion
#region Initialization
public BloomComponent(Game game)
: base(game)
{
if (game == null)
throw new ArgumentNullException("game");
}
/// <summary>
/// Load your graphics content.
/// </summary>
public void LoadContent(GraphicsDevice g, ContentManager theContentManager)
{
spriteBatch = new SpriteBatch(g);
bloomExtractEffect = theContentManager.Load<Effect>("BloomExtract");
bloomCombineEffect = theContentManager.Load<Effect>("BloomCombine");
gaussianBlurEffect = theContentManager.Load<Effect>("GaussianBlur");
// Look up the resolution and format of our main backbuffer.
PresentationParameters pp = g.PresentationParameters;
int width = pp.BackBufferWidth;
int height = pp.BackBufferHeight;
SurfaceFormat format = pp.BackBufferFormat;
// Create a texture for rendering the main scene, prior to applying bloom.
// Create two rendertargets for the bloom processing. These are half the
// size of the backbuffer, in order to minimize fillrate costs. Reducing
// the resolution in this way doesn't hurt quality, because we are going
// to be blurring the bloom images in any case.
width /= 2;
height /= 2;
renderTarget1 = new RenderTarget2D(g, width, height, false, format, DepthFormat.Depth24);
renderTarget2 = new RenderTarget2D(g, width, height, false, format, DepthFormat.Depth24);
}
/// <summary>
/// Unload your graphics content.
/// </summary>
public void UnloadContent(ContentManager theContentManager)
{
renderTarget1.Dispose();
renderTarget2.Dispose();
}
#endregion
#region Draw
/// <summary>
/// This should be called at the very start of the scene rendering. The bloom
/// component uses it to redirect drawing into its custom rendertarget, so it
/// can capture the scene image in preparation for applying the bloom filter.
/// </summary>
public void BeginDraw(RenderTarget2D renderTarget)
{
if (Visible)
{
GraphicsDevice.SetRenderTarget(renderTarget);
}
}
/// <summary>
/// This is where it all happens. Grabs a scene that has already been rendered,
/// and uses postprocess magic to add a glowing bloom effect over the top of it.
/// </summary>
public void Draw(GameTime gameTime, RenderTarget2D renderTarget)
{
// Pass 1: draw the scene into rendertarget 1, using a
// shader that extracts only the brightest parts of the image.
bloomExtractEffect.Parameters["BloomThreshold"].SetValue(
Settings.BloomThreshold);
DrawFullscreenQuad(renderTarget, renderTarget1,
bloomExtractEffect,
IntermediateBuffer.PreBloom);
// Pass 2: draw from rendertarget 1 into rendertarget 2,
// using a shader to apply a horizontal gaussian blur filter.
SetBlurEffectParameters(1.0f / (float)renderTarget1.Width, 0);
DrawFullscreenQuad(renderTarget1, renderTarget2,
gaussianBlurEffect,
IntermediateBuffer.BlurredHorizontally);
// Pass 3: draw from rendertarget 2 back into rendertarget 1,
// using a shader to apply a vertical gaussian blur filter.
SetBlurEffectParameters(0, 1.0f / (float)renderTarget1.Height);
DrawFullscreenQuad(renderTarget2, renderTarget1,
gaussianBlurEffect,
IntermediateBuffer.BlurredBothWays);
// Pass 4: draw both rendertarget 1 and the original scene
// image back into the main backbuffer, using a shader that
// combines them to produce the final bloomed result.
GraphicsDevice.SetRenderTarget(null);
EffectParameterCollection parameters = bloomCombineEffect.Parameters;
parameters["BloomIntensity"].SetValue(Settings.BloomIntensity);
parameters["BaseIntensity"].SetValue(Settings.BaseIntensity);
parameters["BloomSaturation"].SetValue(Settings.BloomSaturation);
parameters["BaseSaturation"].SetValue(Settings.BaseSaturation);
GraphicsDevice.Textures[1] = renderTarget;
Viewport viewport = GraphicsDevice.Viewport;
DrawFullscreenQuad(renderTarget1,
viewport.Width, viewport.Height,
bloomCombineEffect,
IntermediateBuffer.FinalResult);
}
/// <summary>
/// Helper for drawing a texture into a rendertarget, using
/// a custom shader to apply postprocessing effects.
/// </summary>
void DrawFullscreenQuad(Texture2D texture, RenderTarget2D renderTarget,
Effect effect, IntermediateBuffer currentBuffer)
{
GraphicsDevice.SetRenderTarget(renderTarget);
DrawFullscreenQuad(texture,
renderTarget.Width, renderTarget.Height,
effect, currentBuffer);
}
/// <summary>
/// Helper for drawing a texture into the current rendertarget,
/// using a custom shader to apply postprocessing effects.
/// </summary>
void DrawFullscreenQuad(Texture2D texture, int width, int height,
Effect effect, IntermediateBuffer currentBuffer)
{
// If the user has selected one of the show intermediate buffer options,
// we still draw the quad to make sure the image will end up on the screen,
// but might need to skip applying the custom pixel shader.
if (showBuffer < currentBuffer)
{
effect = null;
}
spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect);
spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White);
spriteBatch.End();
}
/// <summary>
/// Computes sample weightings and texture coordinate offsets
/// for one pass of a separable gaussian blur filter.
/// </summary>
void SetBlurEffectParameters(float dx, float dy)
{
// Look up the sample weight and offset effect parameters.
EffectParameter weightsParameter, offsetsParameter;
weightsParameter = gaussianBlurEffect.Parameters["SampleWeights"];
offsetsParameter = gaussianBlurEffect.Parameters["SampleOffsets"];
// Look up how many samples our gaussian blur effect supports.
int sampleCount = weightsParameter.Elements.Count;
// Create temporary arrays for computing our filter settings.
float[] sampleWeights = new float[sampleCount];
Vector2[] sampleOffsets = new Vector2[sampleCount];
// The first sample always has a zero offset.
sampleWeights[0] = ComputeGaussian(0);
sampleOffsets[0] = new Vector2(0);
// Maintain a sum of all the weighting values.
float totalWeights = sampleWeights[0];
// Add pairs of additional sample taps, positioned
// along a line in both directions from the center.
for (int i = 0; i < sampleCount / 2; i++)
{
// Store weights for the positive and negative taps.
float weight = ComputeGaussian(i + 1);
sampleWeights[i * 2 + 1] = weight;
sampleWeights[i * 2 + 2] = weight;
totalWeights += weight * 2;
// To get the maximum amount of blurring from a limited number of
// pixel shader samples, we take advantage of the bilinear filtering
// hardware inside the texture fetch unit. If we position our texture
// coordinates exactly halfway between two texels, the filtering unit
// will average them for us, giving two samples for the price of one.
// This allows us to step in units of two texels per sample, rather
// than just one at a time. The 1.5 offset kicks things off by
// positioning us nicely in between two texels.
float sampleOffset = i * 2 + 1.5f;
Vector2 delta = new Vector2(dx, dy) * sampleOffset;
// Store texture coordinate offsets for the positive and negative taps.
sampleOffsets[i * 2 + 1] = delta;
sampleOffsets[i * 2 + 2] = -delta;
}
// Normalize the list of sample weightings, so they will always sum to one.
for (int i = 0; i < sampleWeights.Length; i++)
{
sampleWeights[i] /= totalWeights;
}
// Tell the effect about our new filter settings.
weightsParameter.SetValue(sampleWeights);
offsetsParameter.SetValue(sampleOffsets);
}
/// <summary>
/// Evaluates a single point on the gaussian falloff curve.
/// Used for setting up the blur filter weightings.
/// </summary>
float ComputeGaussian(float n)
{
float theta = Settings.BlurAmount;
return (float)((1.0 / Math.Sqrt(2 * Math.PI * theta)) *
Math.Exp(-(n * n) / (2 * theta * theta)));
}
#endregion
}
}
here is the main:
protected override void Draw(GameTime gameTime)
{
bloom.Draw(gameTime, renderTarget);
GraphicsDevice.Clear(Color.Black);
DrawSceneToTexture(renderTarget,gameTime);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
SamplerState.LinearClamp, DepthStencilState.Default,
RasterizerState.CullNone);
spriteBatch.Draw(renderTarget, rec, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
protected void DrawSceneToTexture(RenderTarget2D renderTarget,GameTime gametime)
{
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true };
// Draw the scene
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend,
SamplerState.PointClamp,
null, null, null, null);
bloom.BeginDraw(renderTarget);
mLeavusSprite.Draw(this.spriteBatch);
b.Draw(this.spriteBatch);
spriteBatch.Draw(cursorTex, cursorPos, cursorSource,
Color.White, 0.0f, Vector2.Zero, 3f, SpriteEffects.None, 0);
spriteBatch.End();
// Drop the render target
GraphicsDevice.SetRenderTarget(null);
}

ScrollViewer doesn't scroll for custom panel

I am making my own custom panel, which is supposed to scroll vertically when the content does not fit the available space, so i put it in a ScrollViewer.
Right now i can't get the ScrollViewer to activate the scrollbar when the panel inside is bigger then the ScrollViewer itself.
The permille functions get attached properties telling how big the childs have to be compared to the available size (without scrolling), aka the ViewPort.
As the size passed in MeasureOverride passes infinite, i don't think i can use the permille functions there.
That is why i measure my children in ArrangeOverride (not best practice, i guess) but that way the scrollviewer doesn't scroll.
How do i get this to work?
My XAML code:
<ScrollViewer>
<controls:TilePanel x:Name="TilePanel" PreviewMouseLeftButtonDown="TilePanel_PreviewMouseLeftButtonDown" PreviewMouseLeftButtonUp="TilePanel_PreviewMouseLeftButtonUp"
PreviewMouseMove="TilePanel_PreviewMouseMove" DragEnter="TilePanel_DragEnter" Drop="TilePanel_Drop" AllowDrop="True" />
</ScrollViewer>
My Custom Panel Class:
/// <summary>
/// A Panel Showing Tiles
/// </summary>
public class TilePanel : PermillePanel
{
public TilePanel()
{
}
protected override Size MeasureOverride(Size constraint)
{
//here constraint width or height can be infinite.
//as tiles are a permille of that height, they too can be infinite after measuring
//this is unwanted behavior, so we measure in the ArrangeOverride method
if (constraint.Width == double.PositiveInfinity)
{
return new Size(0, constraint.Height);
}
else if (constraint.Height == double.PositiveInfinity)
{
return new Size(constraint.Width, 0);
}
else
{
return constraint;
}
}
protected override Size ArrangeOverride(Size arrangeSize)
{
//return base.ArrangeOverride(arrangeSize);
foreach (FrameworkElement child in InternalChildren)
{
Size availableSize = new Size();
//set the width and height for the child
availableSize.Width = arrangeSize.Width * TilePanel.GetHorizontalPermille(child) / 1000;
availableSize.Height = arrangeSize.Height * TilePanel.GetVerticalPermille(child) / 1000;
child.Measure(availableSize);
}
// arrange the children on the panel
// fill lines horizontally, when we reach the end of the current line, continue to the next line
Size newSize = new Size(arrangeSize.Width, arrangeSize.Height);
double xlocation = 0;
double ylocation = 0;
double ystep = 0;
double maxYvalue = 0;
foreach (FrameworkElement child in InternalChildren)
{
double endxlocation = xlocation + child.DesiredSize.Width;
double constrainedWidth = arrangeSize.Width * TilePanel.GetHorizontalPermille(child) / 1000;
double constrainedHeight = arrangeSize.Height * TilePanel.GetVerticalPermille(child) / 1000;
if (TilePanel.GetVerticalPermille(child) != 0 && TilePanel.GetHorizontalPermille(child) != 0)
{
//horizontal overflow -> next line
if (endxlocation >= this.DesiredSize.Width *1.01)
{
ylocation += ystep;
xlocation = 0;
}
}
Rect rect = new Rect(xlocation, ylocation, constrainedWidth, constrainedHeight);
child.Arrange(rect);
xlocation += constrainedWidth;
ystep = Math.Max(ystep, constrainedHeight);
maxYvalue = Math.Max(maxYvalue, ystep + constrainedHeight);
}
if (maxYvalue > newSize.Height)
{
newSize.Height = maxYvalue;
}
return newSize;
}
}
Calling Measure() from within ArrangeOverride() will cause problems. The framework detects this and forces a remeasure. Set a tracepoint in MeasureOverride(), and I'll bet you'll see that it keeps getting called over and over again, even though the layout hasn't changed1.
If you absolutely have to call Measure() from ArrangeOverride(), you will need to do so conditionally such that it only forces a remeasure when the available size actually changes since the last call to Measure(). Then, you'll effectively end up with two measure + arrange passes any time the layout is invalidated, as opposed to just one. However, such an approach is hacky, and I would advise sticking to the best practice of only measuring within MeasureOverride().
1Interestingly, your UI may still respond to input, despite this apparent "infinite loop" in the layout.
If you want to use a custom Panel inside a ScrollViewer then you must add the code that does the actual scrolling. You can do that by implementing the IScrollInfo Interface in your custom Panel.
You can find a tutorial that explains this interface and provides an example code imeplementation in the WPF Tutorial - Implementing IScrollInfo page on the Tech Pro website. It's a fairly simple procedure and looks a tiny bit like this:
public void LineDown() { SetVerticalOffset(VerticalOffset + LineSize); }
public void LineUp() { SetVerticalOffset(VerticalOffset - LineSize); }
public void MouseWheelDown() { SetVerticalOffset(VerticalOffset + WheelSize); }
public void MouseWheelUp() { SetVerticalOffset(VerticalOffset - WheelSize); }
public void PageDown() { SetVerticalOffset(VerticalOffset + ViewportHeight); }
public void PageUp() { SetVerticalOffset(VerticalOffset - ViewportHeight); }
...

creating an advanced metronome in WPF (problems with code created animation and completed event)

Good afternoon,
over the last few weeks I have been working on a project to create an advanced metronome. the metronome is made up of the following things
a swinging arm
a light flash
a collection of dynamically created user controls that represent beats (4 of them that are either on, accented or off).
a usercontrol that displays an LCD numeric display and calculates the number of milliseconds between beats for the selected BPM (60000/BPM=milliseconds)
the user selects a BPM and presses start and the following happens
the arm swings between two angles at a rate of n milliseconds per sweep
the light flashes at the end of each arm sweep
the indicators are created and they flash in sequence (one at the end of each sweep).
now the problem
the Arm and light flash animation are created in code and added to a story board with repeat forever and auto reverse.
the indicators are created in code and need to fire an event at the end of each Arm sweep animation.
So, what I did after much messing around was create a timer that runs at the same pace as the storyboard.
the problem, over 30 seconds the timer and the storyboard go out of sync and therefore the indicators and the arm sweep are not in time (not good for a metronome!!).
I was trying to catch the completed event of the animations and use that as a trigger to stop and restart the timer, this was all I could come up with to keep the two in perfect sync.
the moving out of sync is caused by the storyboard slipping and the fact that the storyboard is invoked with begin on the line before the timer is invoked with .start, this although microseconds I think means that they start impossibly close but not at exactly the same time.
my question,
when I try to bind to the completed event of the animation it never fires. I was under the impression that completed even fires regardless of autoreverse (i.e in between each iteration). is this not the case?
can anyone think of another (more cunning) way to keep the two things in sync.
lastly, I did look to see if I could fire a method from a storyboard (which would of made my life really easy, however it would appear that this cannot be done).
if there are any suggestions I am not precious, I just want to get this finished!!
final point of interest,
the bpm can be adjusted whilst the metronome is running, this is achieved by calculating the millisecond duration on the fly (mouse down of a button) and scale the storyboard by the difference between the current speed and the new speed. obviously the timer running the indicators has to be changed at the same time (using interval).
code below is from my project so far (not the XAML just the C#)
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
using System.Windows.Media.Animation;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Controls;
using System.Windows.Threading;
namespace MetronomeLibrary
{
public partial class MetronomeLarge
{
private bool Running;
//Speed and time signature
private int _bpm = 60;
private int _beats = 4;
private int _beatUnit = 4;
private int _currentBeat = 1;
private readonly int _baseSpeed = 60000 / 60;
private readonly DispatcherTimer BeatTimer = new DispatcherTimer();
private Storyboard storyboard = new Storyboard();
public MetronomeLarge()
{
InitializeComponent();
NumericDisplay.Value = BPM;
BeatTimer.Tick += new EventHandler(TimerTick);
SetUpAnimation();
SetUpIndicators();
}
public int Beats
{
get
{
return _beats;
}
set
{
_beats = value;
SetUpIndicators();
}
}
public int BPM
{
get
{
return _bpm;
}
set
{
_bpm = value;
//Scale the story board here
SetSpeedRatio();
}
}
public int BeatUnit
{
get
{
return _beatUnit;
}
set
{
_beatUnit = value;
}
}
private void SetSpeedRatio()
{
//divide the new speed (bpm by the old speed to get the new ratio)
float newMilliseconds = (60000 / BPM);
float newRatio = _baseSpeed / newMilliseconds;
storyboard.SetSpeedRatio(newRatio);
//Set the beat timer according to the beattype (standard is quarter beats for one sweep of the metronome
BeatTimer.Interval = TimeSpan.FromMilliseconds(newMilliseconds);
}
private void TimerTick(object sender, EventArgs e)
{
MetronomeBeat(_currentBeat);
_currentBeat++;
if (_currentBeat > Beats)
{
_currentBeat = 1;
}
}
private void MetronomeBeat(int Beat)
{
//turnoff all indicators
TurnOffAllIndicators();
//Find a control by name
MetronomeLargeIndicator theIndicator = (MetronomeLargeIndicator)gridContainer.Children[Beat-1];
//illuminate the control
theIndicator.TurnOn();
theIndicator.PlaySound();
}
private void TurnOffAllIndicators()
{
for (int i = 0; i <= gridContainer.Children.Count-1; i++)
{
MetronomeLargeIndicator theIndicator = (MetronomeLargeIndicator)gridContainer.Children[i];
theIndicator.TurnOff();
}
}
private void SetUpIndicators()
{
gridContainer.Children.Clear();
gridContainer.ColumnDefinitions.Clear();
for (int i = 1; i <= _beats; i++)
{
MetronomeLargeIndicator theNewIndicator = new MetronomeLargeIndicator();
ColumnDefinition newCol = new ColumnDefinition() { Width = GridLength.Auto };
gridContainer.ColumnDefinitions.Add(newCol);
gridContainer.Children.Add(theNewIndicator);
theNewIndicator.Name = "Indicator" + i.ToString();
Grid.SetColumn(theNewIndicator, i - 1);
}
}
private void DisplayOverlay_MouseDown(object sender, MouseButtonEventArgs e)
{
ToggleAnimation();
}
private void ToggleAnimation()
{
if (Running)
{
//stop the animation
((Storyboard)Resources["Storyboard"]).Stop() ;
BeatTimer.Stop();
}
else
{
//start the animation
BeatTimer.Start();
((Storyboard)Resources["Storyboard"]).Begin();
SetSpeedRatio();
}
Running = !Running;
}
private void ButtonIncrement_Click(object sender, RoutedEventArgs e)
{
NumericDisplay.Value++;
BPM = NumericDisplay.Value;
}
private void ButtonDecrement_Click(object sender, RoutedEventArgs e)
{
NumericDisplay.Value--;
BPM = NumericDisplay.Value;
}
private void ButtonIncrement_MouseEnter(object sender, MouseEventArgs e)
{
ImageBrush theBrush = new ImageBrush()
{
ImageSource = new BitmapImage(new
Uri(#"pack://application:,,,/MetronomeLibrary;component/Images/pad-metronome-increment-button-over.png"))
};
ButtonIncrement.Background = theBrush;
}
private void ButtonIncrement_MouseLeave(object sender, MouseEventArgs e)
{
ImageBrush theBrush = new ImageBrush()
{
ImageSource = new BitmapImage(new
Uri(#"pack://application:,,,/MetronomeLibrary;component/Images/pad-metronome-increment-button.png"))
};
ButtonIncrement.Background = theBrush;
}
private void ButtonDecrement_MouseEnter(object sender, MouseEventArgs e)
{
ImageBrush theBrush = new ImageBrush()
{
ImageSource = new BitmapImage(new
Uri(#"pack://application:,,,/MetronomeLibrary;component/Images/pad-metronome-decrement-button-over.png"))
};
ButtonDecrement.Background = theBrush;
}
private void ButtonDecrement_MouseLeave(object sender, MouseEventArgs e)
{
ImageBrush theBrush = new ImageBrush()
{
ImageSource = new BitmapImage(new
Uri(#"pack://application:,,,/MetronomeLibrary;component/Images/pad-metronome-decrement-button.png"))
};
ButtonDecrement.Background = theBrush;
}
private void SweepComplete(object sender, EventArgs e)
{
BeatTimer.Stop();
BeatTimer.Start();
}
private void SetUpAnimation()
{
NameScope.SetNameScope(this, new NameScope());
RegisterName(Arm.Name, Arm);
DoubleAnimation animationRotation = new DoubleAnimation()
{
From = -17,
To = 17,
Duration = new Duration(TimeSpan.FromMilliseconds(NumericDisplay.Milliseconds)),
RepeatBehavior = RepeatBehavior.Forever,
AccelerationRatio = 0.3,
DecelerationRatio = 0.3,
AutoReverse = true,
};
Timeline.SetDesiredFrameRate(animationRotation, 90);
MetronomeFlash.Opacity = 0;
DoubleAnimation opacityAnimation = new DoubleAnimation()
{
From = 1.0,
To = 0.0,
AccelerationRatio = 1,
BeginTime = TimeSpan.FromMilliseconds(NumericDisplay.Milliseconds - 0.5),
Duration = new Duration(TimeSpan.FromMilliseconds(100)),
};
Timeline.SetDesiredFrameRate(opacityAnimation, 10);
storyboard.Duration = new Duration(TimeSpan.FromMilliseconds(NumericDisplay.Milliseconds * 2));
storyboard.RepeatBehavior = RepeatBehavior.Forever;
Storyboard.SetTarget(animationRotation, Arm);
Storyboard.SetTargetProperty(animationRotation, new PropertyPath("(UIElement.RenderTransform).(RotateTransform.Angle)"));
Storyboard.SetTarget(opacityAnimation, MetronomeFlash);
Storyboard.SetTargetProperty(opacityAnimation, new PropertyPath("Opacity"));
storyboard.Children.Add(animationRotation);
storyboard.Children.Add(opacityAnimation);
Resources.Add("Storyboard", storyboard);
}
}
}
This might not be easily implemented with WPF animations. Instead, a good method would be a game loop. A little research should turn up lots of resources about this. The first one that jumped out at me was http://www.nuclex.org/articles/3-basics/5-how-a-game-loop-works.
In your game loop, you would follow one or the other of these basic procedures:
Calculate how much time has elapsed since the last frame.
Move your displays appropriately.
or
Calculate the current time.
Position your displays appropriately.
The advantage of a game loop is that although the timing may drift slightly (depending on what sort of timing you use), all displays will drift by the same amount.
You can prevent clock drift by calculating time by the system clock, which for practical purposes does not drift. Timers do drift, because they do not run by the system clock.
Time sync is a vaster field than you'd think.
I suggest you take a look at Quartz.NET which is renowned for scheduling/timers issues.
Syncing a WPF animation is tricky because Storyboards are not part of the logical tree, therefore you can't bind anything in them.
That's why you can't define dynamic/variable Storyboards in XAML, you have to do it in C# as you did.
I suggest you make 2 Storyboards: one for the tick to the left, the other one to the right.
In between each animation, fire a method to do your calculations/update another part of the UI, but do it in a separate Task so that the timings aren't messed up (a few µs for the calculations make up for quite some time after 30s already!)
Keep in mind that you will need to use Application.Current.Dispatcher from your Task to update the UI.
And lastly, at least set the Task flag TaskCreationOptions.PreferFairness so that Tasks run in the order they were started.
Now since that just gives a hint to the TaskScheduler and doesn't guarantees them to run in order, you may want to use a queueing system instead for full guarantee.
HTH,
Bab.
You could try 2 animations , one for the right swing and one for the left. In the animation complete on each, start the other animation (checking for cancellation flags) and update your indicators (possibly via BeginInvoke on the Dispatcher so you don't interfere with the next animation start.)
I think getting the timer to sync with an animation is difficult - it is a dispatcher based timer which is based on messages - sometimes it can skip a bit of time, ie if you click fast with the mouse a lot I think the animation timer also is dispatcher based, so they will easily get out of sync.
I would suggest to abandon the syncing and let the timer handle it. Can't you let it update a property with notification and let your metronome arm position bind to that?
To get the accelaration/deceleration you just have to use a Sine or Cosine function.

Scrolling background flicker in XNA

I am using the background scrolling tutorial on xnadevelopment.com (modified to suit my requirement) to create a vertical scrolling loop for a game on windows phone 7.1. It seems like the background is flickering whenever the next image is drawn. Though I am using a single image for the loop, the flickering occurs even if multiple images are used. I have posted a youtube video showing the flicker that occurs at the top of the screen.
http://youtu.be/Ajdiw2zILq0
Below is the code used to create the loop:
Background class:
private List<string> _road;
private VericalBackgroundLoop _roadLoop;
private readonly Vector2 _roadSpeed = new Vector2(0, 300);
public void LoadContent(ContentManager contentManager)
{
_road = new List<string>
{
"Test\\Road_Bgnd",
"Test\\Road_Bgnd"
};
_roadLoop = new VericalBackgroundLoop();
_roadLoop.Initialize(_road, contentManager, Vector2.Zero, true);
}
public void Update(TimeSpan elapsedTime)
{
_roadLoop.Update(_roadSpeed, elapsedTime);
}
public void Draw(SpriteBatch spriteBatch)
{
_roadLoop.Draw(spriteBatch);
}
Background loop class:
private List<Sprite> _sprites;
private bool _isLoopDirectionTopToBottom;
private Vector2 _loopDirection;
public void Initialize(List<string> spriteNames, ContentManager contentManager, Vector2 loopStartPosition, bool isLoopDirectionTopToBottom)
{
_sprites = new List<Sprite>();
_isLoopDirectionTopToBottom = isLoopDirectionTopToBottom;
_loopDirection = new Vector2(0, -1);
// Build the sprite object's list
foreach (string spriteName in spriteNames)
{
Sprite sprite = new Sprite();
sprite.LoadContent(contentManager, spriteName);
_sprites.Add(sprite);
}
if (_isLoopDirectionTopToBottom)
{
// Set the initial position for the sprite objects
foreach (Sprite currentSprite in _sprites)
{
if (currentSprite == _sprites.First())
{
currentSprite.Position = loopStartPosition;
}
else
{
Sprite prevSprite = GetSpriteAtIndex(_sprites.IndexOf(currentSprite) - 1);
currentSprite.Position = new Vector2(0, prevSprite.Position.Y - prevSprite.Size.Height);
}
}
}
}
public void Update(Vector2 loopSpeed, TimeSpan elapsedTime)
{
if (_isLoopDirectionTopToBottom)
{
foreach (Sprite currentSprite in _sprites)
{
if (currentSprite == _sprites.First())
{
Sprite lastSprite = _sprites.Last();
if (currentSprite.Position.Y > (currentSprite.Size.Height))
{
currentSprite.Position.Y = lastSprite.Position.Y - lastSprite.Size.Height;
}
}
else
{
Sprite prevSprite = GetSpriteAtIndex(_sprites.IndexOf(currentSprite) - 1);
if (currentSprite.Position.Y > (currentSprite.Size.Height))
{
currentSprite.Position.Y = prevSprite.Position.Y - prevSprite.Size.Height;
}
}
// Update the sprite X position with the speed and time
currentSprite.Position -= _loopDirection * loopSpeed * (float)elapsedTime.TotalSeconds;
}
}
}
public void Draw(SpriteBatch spriteBatch)
{
foreach (Sprite sprite in _sprites)
{
sprite.Draw(spriteBatch);
}
}
private Sprite GetSpriteAtIndex(int index)
{
return _sprites[index];
}
I need help in figuring out why the flicker is occurring and why motion seems to be jerky and not smooth (it is a bit better on the device, but jerky nevertheless). IsFixedTimeStep is set to true in the game.cs class. Thank you.
EDIT : Seems like the flicker is not occuring if 3 or more images are used. This could be due to the first image not being placed back into the start position quickly enough. But am still trying to figure out whey the animation is still so jerky :(
You wouldn't be the first to report seeing flickers or stutters. Lots of posts on the App Hub forums about that. (glad you're finding luck using my tutorials/samples by the way!)
Here's an example of someone reporting what you're seeing -> http://forums.create.msdn.com/forums/t/30500.aspx
And here's the best answer I've seen to date from one of the XNA Framework developers ->
http://forums.create.msdn.com/forums/p/9934/53561.aspx#53561
Basically you've stumbled onto "a" solution, but as Shawn's post points out there's a variety of ways to fix the problem, it just depends on what's right for your game.

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