WPF中的快速2D图形

mor*_*huz 37 c# wpf performance drawing drawingvisual

我需要在WPF中绘制大量的2D元素,例如线条和多边形.他们的立场也需要不断更新.

我在这里看了很多答案,主要建议使用DrawingVisual或覆盖OnRender函数.为了测试这些方法,我实现了一个渲染10000个椭圆的简单粒子系统,我发现使用这两种方法绘制性能仍然非常糟糕.在我的电脑上,我每秒钟不能超过5-10帧.当你考虑我使用其他技术可以轻松地平滑地抽取50万个粒子时,这是完全不可接受的.

所以我的问题是,我是否违反了WPF的技术限制,或者我错过了什么?还有其他我可以使用的东西吗?欢迎任何建议.

这里是我试过的代码

MainWindow.xaml的内容:

<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>
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MainWindow.xaml.cs的内容:

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;
        }
    }
}
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Law*_*Kok 12

我相信提供的示例代码非常好,并且展示了框架的限制.在我的测量中,我描述了15-25ms的平均成本归因于渲染开销.本质上,我们在这里只谈到中心(依赖)属性的修改,这是非常昂贵的.我认为它很昂贵,因为它直接将更改传播到mil-core.

一个重要的注意事项是,间接成本与在模拟中位置发生变化的对象数量成比例.当大多数对象是时间相干的,即不改变位置时,在自身上渲染大量对象不是问题.

对于这种情况,最好的替代方法是使用D3DImage,这是Windows Presentation Foundation的一个元素,用于呈现使用DirectX呈现的信息.一般来说,这种方法应该是有效的,性能明智.


小智 -3

以下是您可以尝试的一些操作:(我用您的示例尝试了它们,它看起来似乎更快(至少在我的系统上))。

  • 使用 Canvas 而不是 Grid(除非有其他原因)。发挥BitmapScalingMode和CachingHint:

    <Canvas Name="xamlGrid" RenderOptions.BitmapScalingMode="LowQuality" RenderOptions.CachingHint="Cache" IsHitTestVisible = "False">
    
    </Canvas>
    
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  • 为 GeometryDrawing 中使用的 Brush 添加 StaticResource:

    <SolidColorBrush x:Key="MyBrush" Color="DarkBlue"/>
    
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在代码中使用为:

    GeometryDrawing gd = new GeometryDrawing((SolidColorBrush)this.FindResource("MyBrush"), null, eg);
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我希望这有帮助。

  • 抱歉,不是真的。`System.Windows.Media.Brushes.Black` 是一个静态实例,因此当您引用它时,您并不是“每次都创建一个新实例”,而是实际上使用同一个实例。顺便说一句,它已经被冻结了。 (3认同)