我希望在WPF应用程序中具有半透明的窗体/弹出窗口,而我想要的正是在Windows 10中实现的类似航空主题的深色玻璃样模糊效果,如下所示:
因此,到目前为止,我只找到任何资源网上讲解如何将这个模糊效果适用于所有内一个容器,它是我后,或应用同一类的模糊粗线条到后面的一切完全相反的表单/弹出窗口。
我知道SetWindowCompositionAttribute(如下所示:无边界WPF窗口上没有玻璃效果的本机Aero模糊,并在此处进一步说明:http : //withinrafael.com/adding-the-aero-glass-blur-to-your-windows-10 -apps /)
但是这些仅说明了如何将效果添加到应用程序的整个窗口中,而这并不是我所追求的。
我想将效果应用到我的应用程序中的选定元素(例如说一个边框);
像这样
我将如何做这样的事情?
我希望回答您的问题还为时不晚。我认为,ShaderEffect类代表获得所需结果的解决方案。
我的方法有一些局限性,但我想可以通过解决这些局限性加以改进。
首先让我们看一下结果:
我的想法是创建一个自定义ShaderEffect,那我打电话BlurRectEffect。为了理解该课程,您可以阅读此很好的教程。
public class RectBlurEffect : ShaderEffect
{
private static PixelShader pixelShader = new PixelShader();
private static PropertyInfo propertyInfo;
public static readonly DependencyProperty InputProperty =
ShaderEffect.RegisterPixelShaderSamplerProperty("Input", typeof(RectBlurEffect), 0);
public static readonly DependencyProperty UpLeftCornerProperty =
DependencyProperty.Register("UpLeftCorner", typeof(Point), typeof(RectBlurEffect),
new UIPropertyMetadata(new Point(0, 0), PixelShaderConstantCallback(0)));
public static readonly DependencyProperty LowRightCornerProperty =
DependencyProperty.Register("LowRightCorner", typeof(Point), typeof(RectBlurEffect),
new UIPropertyMetadata(new Point(1, 1), PixelShaderConstantCallback(1)));
public static readonly DependencyProperty FrameworkElementProperty =
DependencyProperty.Register("FrameworkElement", typeof(FrameworkElement), typeof(RectBlurEffect),
new PropertyMetadata(null, OnFrameworkElementPropertyChanged));
static RectBlurEffect()
{
pixelShader.UriSource = Global.MakePackUri("RectBlurEffect.ps");
propertyInfo = typeof(RectBlurEffect).GetProperty("InheritanceContext",
BindingFlags.Instance | BindingFlags.NonPublic);
}
public RectBlurEffect()
{
PixelShader = pixelShader;
UpdateShaderValue(InputProperty);
UpdateShaderValue(UpLeftCornerProperty);
UpdateShaderValue(LowRightCornerProperty);
}
public Brush Input
{
get { return (Brush)GetValue(InputProperty); }
set { SetValue(InputProperty, value); }
}
public Point UpLeftCorner
{
get { return (Point)GetValue(UpLeftCornerProperty); }
set { SetValue(UpLeftCornerProperty, value); }
}
public Point LowRightCorner
{
get { return (Point)GetValue(LowRightCornerProperty); }
set { SetValue(LowRightCornerProperty, value); }
}
public FrameworkElement FrameworkElement
{
get { return (FrameworkElement)GetValue(FrameworkElementProperty); }
set { SetValue(FrameworkElementProperty, value); }
}
private FrameworkElement GetInheritanceContext()
{
return propertyInfo.GetValue(this, null) as FrameworkElement;
}
private void UpdateEffect(object sender, EventArgs args)
{
Rect underRectangle;
Rect overRectangle;
Rect intersect;
FrameworkElement under = GetInheritanceContext();
FrameworkElement over = this.FrameworkElement;
Point origin = under.PointToScreen(new Point(0, 0));
underRectangle = new Rect(origin.X, origin.Y, under.ActualWidth, under.ActualHeight);
origin = over.PointToScreen(new Point(0, 0));
overRectangle = new Rect(origin.X, origin.Y, over.ActualWidth, over.ActualHeight);
intersect = Rect.Intersect(overRectangle, underRectangle);
if (intersect.IsEmpty)
{
UpLeftCorner = new Point(0, 0);
LowRightCorner = new Point(0, 0);
}
else
{
origin = new Point(intersect.X, intersect.Y);
origin = under.PointFromScreen(origin);
UpLeftCorner = new Point(origin.X / under.ActualWidth,
origin.Y / under.ActualHeight);
LowRightCorner = new Point(UpLeftCorner.X + (intersect.Width / under.ActualWidth),
UpLeftCorner.Y + (intersect.Height / under.ActualHeight));
}
}
private static void OnFrameworkElementPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs args)
{
RectBlurEffect rectBlurEffect = (RectBlurEffect)d;
FrameworkElement frameworkElement = args.OldValue as FrameworkElement;
if (frameworkElement != null)
{
frameworkElement.LayoutUpdated -= rectBlurEffect.UpdateEffect;
}
frameworkElement = args.NewValue as FrameworkElement;
if (frameworkElement != null)
{
frameworkElement.LayoutUpdated += rectBlurEffect.UpdateEffect;
}
}
}
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此类计算受影响的控件和重叠控件之间的交集。然后,它将这些信息发送到所谓的“像素着色器”文件(.fx文件,该文件将被编译成.ps文件)。
现在我们需要创建RectBlueEffect.fx文件。它使用HLSL-(即高级着色语言)。这里是它的内容:
sampler2D rectBlurEffect : register(S0);
float2 upperLeftCorner : register(C0);
float2 lowerRightCorner : register(C1);
float Angle : register(C2);
float BlurAmount : register(C3);
float PI = 3.14159265358979323846;
float EPSILON = 0.0001;
float ComputeGaussian(float n)
{
float theta = 2.0f + EPSILON; //float.Epsilon;
return theta = (float)((1.0 / sqrt(2 * PI * theta)) *
exp(-(n * n) / (2 * theta * theta)));
}
float4 gaussianblur(float2 texCoord: TEXCOORD0) : COLOR
{
float SampleWeights[7];
float2 SampleOffsets[15];
// The first sample always has a zero offset.
float2 initer = { 0.0f, 0.0f };
SampleWeights[0] = ComputeGaussian(0);
SampleOffsets[0] = initer;
// 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 < 7 / 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;
float sampleOffset = i * 2 + 1.5f;
float2 delta = { (1.0f / 512), 0 };
delta = delta * 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 j = 0; j < 7; j++)
{
SampleWeights[j] /= totalWeights;
}
float4 color = 0.0f;
for (int k = 0; k < 7; k++)
{
color += tex2D(rectBlurEffect,
texCoord + SampleOffsets[k]) * SampleWeights[k];
}
return color;
}
float4 directionalBlur(float2 uv : TEXCOORD) : COLOR
{
float4 c = 0;
float rad = Angle * 0.0174533f;
float xOffset = cos(rad);
float yOffset = sin(rad);
for (int i = 0; i < 12; i++)
{
uv.x = uv.x - BlurAmount * xOffset;
uv.y = uv.y - BlurAmount * yOffset;
c += tex2D(rectBlurEffect, uv);
}
c /= 12;
return c;
}
float4 main(float2 uv : TEXCOORD) : COLOR
{
if (uv.x < upperLeftCorner.x || uv.y < upperLeftCorner.y || uv.x > lowerRightCorner.x || uv.y > lowerRightCorner.y)
{
return tex2D(rectBlurEffect, uv);
}
return gaussianblur(uv);
}
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如您所见,如果像素在矩形(两个控件区域之间的交点)之外,则不会应用任何效果。否则,该main方法将使用一种效果(即高斯模糊)。
您可以在这里找到我调用的方法的实现gaussianblur。看看最后一个答案。
现在我们必须编译该RectBlueEffect.fx文件。您可以在上一个链接(本教程)或此处找到一些说明。
XAML是我的解决方案的最后一部分:
<Grid>
<StackPanel Orientation="Vertical" VerticalAlignment="Center">
<Border Background="Brown" BorderThickness="0" Name="tb">
<TextBlock Text="Hello World!" Margin="4" Padding="10"
FontSize="30" FontWeight="Bold" Foreground="Yellow"
VerticalAlignment="Center"
HorizontalAlignment="Stretch"
TextAlignment="Center" />
<Border.Effect>
<local:RectBlurEffect FrameworkElement="{Binding ElementName=Border, Mode=OneTime}" />
</Border.Effect>
</Border>
<TextBlock Background="Khaki" Text="I should be partially blurred!" Margin="4" Padding="10"
Foreground="DarkGreen" FontSize="30" TextWrapping="Wrap" FontFamily="Cambria"
VerticalAlignment="Center"
HorizontalAlignment="Stretch"
TextAlignment="Center">
<TextBlock.Effect>
<local:RectBlurEffect FrameworkElement="{Binding ElementName=Border, Mode=OneTime}" />
</TextBlock.Effect>
</TextBlock>
</StackPanel>
<Border Name="Border" Width="200" Height="260" BorderThickness="0"
Background="Black" Opacity=".6" Panel.ZIndex="20">
<TextBlock Text="Pretend I'm a border dumped over a grid" TextWrapping="Wrap"
HorizontalAlignment="Left" VerticalAlignment="Top" FontSize="16"
Foreground="AntiqueWhite" Background="Transparent"
Margin="8" />
</Border>
</Grid>
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如您所料,我的解决方案只允许重叠矩形(或正方形),但不适用于椭圆形,圆形或不规则多边形。当然,一切都取决于您在.fx文件中编写的HLSL代码。