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c# - 快速 WPF 粒子背景

转载 作者:太空狗 更新时间:2023-10-29 18:28:29 24 4
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我正在构建一个 WPF 应用程序,我希望它的背景随机填充粒子:

  • 不透明度/z 顺序
  • 尺寸
  • 速度
  • 模糊度”(模糊效果)
  • 方向(或路径)

我找到了 a really good example我希望它成为什么,但不幸的是它在 Flash 中并且不是免费的...

我已经尝试实现它,但我无法让它顺利...

所以我想知道你们中是否有人可以帮助我改进它,以使其使用更少的 CPU 和更多的 GPU,从而使其更流畅,即使在全屏模式下有更多的粒子也是如此。

代码“Particle.cs”:定义粒子及其所有属性的类

public class Particle
{
public Point3D Position { get; set; }
public Point3D Velocity { get; set; }
public double Size { get; set; }

public Ellipse Ellipse { get; set; }

public BlurEffect Blur { get; set; }
public Brush Brush { get; set; }
}

XAML“Window1.xaml”:窗口的 xaml 代码由径向背景和承载粒子的 Canvas 组成

<Window x:Class="Particles.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="600" Width="800" Loaded="Window_Loaded">
<Grid>
<Grid.Background>
<RadialGradientBrush Center="0.54326,0.45465" RadiusX="0.602049" RadiusY="1.02049" GradientOrigin="0.4326,0.45465">
<GradientStop Color="#57ffe6" Offset="0"/>
<GradientStop Color="#008ee7" Offset="0.718518495559692"/>
<GradientStop Color="#2c0072" Offset="1"/>
</RadialGradientBrush>
</Grid.Background>
<Canvas x:Name="ParticleHost" />
</Grid>
</Window>

代码“Window1.xaml.cs”:一切发生的地方

public partial class Window1 : Window
{
// ... some var/init code...

private void Window_Loaded(object sender, RoutedEventArgs e)
{
timer.Interval = TimeSpan.FromMilliseconds(10);
timer.Tick += new EventHandler(timer_Tick);
timer.Start();
}

void timer_Tick(object sender, EventArgs e)
{
UpdateParticules();
}

double elapsed = 0.1;
private void UpdateParticules()
{
// clear dead particles list
deadList.Clear();
// update existing particles
foreach (Particle p in this.particles)
{
// kill a particle when its too high or on the sides
if (p.Position.Y < -p.Size || p.Position.X < -p.Size || p.Position.X > Width + p.Size)
{
deadList.Add(p);
}
else
{
// update position
p.Position.X += p.Velocity.X * elapsed;
p.Position.Y += p.Velocity.Y * elapsed;
p.Position.Z += p.Velocity.Z * elapsed;
TranslateTransform t = (p.Ellipse.RenderTransform as TranslateTransform);
t.X = p.Position.X;
t.Y = p.Position.Y;

// update brush/blur
p.Ellipse.Fill = p.Brush;
p.Ellipse.Effect = p.Blur;
}
}

// create new particles (up to 10 or 25)
for (int i = 0; i < 10 && this.particles.Count < 25; i++)
{
// attempt to recycle ellipses if they are in the deadlist
if (deadList.Count - 1 >= i)
{
SpawnParticle(deadList[i].Ellipse);
deadList[i].Ellipse = null;
}
else
{
SpawnParticle(null);
}
}

// Remove dead particles
foreach (Particle p in deadList)
{
if (p.Ellipse != null) ParticleHost.Children.Remove(p.Ellipse);
this.particles.Remove(p);
}
}

private void SpawnParticle(Ellipse e)
{
// Randomization
double x = RandomWithVariance(Width / 2, Width / 2);
double y = Height;
double z = 10 * (random.NextDouble() * 100);
double speed = RandomWithVariance(20, 15);
double size = RandomWithVariance(75, 50);

Particle p = new Particle();
p.Position = new Point3D(x, y, z);
p.Size = size;

// Blur
var blur = new BlurEffect();
blur.RenderingBias = RenderingBias.Performance;
blur.Radius = RandomWithVariance(10, 15);
p.Blur = blur;

// Brush (for opacity)
var brush = (Brush)Brushes.White.Clone();
brush.Opacity = RandomWithVariance(0.5, 0.5);
p.Brush = brush;

TranslateTransform t;

if (e != null) // re-use
{
e.Fill = null;
e.Width = e.Height = size;
p.Ellipse = e;

t = e.RenderTransform as TranslateTransform;
}
else
{
p.Ellipse = new Ellipse();
p.Ellipse.Width = p.Ellipse.Height = size;
this.ParticleHost.Children.Add(p.Ellipse);

t = new TranslateTransform();
p.Ellipse.RenderTransform = t;
p.Ellipse.RenderTransformOrigin = new Point(0.5, 0.5);
}

t.X = p.Position.X;
t.Y = p.Position.Y;

// Speed
double velocityMultiplier = (random.NextDouble() + 0.25) * speed;
double vX = (1.0 - (random.NextDouble() * 2.0)) * velocityMultiplier;
// Only going from the bottom of the screen to the top (for now)
double vY = -Math.Abs((1.0 - (random.NextDouble() * 2.0)) * velocityMultiplier);

p.Velocity = new Point3D(vX, vY, 0);
this.particles.Add(p);
}


private double RandomWithVariance(double midvalue, double variance)
{
double min = Math.Max(midvalue - (variance / 2), 0);
double max = midvalue + (variance / 2);
double value = min + ((max - min) * random.NextDouble());
return value;
}
}

非常感谢!

最佳答案

我不认为问题出在性能上。该应用程序几乎无法锁定我的 CPU,但帧速率仍然显得不流畅。

我会看两件事。您如何计算位置更新,以及为此触发事件的频率。

timer.Interval = TimeSpan.FromMilliseconds(10);

那是每秒 100 帧。选择 30fps(显示器每隔一次刷新一次)或 60 等。您应该尝试与显示器同步更新,就像视频游戏一样。

timer.Interval = TimeSpan.FromMilliseconds(33.33); // 30 fps

仅此一项可能无法解决平滑度问题。您也不应该假设事件之间的时间是固定的:

double elapsed = 0.1;

虽然您触发计时器每 .01 秒执行一次更新,但这并不意味着它实际上是在一致的时间内完成的。垃圾收集、操作系统调度,任何会影响实际花费时间的东西。测量自上次更新实际完成后耗时,并根据该数字进行计算。

祝你好运!

关于c# - 快速 WPF 粒子背景,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/742894/

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