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.net - WPF 动画/UI 功能性能和基准测试

转载 作者:行者123 更新时间:2023-12-01 15:08:48 30 4
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我正在为一些业务线的东西和一些奇特的 WPF UI 工作做一个相对较小的概念验证。不用太疯狂,我已经看到在使用许多我认为是首先考虑使用 WPF 构建 UI 的主要原因的功能时性能非常差。我在这里问了一个问题,为什么我的动画在第一次运行时就停止了,最后我发现一个非常简单的 UserControl 只花了将近半秒的时间来构建它的可视化树。我能够解决该症状,但初始化一个简单控件需要那么长时间的事实确实让我很困扰。现在,我正在使用和不使用 DropShadowEffect 测试我的动画,结果是白天和黑夜。细微的阴影使我的控件看起来更漂亮,但它完全破坏了动画的流畅性。让我什至不从字体渲染开始。当控件有一堆渐变画笔和投影时,我的动画计算使文本模糊了大约一整秒,然后慢慢聚焦。

因此,我想我的问题是是否有已知的研究、博客文章或文章详细说明当前版本的 WPF 中哪些功能对业务关键型应用程序有危害。效果(即 DropShadowEffect)、渐变画笔、关键帧动画等是否会对渲染质量(或者可能是这些东西的组合)产生太多负面影响? WPF 4.0 的最终版本是否会纠正其中的一些问题?我读过 VS2010 beta 有一些相同的问题,它们应该在最终版本中得到解决。这是因为 WPF 本身的改进,还是因为一半的应用程序将使用以前的技术重建?

最佳答案

我还在研究与 WPF 中的 DropShadow 效果相关的性能问题。

基本上,经验法则总是“不要使用它”。 WPF 中的 PixelShader 和位图 DropShadow 效果永远不适用于真实世界的应用程序...除非您的 UI 保持 100% 静态且没有移动部件,否则您的程序将在 95% 的客户群中像垃圾一样运行。

我要做的是伪造它。

这是我刚才想出的一个快速的 'n dirty DropShadow Decorator,它可以作为 PixelShader 投影效果的合理简化。你会想通过缓存画笔等使它更干净,但这应该给你一个想法:

using System.Windows.Shapes;
using System.Windows.Controls;
using System.Windows;
using System.Windows.Media;
using System;
using System.ComponentModel;

namespace SichboPVR
{
/// <summary>
/// Emulates the System.Windows.Media.Effects.DropShadowEffect using
/// rectangles and gradients, which performs a million times better
/// and won't randomly crash a good percentage of your end-user's
/// video drivers.
/// </summary>
class FastShadow : Decorator
{

#region Dynamic Properties

public static readonly DependencyProperty ColorProperty =
DependencyProperty.Register(
"Color",
typeof(Color),
typeof(FastShadow),
new FrameworkPropertyMetadata(
Color.FromArgb(0x71, 0x00, 0x00, 0x00),
FrameworkPropertyMetadataOptions.AffectsRender));

/// <summary>
/// The Color property defines the Color used to fill the shadow region.
/// </summary>
[Category("Common Properties")]
public Color Color
{
get { return (Color)GetValue(ColorProperty); }
set { SetValue(ColorProperty, value); }
}

/// <summary>
/// Distance from centre, why MS don't call this "distance" beats
/// me.. Kept same as other Effects for consistency.
/// </summary>
[Category("Common Properties"), Description("Distance from centre")]
public double ShadowDepth
{
get { return (double)GetValue(ShadowDepthProperty); }
set { SetValue(ShadowDepthProperty, value); }
}

// Using a DependencyProperty as the backing store for ShadowDepth. This enables animation, styling, binding, etc...
public static readonly DependencyProperty ShadowDepthProperty =
DependencyProperty.Register("ShadowDepth", typeof(double), typeof(FastShadow),
new FrameworkPropertyMetadata(
5.0, FrameworkPropertyMetadataOptions.AffectsRender,
new PropertyChangedCallback((o, e) => {
FastShadow f = o as FastShadow;
if ((double)e.NewValue < 0)
f.ShadowDepth = 0;
})));


/// <summary>
/// Size of the shadow
/// </summary>
[Category("Common Properties"), Description("Size of the drop shadow")]
public double BlurRadius
{
get { return (double)GetValue(BlurRadiusProperty); }
set { SetValue(BlurRadiusProperty, value); }
}

// Using a DependencyProperty as the backing store for BlurRadius. This enables animation, styling, binding, etc...
public static readonly DependencyProperty BlurRadiusProperty =
DependencyProperty.Register("BlurRadius", typeof(double), typeof(FastShadow),
new FrameworkPropertyMetadata(10.0,
FrameworkPropertyMetadataOptions.AffectsRender,
new PropertyChangedCallback((o, e) => {
FastShadow f = o as FastShadow;
if ((double)e.NewValue < 0)
f.BlurRadius = 0;
})));


/// <summary>
/// Angle of the shadow
/// </summary>
[Category("Common Properties"), Description("Angle of the shadow")]
public int Direction
{
get { return (int)GetValue(DirectionProperty); }
set { SetValue(DirectionProperty, value); }
}

// Using a DependencyProperty as the backing store for Direction. This enables animation, styling, binding, etc...
public static readonly DependencyProperty DirectionProperty =
DependencyProperty.Register("Direction", typeof(int), typeof(FastShadow),
new FrameworkPropertyMetadata(315, FrameworkPropertyMetadataOptions.AffectsRender));


#endregion Dynamic Properties

#region Protected Methods

protected override void OnRender(DrawingContext drawingContext)
{

double distance = Math.Max(0, ShadowDepth);
double blurRadius = Math.Max(BlurRadius, 0);
double angle = Direction + 45; // Make it behave the same as DropShadowEffect

Rect shadowBounds = new Rect(new Point(0, 0),
new Size(RenderSize.Width, RenderSize.Height));

shadowBounds.Inflate(blurRadius, blurRadius);

Color color = Color;

// Transform angle for "Direction"
double angleRad = angle * Math.PI / 180.0;
double xDispl = distance;
double yDispl = distance;
double newX = xDispl * Math.Cos(angleRad) - yDispl * Math.Sin(angleRad);
double newY = yDispl * Math.Cos(angleRad) + xDispl * Math.Sin(angleRad);

TranslateTransform translate = new TranslateTransform(newX, newY);
Rect transformed = translate.TransformBounds(shadowBounds);

// Hint: you can make the blur radius consume more "centre"
// region of the bounding box by doubling this here
// blurRadius = blurRadius * 2;

// Build a set of rectangles for the shadow box
Rect[] edges = new Rect[] {
new Rect(new Point(transformed.X,transformed.Y), new Size(blurRadius,blurRadius)), // TL
new Rect(new Point(transformed.X+blurRadius,transformed.Y), new Size(Math.Max(transformed.Width-(blurRadius*2),0),blurRadius)), // T
new Rect(new Point(transformed.Right-blurRadius,transformed.Y), new Size(blurRadius,blurRadius)), // TR
new Rect(new Point(transformed.Right-blurRadius,transformed.Y+blurRadius), new Size(blurRadius,Math.Max(transformed.Height-(blurRadius*2),0))), // R
new Rect(new Point(transformed.Right-blurRadius,transformed.Bottom-blurRadius), new Size(blurRadius,blurRadius)), // BR
new Rect(new Point(transformed.X+blurRadius,transformed.Bottom-blurRadius), new Size(Math.Max(transformed.Width-(blurRadius*2),0),blurRadius)), // B
new Rect(new Point(transformed.X,transformed.Bottom-blurRadius), new Size(blurRadius,blurRadius)), // BL
new Rect(new Point(transformed.X,transformed.Y+blurRadius), new Size(blurRadius,Math.Max(transformed.Height-(blurRadius*2),0))), // L
new Rect(new Point(transformed.X+blurRadius,transformed.Y+blurRadius), new Size(Math.Max(transformed.Width-(blurRadius*2),0),Math.Max(transformed.Height-(blurRadius*2),0))), // C
};

// Gradient stops look a lot prettier than
// a perfectly linear gradient..
GradientStopCollection gsc = new GradientStopCollection();
Color stopColor = color;
stopColor.A = (byte)(color.A);
gsc.Add(new GradientStop(color, 0.0));
stopColor.A = (byte)(.74336 * color.A);
gsc.Add(new GradientStop(stopColor, 0.1));
stopColor.A = (byte)(.38053 * color.A);
gsc.Add(new GradientStop(stopColor, 0.3));
stopColor.A = (byte)(.12389 * color.A);
gsc.Add(new GradientStop(stopColor, 0.5));
stopColor.A = (byte)(.02654 * color.A);
gsc.Add(new GradientStop(stopColor, 0.7));
stopColor.A = (byte)(0);
gsc.Add(new GradientStop(stopColor, 0.9));

gsc.Freeze();

Brush[] colors = new Brush[]{
// TL
new RadialGradientBrush(gsc){ Center = new Point(1, 1), GradientOrigin = new Point(1, 1), RadiusX=1, RadiusY=1},
// T
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,1), EndPoint=new Point(0,0)},
// TR
new RadialGradientBrush(gsc){ Center = new Point(0, 1), GradientOrigin = new Point(0, 1), RadiusX=1, RadiusY=1},
// R
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,0), EndPoint=new Point(1,0)},
// BR
new RadialGradientBrush(gsc){ Center = new Point(0, 0), GradientOrigin = new Point(0, 0), RadiusX=1, RadiusY=1},
// B
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,0), EndPoint=new Point(0,1)},
// BL
new RadialGradientBrush(gsc){ Center = new Point(1, 0), GradientOrigin = new Point(1, 0), RadiusX=1, RadiusY=1},
// L
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(1,0), EndPoint=new Point(0,0)},
// C
new SolidColorBrush(color),
};

// This is a test pattern, uncomment to see how I'm drawing this
//Brush[] colors = new Brush[]{
// Brushes.Red,
// Brushes.Green,
// Brushes.Blue,
// Brushes.Fuchsia,
// Brushes.Gainsboro,
// Brushes.LimeGreen,
// Brushes.Navy,
// Brushes.Orange,
// Brushes.White,
//};
double[] guidelineSetX = new double[] { transformed.X,
transformed.X+blurRadius,
transformed.Right-blurRadius,
transformed.Right};

double[] guidelineSetY = new double[] { transformed.Y,
transformed.Y+blurRadius,
transformed.Bottom-blurRadius,
transformed.Bottom};

drawingContext.PushGuidelineSet(new GuidelineSet(guidelineSetX, guidelineSetY));
for (int i = 0; i < edges.Length; i++)
{
drawingContext.DrawRoundedRectangle(colors[i], null, edges[i], 0.0, 0.0);
}
drawingContext.Pop();
}

#endregion

}
}

Soo.. 用法是这样的;

<Sichbo:FastShadow Color="Black" ShadowDepth="0" BlurRadius="30">
<Grid>.. content here ..</Grid>
</Sichbo:FastShadow>

.. 输出应该非常接近 PS dropshadow 所做的.. 显然只适用于“四四方方”的元素,但运行时的速度差异应该是白天和黑夜,动画在高分辨率下应该如丝般顺滑,并且您可以让您的 UI 看起来很漂亮。

关于.net - WPF 动画/UI 功能性能和基准测试,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/961875/

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