WriteableBitmap performance: Debugging faster then Without Debugging - c#

I have this code to measure the performance to draw a single pixel in a WriteableBitmap, and I notice in my system a considerable performance difference between these two starting modes, both in Release configuration.
When starting in Debugging, the speed is ~ 8.6K pixels/second, and when starting without Debugging ~ 2.6K. I was expecting the opposite
I wonder if I'm missing something or what is possible to do to achieve the same performance when starting in Debugging, or it is a bug.
class App1
{
[STAThread]
static void Main()
{
new Window1().Show();
new Application().Run();
}
}
class Image1 : Image
{
protected override void OnPropertyChanged(DependencyPropertyChangedEventArgs e) { }
}
class Window1 : Window
{
WriteableBitmap writeableBitmap;
Stopwatch clock1;
long t1;
int frames_counter;
bool frame;
int px;
int py;
Int32Rect single_pixel = new Int32Rect(0, 0, 1, 1);
byte[] single_pixel_array;
readonly byte[] red_collor = new byte[] { 0, 0, 255, 0 }; // B G R
readonly byte[] blue_collor = new byte[] { 255, 0, 0, 0 }; // B G R
public Window1()
{
Height = 150;
Width = 350;
Loaded += Window1_Loaded;
}
private void Window1_Loaded(object sender, RoutedEventArgs e)
{
writeableBitmap = new WriteableBitmap((int)ActualWidth, (int)ActualHeight, 96, 96, PixelFormats.Bgr32, null);
Content = new Image1
{
Stretch = Stretch.None,
HorizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment = VerticalAlignment.Top,
Source = writeableBitmap
};
single_pixel_array = red_collor;
frame = true;
px = 0;
py = 0;
var timer2 = new DispatcherTimer(new TimeSpan(0, 0, 0, 1), DispatcherPriority.Background, Callback2, Dispatcher.CurrentDispatcher);
var timer1 = new DispatcherTimer();
timer1.Tick += new EventHandler(Callback1);
timer1.Start();
clock1 = Stopwatch.StartNew();
t1 = clock1.ElapsedTicks;
}
private void Callback2(object sender, EventArgs e)
{
var t2 = clock1.ElapsedTicks;
var fps = 10000000F / (t2 - t1) * frames_counter;
Title = $"{fps:F1} fps";
frames_counter = 0;
t1 = t2;
}
private void Callback1(object sender, EventArgs e)
{
writeableBitmap.WritePixels(single_pixel, single_pixel_array, 4, px, py);
px++;
if (px > 100)
{
px = 0;
py++;
}
if (py > 100)
{
py = 0;
single_pixel_array = frame ? blue_collor : red_collor;
frame = !frame;
}
frames_counter++;
}
} enter code here

Related

Calculate actual velocity using optical flow Lucas-Kanade and EmguCV

How to calculate the actual speed of all moving objects on video using the Lucals-kanade algorithm to calculate the optical flow ?
I need to do this on this video. The camera is fixed in one place (Fig. 1)
I find the key points and track them using the Lucas-Kanade algorithm (Fig. 2)
How to use this algorithm to update the actual speed of each car?
Thank you for your answers!
My code:
public class OpticalFlowLK : BaseFilter
{
private Mat prevFrame;
private Mat nextFrame;
private bool prevFrameEmpty = true;
private GFTTDetector gFTTDetector;
private Stopwatch sWatch;
private double time = 0.04;
public OpticalFlowLK()
{
TAG = "[Optical Flow Lucas Kanade]";
gFTTDetector = new GFTTDetector(500);
sWatch = new Stopwatch();
}
protected override Mat ProcessFrame(ref Mat frame)
{
Mat rez = new Mat();
frame.CopyTo(rez);
nextFrame = new Mat();
Mat gray = new Mat();
var tmpImg = gray.ToImage<Gray, Byte>();
CvInvoke.CvtColor(frame, nextFrame, Emgu.CV.CvEnum.ColorConversion.Bgr2Gray);
if (!prevFrameEmpty)
{
VectorOfKeyPoint prevFeatures = new VectorOfKeyPoint(gFTTDetector.Detect(prevFrame));
//Features2DToolbox.DrawKeypoints(rez, prevFeatures, rez, new Bgr(0, 0, 255));
PointF[] prevPts = new PointF[prevFeatures.Size];
for (int i = 0; i < prevFeatures.Size; i++)
{
prevPts[i] = prevFeatures[i].Point;
}
PointF[] nextPts;
byte[] status;
float[] errors;
sWatch.Start();
CvInvoke.CalcOpticalFlowPyrLK(prevFrame, nextFrame, prevPts, new Size(20, 20), 1, new MCvTermCriteria(20, 0.03), out nextPts, out status, out errors);
sWatch.Stop();
sWatch.Reset();
prevFrame = nextFrame.Clone();
for (int i = 0; i < status.Length; i++)
{
Point prevPt = new Point((int)prevPts[i].X,(int)nextPts[i].Y);
Point nextPt = new Point((int)nextPts[i].X,(int)nextPts[i].Y);
double lenght = Math.Sqrt(Math.Pow(prevPt.X - nextPt.X, 2) + Math.Pow(prevPt.Y - nextPt.Y, 2));
if (lenght > 3)
{
CvInvoke.Circle(rez, nextPt, 1, new MCvScalar(0, 255, 0), 2);
}
}
sWatch.Stop();
prevFrameEmpty = false;
}
else if (prevFrameEmpty)
{
prevFrame = nextFrame.Clone();
prevFrameEmpty = false;
}
return rez;
}
protected override bool InitFilter(ref Mat frame)
{
throw new NotImplementedException();
}
}

C# Graphics Object is currently in use elsewhere

I created a game based on a totorial to start learning, I am rendering my game with renderScreen(), when I moved my window on screen I have got this exception "Object is currently in use elsewhere". I know the reason of error but I could not fix it as I do not know how to do that.
What can I do ? Forgive me if question is stupid.
engine.cs
//MEMBERS
public static Graphics drawHandle;
private Thread renderThread;
public engine(Graphics g)
{
drawHandle = g;
}
private object bufferLock = new object();
public void init()
{
renderThread = new Thread(new ThreadStart(renderScreen));
renderThread.Start();
}
public void stop()
{
renderThread.Abort();
}
public static Bitmap frame = new Bitmap(Globals.CANVAS_WIDTH, Globals.CANVAS_HEIGHT);
Rectangle rect = new Rectangle(0, 0, frame.Width, frame.Height);
private void renderScreen()
{
int framesRendered = 0;
long startTime = Environment.TickCount;
Graphics frameGraphics = Graphics.FromImage(frame);
Unit1 unit1 = new Unit1("test1");
Unit1 unit2 = new Unit1("test2");unit2.x = 250; unit2.y = 100;
Globals.GameUnitsList.Add(unit1); Globals.GameUnitsList.Add(unit2);
while (true)
{
//BACKGROUND
frameGraphics.FillRectangle(new SolidBrush(Color.DarkBlue),0,0, Globals.CANVAS_WIDTH, Globals.CANVAS_HEIGHT);
//BOXES
Rectangle rect = new Rectangle(unit1.x, unit1.y, 50, 50);
unit1.rectangle = rect;
unit1.fillColor = Brushes.LightBlue;
unit1.hitPoints = 100;
unit1.Health = 10;
frameGraphics.FillRectangle(unit1.fillColor, unit1.rectangle);
frameGraphics.FillRectangle(unit1.fillColor, unit1.rectangle);
Rectangle rect2 = new Rectangle(unit2.x, unit2.y, 50, 50);
unit2.rectangle = rect2;
unit2.fillColor = Brushes.LightBlue;
unit2.hitPoints = 100;
unit2.Health = 50;
frameGraphics.FillRectangle(unit2.fillColor, unit2.rectangle);
frameGraphics.FillRectangle(unit2.fillColor, unit2.rectangle);
//HEALTH BAR
HealthBar hb = new HealthBar();
hb.barColor = Brushes.YellowGreen;
hb.damageColor = Brushes.Red;
frameGraphics.FillRectangle(hb.damageColor, hb.Draw(unit1, unit1.x, unit1.y)[1]);
frameGraphics.FillRectangle(hb.barColor, hb.Draw(unit1, unit1.x, unit1.y)[0]);
HealthBar hb2 = new HealthBar();
hb2.barColor = Brushes.YellowGreen;
hb2.damageColor = Brushes.Red;
frameGraphics.FillRectangle(hb2.damageColor, hb2.Draw(unit2, unit2.x, unit2.y)[1]);
frameGraphics.FillRectangle(hb2.barColor, hb2.Draw(unit2, unit2.x, unit2.y)[0]);
//UNIT NAMES
frameGraphics.DrawString(unit1.unitName, new Font("Arial", 24, FontStyle.Bold), Brushes.Yellow, unit1.x + 50, unit1.y + 50);
frameGraphics.DrawString(unit2.unitName, new Font("Arial", 24, FontStyle.Bold), Brushes.Yellow, unit2.x + 50, unit2.y + 50);
drawHandle.DrawImage(frame, 0, 0);
//BENCHMARKING
if (Environment.TickCount >= startTime + 750)
{
framesRendered++;
}
if (Environment.TickCount>=startTime+1000)
{
Console.WriteLine("Gomi-Invade Plan Game:"+framesRendered +"fps "+ Environment.TickCount);
framesRendered = 0;
startTime = Environment.TickCount;
}
}
}
gamewindow.cs
...
public static GameWindow gameW;
Game game = new Game();
...
//I have this code inside it but is this wrong ?
private void canvas_Paint(object sender, PaintEventArgs e)
{
Graphics g = canvas.CreateGraphics();
game.startGraphics(g);
}
...
game.cs
private engine Gengine;
public void startGraphics(Graphics g)
{
Gengine = new GomiEngine(g);
Gengine.init();
}
public void stopGame()
{
Gengine.stop();
}
You cannot render screen in your own thread, you need to call invalidate in invoke which will enqueue windows message to windows message loop which will be processed on main thread.
private void DoWorkInThread(object sender, EventArgs e)
{
while (true)
{
lock(this)
{
//update member properties
}
if (this.InvokeRequired)
this.Invoke((MethodInvoker)delegate void ()
{
//this.Invalidate(); //if you don't need to render every frame, invalidate is better then refresh
this.Refresh(); //call refresh for immediate update
});
}
}
protected override void OnPaint(PaintEventArgs e) {
base.OnPaint(e);
lock(this)
{
//read your member which are modifies by the thread
}
//do rendering
e.Graphics.Draw(...);
}

c# - BASS.Net create a spectrogram at once (not playing the music file)

This code I found here creates a spectogram of a given file but it keeps me waiting while it is playing and drawing the spectrogram.
I need to modify this code to create the spectrogram at once, without playing the file.
Thanks in advance.
public partial class Form1 : Form
{
private int _handle;
private int _pos;
private BASSTimer _timer;
private Visuals _visuals;
public Form1()
{
InitializeComponent();
}
private void timer_Tick(object sender, EventArgs e)
{
bool spectrum3DVoicePrint = _visuals.CreateSpectrum3DVoicePrint(_handle, pictureBox1.CreateGraphics(),
pictureBox1.Bounds, Color.Cyan, Color.Green,
_pos, false, true);
_pos++;
if (_pos >= pictureBox1.Width)
{
_pos = 0;
}
}
private void Form1_Load(object sender, EventArgs e)
{
string file = "..\\..\\mysong.mp3";
if (Bass.BASS_Init(-1, 44100, BASSInit.BASS_DEVICE_DEFAULT, Handle))
{
_handle = Bass.BASS_StreamCreateFile(file, 0, 0, BASSFlag.BASS_DEFAULT);
if (Bass.BASS_ChannelPlay(_handle, false))
{
_visuals = new Visuals();
_timer = new BASSTimer((int) (1.0d/10*1000));
_timer.Tick += timer_Tick;
_timer.Start();
}
}
}
}
Here's how I solved my problem.
The idea is that you should not listen to the whole record, you can move the audio cursor and evaluate the spectrum at certain points.
private Bitmap DrawSpectrogram(string fileName, int height, int stepsPerSecond)
{
Bass.BASS_Init(-1, 44100, BASSInit.BASS_DEVICE_DEFAULT, Handle);
int channel = Bass.BASS_StreamCreateFile(fileName, 0, 0, BASSFlag.BASS_DEFAULT);
long len = Bass.BASS_ChannelGetLength(channel, BASSMode.BASS_POS_BYTES); // the length in bytes
double time = Bass.BASS_ChannelBytes2Seconds(channel, len); // the length in seconds
int steps = (int)Math.Floor(stepsPerSecond * time);
Bitmap result = new Bitmap(steps, height);
Graphics g = Graphics.FromImage(result);
Visuals visuals = new Visuals();
Bass.BASS_ChannelPlay(channel, false);
for (int i = 0; i < steps; i++)
{
Bass.BASS_ChannelSetPosition(channel, 1.0 * i / stepsPerSecond);
visuals.CreateSpectrum3DVoicePrint(channel, g, new Rectangle(0, 0, result.Width, result.Height), Color.Black, Color.White, i, true, false);
}
Bass.BASS_ChannelStop(channel);
Bass.BASS_Stop();
Bass.BASS_Free();
return result;
}

SlimDX low performance with many vertices

So I've been playing around with SlimDX for quite a while now,
and experienced some issues with big STL files.
While on OpenGL they load without flinching I get down to 1-2 FPS an soon as I load files of about 100mb (same issues with multiple files) in SharpGL. Did I miss anything, or is there anything I am simply doing not right at all ?
Edit: Just to specify my question: is performance with SlimDX on 1.000.000+ vertices always that poor ?
Edit: I know, that using an index buffer would be more efficient, as well as I know that CullingMode.None isn't really a FPS-Saver, but in the OpenGL test I've even used two sided lighting and a bit of smoothing, which should be as hard as creating (in the worst case) 3 times as many points as necessary.
Edit: Out of curiosity I modified the code to include an indexBuffer, and it really did have some impact on the FPS, I am validating this right now
BasicFramework.cs
#region Using Statements
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using SlimDX;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using Device = SlimDX.Direct3D11.Device;
using Texture2D = SlimDX.Direct3D11.Texture2D;
#endregion
namespace SlimDX_Evaluation
{
public abstract class BasicFramework : IDisposable
{
#region Membervariables
//Objects
private RenderForm renderForm;
private SwapChain swapChain;
private Factory factory;
private Device device;
private DeviceContext deviceContext;
private Texture2D backBufffer;
private Texture2D depthBuffer;
private RenderTargetView renderTargetView;
private DepthStencilView depthStencilView;
private TimeSpan lastFrameTime;
private Stopwatch clock;
//Variables
private bool userResized;
private bool isResizing;
#endregion
#region Constructors
/**
* The Constructor initializes the default behavior of the Framework.
* It is not supposed to be replaced, the customization should be done in the Constructor
*/
public BasicFramework() : this("My Title") { }
public BasicFramework(string title)
{
//Create the winForm
renderForm = new RenderForm(title);
renderForm.ClientSize = new System.Drawing.Size(800, 480);
renderForm.MaximizeBox = true;
renderForm.FormBorderStyle = System.Windows.Forms.FormBorderStyle.Sizable;
//Hook into Windows.Forms Event
renderForm.ClientSizeChanged += HandleClientSizeChanged;
//Generate SwapChain
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
new Rational(60, 1),
Format.B8G8R8A8_UNorm),
IsWindowed = true,
OutputHandle = renderForm.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput,
};
Device.CreateWithSwapChain(
DriverType.Hardware,
DeviceCreationFlags.None,
desc,
out device,
out swapChain
);
//Set DeviceContext
deviceContext = device.ImmediateContext;
// prevent DXGI handling of alt+enter,prt scrn, etc which doesn't work properly with Winforms
using (var factory = swapChain.GetParent<Factory>())
factory.SetWindowAssociation(renderForm.Handle, WindowAssociationFlags.IgnoreAll);
//Generate Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
renderTargetView = new RenderTargetView(device, backBufffer);
//Generate Depthbuffer and DepthBufferView
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D16_UNorm,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
});
depthStencilView = new DepthStencilView(device, depthBuffer);
//Define Rasterizer
RasterizerStateDescription rasterizerDescription = new RasterizerStateDescription()
{
CullMode = CullMode.None,
FillMode = FillMode.Solid,
IsAntialiasedLineEnabled = true,
IsFrontCounterclockwise = true,
IsMultisampleEnabled = true,
IsDepthClipEnabled = true,
IsScissorEnabled = false
};
deviceContext.Rasterizer.State = RasterizerState.FromDescription(device, rasterizerDescription);
//Set ViewPort
deviceContext.Rasterizer.SetViewports(new Viewport(
0,
0,
renderForm.Width,
renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//Force recalibration on first load
userResized = true;
}
#endregion
#region Run
public void Run()
{
clock = new Stopwatch();
clock.Start();
this.lastFrameTime = clock.Elapsed;
Initialize();
LoadContent();
MessagePump.Run(renderForm, () =>
{
if (userResized)
{
backBufffer.Dispose();
RenderTargetView.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
//Resize the buffers
swapChain.ResizeBuffers(
0,
renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
Format.Unknown,
SwapChainFlags.None
);
//Get the new Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
//Renew RenderTargetView
renderTargetView = new RenderTargetView(device, backBufffer);
//Create the new DepthBuffer
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
//Create DepthBufferView
depthStencilView = new DepthStencilView(device, depthBuffer);
//SetUp Targets and Viewports for Rendering
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.Width, renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//finished resizing
isResizing = userResized = false;
}
TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
this.lastFrameTime = clock.Elapsed;
Update(clock.Elapsed, timeSinceLastFrame);
BeginFrame();
Draw(clock.Elapsed, timeSinceLastFrame);
EndFrame();
});
UnloadContent();
}
#endregion
#region MethodsToOverride
public virtual void Update(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
}
public virtual void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
}
public virtual void BeginFrame()
{
}
public void EndFrame()
{
swapChain.Present(0, PresentFlags.None); //Presents the image to the user
}
public virtual void Initialize()
{
}
public virtual void LoadContent()
{
}
public virtual void UnloadContent()
{
}
public virtual void Dispose()
{
renderForm.Dispose();
backBufffer.Dispose();
deviceContext.ClearState();
deviceContext.Flush();
device.Dispose();
deviceContext.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
swapChain.Dispose();
}
#endregion
#region Handlers
private void HandleResize(object sender, EventArgs e)
{
backBufffer.Dispose();
RenderTargetView.Dispose();
depthBuffer.Dispose();
depthStencilView.Dispose();
//Resize the buffers
swapChain.ResizeBuffers(
0,
renderForm.ClientSize.Width,
renderForm.ClientSize.Height,
Format.Unknown,
SwapChainFlags.None
);
//Get the new Backbuffer
backBufffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
//Renew RenderTargetView
renderTargetView = new RenderTargetView(device, backBufffer);
//Create the new DepthBuffer
depthBuffer = new Texture2D(device, new Texture2DDescription()
{
Format = Format.D32_Float_S8X24_UInt,
ArraySize = 1,
MipLevels = 1,
Width = renderForm.ClientSize.Width,
Height = renderForm.ClientSize.Height,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
});
//Create DepthBufferView
depthStencilView = new DepthStencilView(device, depthBuffer);
//SetUp Targets and Viewports for Rendering
deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, renderForm.Width, renderForm.Height));
deviceContext.OutputMerger.SetTargets(depthStencilView, renderTargetView);
//finished resizing
isResizing = userResized = false;
TimeSpan timeSinceLastFrame = clock.Elapsed - this.lastFrameTime;
this.lastFrameTime = clock.Elapsed;
Update(clock.Elapsed, timeSinceLastFrame);
BeginFrame();
Draw(clock.Elapsed, timeSinceLastFrame);
EndFrame();
}
private void HandleClientSizeChanged(object sender, EventArgs e)
{
userResized = true;
}
#endregion
#region GetAndSet
public Device Device
{
get
{
return this.device;
}
}
public DeviceContext DeviceContext
{
get
{
return this.deviceContext;
}
}
public RenderTargetView RenderTargetView
{
get
{
return this.renderTargetView;
}
}
public RenderForm RenderForm
{
get
{
return this.renderForm;
}
}
public DepthStencilView DepthStencilView
{
get
{
return this.depthStencilView;
}
}
#endregion
}
}
SimpleIntegration.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using SlimDX;
using SlimDX.D3DCompiler;
using SlimDX.Direct3D11;
using Buffer = SlimDX.Direct3D11.Buffer;
using System.Diagnostics;
namespace SlimDX_Evaluation
{
class SampleIntegration : BasicFramework
{
#region Members
private VertexShader vertexShader;
private PixelShader pixelShader;
private Buffer constantBuffer;
private VertexBufferBinding vertexBufferBinding_model;
private int vertCount;
private Stopwatch timer;
private long lastFrame;
private int frameCount;
private Matrix view;
private Matrix proj;
private Matrix viewProj;
Matrix worldViewProj;
#endregion
public override void Draw(TimeSpan totalRunTime, TimeSpan timeSinceLastFrame)
{
//Output FPS
frameCount++;
if (timer.ElapsedMilliseconds - lastFrame >= 1000)
{
Console.WriteLine("FPS: " + frameCount);
lastFrame = timer.ElapsedMilliseconds;
frameCount = 0;
}
worldViewProj = Matrix.Multiply(Matrix.RotationAxis(Vector3.UnitY, timer.ElapsedMilliseconds / 1000.0f), viewProj);
//Update ConstantBuffer
var buffer = new MyConstantBuffer();
buffer.worldViewProj = worldViewProj;
var data = new DataStream(System.Runtime.InteropServices.Marshal.SizeOf(new MyConstantBuffer()), true, true);
data.Write(buffer);
data.Position = 0;
DeviceContext.UpdateSubresource(new DataBox(0, 0, data),constantBuffer,0);
//Clear
Device.ImmediateContext.ClearRenderTargetView(RenderTargetView, Color.WhiteSmoke);
Device.ImmediateContext.ClearDepthStencilView(DepthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
//Draw
DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
DeviceContext.InputAssembler.SetVertexBuffers(0, vertexBufferBinding_model);
Device.ImmediateContext.Draw(vertCount, 0);
base.Draw(totalRunTime, timeSinceLastFrame);
}
public override void LoadContent()
{
//Initialize the timer
timer = new Stopwatch();
timer.Start();
//Initialize Matrices
view = Matrix.LookAtLH(new Vector3(0, 100, -500), new Vector3(0, 0, 0), Vector3.UnitY);
proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, RenderForm.ClientSize.Width / RenderForm.ClientSize.Height, 0.1f, 10000.0f);
viewProj = Matrix.Multiply(view, proj);
//Load Shaders
ShaderBytecode vertexShaderByteCode;
ShaderBytecode pixelShaderByteCode;
try
{
vertexShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "VShader", "vs_4_0",ShaderFlags.None,EffectFlags.None);
pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders/shader.hlsl", "PShader", "ps_4_0",ShaderFlags.None,EffectFlags.None);
}
catch (System.Exception ex)
{
throw ex;
}
vertexShader = new VertexShader(Device, vertexShaderByteCode);
pixelShader = new PixelShader(Device, pixelShaderByteCode);
DeviceContext.VertexShader.Set(vertexShader);
DeviceContext.PixelShader.Set(pixelShader);
var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);
//Define first 16 floats as Position, next 16 as Color, next 12 normal (4 cords, 4 Color, 3 normal parts)
InputElement[] elements = new InputElement[]
{
new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR" , 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 16, 0),
new InputElement("NORMAL" , 0, SlimDX.DXGI.Format.R32G32B32_Float, 32, 0),
};
//Define Layout for the InputAssembler
DeviceContext.InputAssembler.InputLayout = new InputLayout(Device, signature, elements);
//Generate and link constant buffers
constantBuffer = new Buffer(Device, System.Runtime.InteropServices.Marshal.SizeOf(new Matrix()), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
DeviceContext.VertexShader.SetConstantBuffer(constantBuffer,0);
//load STL and generate Vertices from it
ModuleWorks.Meshf meshf = ModuleWorks.MeshHelper.ReadSTLf(#"C:\ModuleWorks\STL\Homer.stl", ModuleWorks.Unit.Metric);
try
{
vertCount = meshf.TriangleCount * 3;
var vertices_model = new DataStream(vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex)), true, true);
var stopWatch = new Stopwatch();
stopWatch.Start();
for (int x = 0; x < meshf.TriangleCount; x++)
{
var triangle = meshf.GetTriangle(x);
var normal = triangle.Normal;
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx1).X, meshf.GetPoint(triangle.Idx1).Y, meshf.GetPoint(triangle.Idx1).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx2).X, meshf.GetPoint(triangle.Idx2).Y, meshf.GetPoint(triangle.Idx2).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
vertices_model.Write(new Vertex(meshf.GetPoint(triangle.Idx3).X, meshf.GetPoint(triangle.Idx3).Y, meshf.GetPoint(triangle.Idx3).Z, 1.0f, 0.0f, 0.0f, 1.0f, normal.X, normal.Y, normal.Z));
}
vertices_model.Position = 0;
//Generate VertexBufferBinding
var sizeInBytes = vertCount * System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vertex));
var stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector4)) * 2 + System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector3));
var vertexBuffer_model = new Buffer(Device, vertices_model, sizeInBytes, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
vertexBufferBinding_model = new VertexBufferBinding(vertexBuffer_model, stride, 0);
vertices_model.Close();
}
catch (System.Exception ex)
{
Console.WriteLine(ex);
return;
}
}
public override void Dispose()
{
vertexShader.Dispose();
pixelShader.Dispose();
constantBuffer.Dispose();
base.Dispose();
}
}
}
shader.hlsl
cbuffer matrixBuffer : register(b0)
{
float4x4 worldViewProj;
};
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
float3 normal : NORMAL;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR, float3 normal : NORMAL)
{
VOut output = (VOut)0;
output.position = mul(worldViewProj, position);
output.normal = normalize(mul((float3x3)worldViewProj,normal));
output.color = color;
return output;
}
float4 PShader(VOut vout) : SV_TARGET
{
return vout.color;
}
Thanks in advance
I solved it.
The issue was based on an inperformant approach to adding the vertices.
For further information, checkout this nice paper I've found

transition between images for picturebox in c# [duplicate]

This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
Transition of images in Windows Forms Picture box
I use the code below to change images in a picturebox every 5 seconds, but it's not looking good when changing an image: I want a transition effect between images.
Used Code
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
Bitmap[] pictures = new Bitmap[9];
pictures[0] = new Bitmap(#"Library Images\cf3.jpg");
pictures[1] = new Bitmap(#"Library Images\cf4.jpg");
pictures[2] = new Bitmap(#"Library Images\l1.JPG");
pictures[3] = new Bitmap(#"Library Images\l2.JPG");
pictures[4] = new Bitmap(#"Library Images\l3.JPG");
pictures[5] = new Bitmap(#"Library Images\l4.JPG");
pictures[6] = new Bitmap(#"Library Images\l5.JPG");
pictures[7] = new Bitmap(#"Library Images\l6.JPG");
pictures[8] = new Bitmap(#"Library Images\l7.JPG");
Random random = new Random();
while (true)
{
int attempt = random.Next(0, pictures.Length);
pictureBox1.Image = pictures[attempt];
System.Threading.Thread.Sleep(5000);
}
}
example code greatly appreciated thanks in advance...
Simply take new code file and paste below code in it
an original answer for the similar question, answer taken from another question
Answer
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Windows.Forms;
public class BlendPanel : Panel
{
private Image mImg1;
private Image mImg2;
private float mBlend;
public BlendPanel()
{
SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer, true);
}
public Image Image1
{
get { return mImg1; }
set { mImg1 = value; Invalidate(); }
}
public Image Image2
{
get { return mImg2; }
set { mImg2 = value; Invalidate(); }
}
public float Blend
{
get { return mBlend; }
set { mBlend = value; Invalidate(); }
}
protected override void OnPaint(PaintEventArgs e)
{
if (mImg1 == null || mImg2 == null)
e.Graphics.FillRectangle(new SolidBrush(this.BackColor), new Rectangle(0, 0, this.Width, this.Height));
else
{
Rectangle rc = new Rectangle(0, 0, this.Width, this.Height);
ColorMatrix cm = new ColorMatrix();
ImageAttributes ia = new ImageAttributes();
cm.Matrix33 = mBlend;
ia.SetColorMatrix(cm);
e.Graphics.DrawImage(mImg2, rc, 0, 0, mImg2.Width, mImg2.Height, GraphicsUnit.Pixel, ia);
cm.Matrix33 = 1F - mBlend;
ia.SetColorMatrix(cm);
e.Graphics.DrawImage(mImg1, rc, 0, 0, mImg1.Width, mImg1.Height, GraphicsUnit.Pixel, ia);
}
base.OnPaint(e);
}
}
Build your project. You can now drop a BlendPanel from the top of the toolbox onto your form. Here's a sample program that uses it:
private float mBlend;
private int mDir = 1;
public int count = 0;
public Bitmap[] pictures;
public void myPhoto()
{
pictures = new Bitmap[9];
pictures[0] = new Bitmap(#"Library Images\cf3.jpg");
pictures[1] = new Bitmap(#"Library Images\cf4.jpg");
pictures[2] = new Bitmap(#"Library Images\l1.JPG");
pictures[3] = new Bitmap(#"Library Images\l2.JPG");
pictures[4] = new Bitmap(#"Library Images\l3.JPG");
pictures[5] = new Bitmap(#"Library Images\l4.JPG");
pictures[6] = new Bitmap(#"Library Images\l5.JPG");
pictures[7] = new Bitmap(#"Library Images\l6.JPG");
pictures[8] = new Bitmap(#"Library Images\l7.JPG");
timer1.Interval = 50; //time of transition
timer1.Tick += BlendTick;
try
{
blendPanel1.Image1 = pictures[count];
blendPanel1.Image2 = pictures[++count];
}
catch
{
}
timer1.Enabled = true;
}
private void BlendTick(object sender, EventArgs e)
{
mBlend += mDir * 0.02F;
if (mBlend > 1)
{
mBlend = 0.0F;
if ((count + 1) < pictures.Length)
{
blendPanel1.Image1 = pictures[count];
blendPanel1.Image2 = pictures[++count];
}
else
{
blendPanel1.Image1 = pictures[count];
blendPanel1.Image2 = pictures[0];
count = 0;
}
}
blendPanel1.Blend = mBlend;
}
You'll need to modify the new Bitmap(#"yourimagePath"); calls. Build and run. You should see the displayed image smoothly morph from your first image to your second image without any flickering.
I hope it helps for other...

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