Draw a fluid set of circles in real time using WriteableBitmapEx - c#

I have a WriteableBitmap object which I load a .jpg image into and show it in an image control. Now I would like to be able to let the user draw on that image with a little half-transparent brush.
Right now I am handling the MouseDown and MouseMove events to draw a little half-transparent circle on every change of the mouse's coordinates over the image:
MyWriteableBitmap.FillEllipseCentered(x, y, 1, 1, myColor);
That clearly does not refresh fast enough though - leaving me with a set of dots (unless the user moves the mouse very very slow).
My temporary solution is to just draw lines from one point to another and update the two points on every MouseMove event - the curve is consistent that way but is only one-pixel wide, which doesn't look great.
What is the best approach for me to tackle that problem?

You'll get better performance and automatic conversion to splines (if you want it) by using an InkCanvas instead:
<InkCanvas>
<InkCanvas.DefaultDrawingAttributes>
<DrawingAttributes Color="Blue" Width="8" Height="8" FitToCurve="True" />
</InkCanvas.DefaultDrawingAttributes>
</InkCanvas>
You can always get it to render itself into a bitmap later if you need it:
RenderTargetBitmap bitmap = new RenderTargetBitmap((int)theCanvas.ActualWidth, (int)theCanvas.ActualHeight, 96d, 96d, PixelFormats.Default);
bitmap.Render(theCanvas);
UPDATE: this works for transparent brushes as well BTW, and also pressure-sensitive pens (if enabled). The main problem is that the performance will drop as the user draws more and more lines, but you can easily fix that by rendering to a bitmap and then setting that bitmap to be the InkCanvas background i.e. the InkCanvas shouldn't never be displaying more than 1 spline, and only when the user is drawing it.

Related

WinRT: How do I ensure Images are drawn in a pixel-perfect way on a Canvas?

I am adding Image instances to a Canvas in Windows Runtime environment and my image keeps getting scaled up when in 140 and 180 scale resolution displays, it looks perfect in scale resolution 100. I tried creating 3 PNG images, one for each scale size: 100, 140, 180 but it still scales them up and they look blurry. I created a test image with 4 black pixels on a cyan background and I took a screenshot from the simulator, see how the image is blurry, my original image has just 4 perfect black pixels:
I tried changing the stretch mode of my Image objects, but it does nothing. I'm using this code to add the images at runtime:
var bitmapImage = new BitmapImage();
StorageFile bitmapFile = await StorageFile.GetFileFromApplicationUriAsync(imageUri);
await bitmapImage.SetSourceAsync(await bitmapFile.OpenReadAsync());
Image image = new Image{ Source = bitmapImage};
image.SetValue(Canvas.LeftProperty, x);
image.SetValue(Canvas.TopProperty, y);
canvas.Children.Add(image);
How do I get the images to draw pixel perfectly in the canvas without scaling and at the exact x/y coordinates I want?
I think I have a workaround, but it requires two steps:
First I have to load the image using a more a standard way that doesn't involve getting the file path like so.
var bitmapImage = new BitmapImage(imageUri);
Somehow this must retain more information internally that this image came from a file with the corresponding ResolutionScale for the current display. Thus when it is drawn by the canvas it is not scaled at all. However this only solves half the problem.
The next problem is that the x, y coordinates used to specify where the image is drawn are being scaled so the image is drawn in the wrong place, further than where I wanted. The only thing I can figure to do is unscale them first like so:
var resScale = DisplayInformation.GetForCurrentView().ResolutionScale;
Image image = new Image{ Source = bitmapImage};
image.SetValue(Canvas.LeftProperty, (x * 100.0) / (int)resScale);
image.SetValue(Canvas.TopProperty, (y * 100.0) / (int)resScale);
canvas.Children.Add(image);
The whole thing seems a bit crazy but it seems to work so far... Anyone have a better solution or an explanation why all this is necessary? Seems like the Canvas class needs an unscaled mode that doesn't mess with the images or coordinates across different resolution displays.
UPDATE: This doesn't work perfectly, using a double to store the value results in precision loss and sometimes there are anti-aliasing artifacts. This is not acceptable if you want pixel perfect graphics. I am still looking for a perfect solution.
There are a few more things that might help with your solution.
Use UseLayoutRounding="False" on your image.
Put your Canvas in a full-screen Viewbox, then set the Canvas Width and Height to the screen resolution. You'd use unscaled Canvas.Left/Top values in this case.
Use Direct2D/Direct3D for rendering.
Good luck.
You can change the Stretch property to "None", If you image is still meshed-up:
You should look at what DPI it is saved on. WPF tries to be DPI-independend, so it tries to draw an image of 5"x5" on every monitor the same size. Even when the resolution is higher, it still should be 5"x5" only a high resolution would render(rasterize) the image in higher quality.
Here's some info: http://www.wpflearningexperience.com/?p=41
How do I convert a WPF size to physical pixels?
Here's a piece of xaml code
you can always use scale transform from code behind to scale the images to appropriate amount be it less or more.
<Image Canvas.Left="150" Height="170" Width="170" Visibility="Visible" Stretch="None">
<Image.Source >
<BitmapImage UriSource="ms-appx:///Assets/rollingDieSprite.png"></BitmapImage>
</Image.Source>
<Image.RenderTransform>
<ScaleTransform ScaleX="4" ScaleY="4" x:Name="scaleTfDie"></ScaleTransform>
</Image.RenderTransform>
</Image>
in c# code behind you can go for the following
ScaleTransform sc = new ScaleTransform();
sc.ScaleX = 0.9;
sc.ScaleY = 0.9;
imgDieRolling.RenderTransform = sc;
this will control the scaling . try using fill=none . Let me know if it works.
I found this issue quite problematic as well. I'm creating custom bitmaps and drawing them at different positions on the canvas. I couldn't find a way in the XAML, but I found a way using Direct2D. When you set up your D2DContext, there's a function called SetUnitMode(). The default unit mode is "DIPS" which causes all drawing to be scaled. By switching to PIXELS mode, the system stops scaling the drawing and does everything 1:1.
m_d2dContext->SetUnitMode(D2D1_UNIT_MODE_PIXELS);

Maintaining Graphics Line on Background image in c# panel

I am drawing lines on a background image in a c# panel. The panel is anchored to the form so as the form resizes the panel resizes. The background image is set to be stretched so all you see as you resize the form is the background image.
My initial problem:
The lines drawn on the panel (via the OnPaint event) stay where they were originally drawn as the image resizes.
My current solution:
Record the location of the line and redraw it on a new bitmap by scaling the X and Y coordinates (works fine).
My new problem:
As you continually resize the window and draw lines you can't calculate the scaling factor from any point in time and apply it to all lines since the lines were originall drawn in different size images.
The two options I think I have:
After I redraw the line go through my array of lines and update the coordinate information so it now matches the current scale.
Or
In addition to storing the coordinate information of the line also store the size information of the panel at the time it was drawn so I can always calculate the scale for each line based on when it was drawn and the new panel size.
What I'm hoping for:
If you have thoughts on either of the two approaches that would be greatly appreciated....Even better would be to point me in the direction of a far better method to do this (I am fairly new to graphics processing in c#).
Can't write a comment, much as I want to. You do have a few options:
Draw your lines directly on the original Bitmap. This might not be an option for you, depending on the task.
Do it as you're doing now, keeping track of the lines' coordinates, updating them on resize, and redrawing them on Paint - if you use this, you'll be able to move and delete them, too,
Or do it by introducing a "scale factor" (float) which you update on every resize, and in your Paint event handler you draw everything using that scale factor. As you create a line, you calculate its coordinates using the scale factor BACK TO an unified coordinate system (scale factor 1) and then you don't have to modify your coordinates at all. This might be easy to debug due to that unified coordinate system. This is what I'd recommend, but it again depends on your task.
Draw to a full transparent Bitmap of the same size as your original image, use a scale factor like in the previous option. On creating a line, calculate its coordinates in the unified coordinate system, draw it on the Bitmap, and then on every Paint, draw the entire Bitmap over your original one. This, again, might not be an option if you need to delete or move your lines, or if you're tight on memory, or you don't want your lines to be blurred when you scale up, but somehow many ppl like this because it's like a "layer in Photoshop". :)

Resize image without Stretcing image

I have an image frame:
1 http://i48.tinypic.com/wugmc2.png
The image resolution is: 533x300
Using GDI+ I Re-size the image to 300x533:
Now as you can see it distorted the width/height of the border and shrunken Santa Claus...
Is there a way using GDI+ c# to prevent this distortion of the image frame?
Scaling the image will always result into a skewed santa. If that is not what you are looking for, try creating separate images of your santa and the border.
If the border will stay that simple as a red line, I am almost sure that there is a simple control for just drawing red borders in GDI. If you are going to create some christmas border with branches and trees, you need a bit more smaller images to separate this problem.
Create a separate santa to use as an overlay
Create separate images for the corners
Create separate tillable images for vertical and horizontal borders
Then place the images by yourself and tile the images in the centers like so:
I have never worked with GDI, but this is a general solution for scaling borders.

Interactive Zooming into a 2D graphics bitmap in C#

I have made a program that reads voltage and current values of some diode curves from an xml file and draws them on screen (Just using plain 2D graphics and some simple commands like DrawCurve and stuff like that).
My main image frame is 800 by 800 pixels (you can see a smaller screenshot down below). Now I want to add a zoom function that when I hover the mouse over this image area, a flying smaller square pops up and zooms in + moves when I move the mouse over this area.
I have no idea how to approach this. Ofcourse I don't ask the full working code but please help me to get closer and closer!
For instance, can I make the zoom to work, without reading the curve data and painting real time? or there is no escape from it? How can I have a hovering image box when I move mouse over the orginal image?
Thanks!
Have you timed how long DrawCurve takes? Perhaps it's fast enough to do in real time. Don't forget, the GDI will clip the drawing primitives to the drawing area. You just need to set up a clipping rectangle as you move the mouse around.
To speed up the redraw, create the main window image (the one you pasted) as an off-screen bitmap, and just DrawImage the off-screen version to the window in the paint events. That way you reduce the impact of the DrawCurve.
Finally, to get good looking results, overload the OnPaintBackground (can't remember the name exactly but it's something like that) so it does nothing (not even call the base class) and do all your painting in the OnPaint method using a BufferedGraphics object.
Update
Your paint function might look like this:
OnPaint (...)
{
the_graphics_object.DrawImage (the background image);
the_graphics_object.Clip = new Region (new Rectangle (coords relative to mouse position));
the_graphics_object.TranslateTransform (drawing offset based on mouse position);
RenderScene (the_graphics_object, scale_factor); // draws grid and curve, etc
the_graphics_object.DrawRectangle (zoom view rectangle); // draw a frame around the zoomed view
}
This will produce a floating 'window' relative to the mouse position.
Typically, cases where redrawing can be time consuming, zooming is usually tackled by providing a "quick but ugly" implementation, alongside the "correct but slow" implementation. While the zoom operation is actively in progress (say, while the user has a slider clicked, or until a 50ms since the last change in zoom value has happened), you use the quick and ugly mode, so the user can see a preview of what the final image will be. Once they let go of the zoom slider (or whatever mechanism you provided), you can recalculate the image in detail. The quick version is usually calculated based on the original image that you are working with.
In your case, you could simply take the original image, work out the bounding box of the new, zoomed image, and scale the relevant part of the original image up to the full image size. If say 100ms has passed with no change in zoom, recalculate the entire image.
Examples of this kind of functionality are quite widespread: most fractal generators use exactly this technique, and even unrelated things like Google StreetView (which provides a very ugly distorted version of the previous image when you move around, until the actual image has downloaded).

Tiling rectangles seamlessly in WPF while maintaing subpixel accuracy?

I have had the problem described in the question Tiling rectangles seamlessly in WPF, but am not really happy with the answers given there.
I am painting a bar chart by painting lots of rectangles right next to each other. Depending on the scale of the canvas containing them, there are small gaps visible between some of them as a result from sub-pixel rendering.
I learned from the above question how to make my rectangles fit with the screen pixels, removing that effect.
Unfortunately, my chart may display way more bars than there are pixels. Apart from the tiny gaps (which manifest as a periodic change in color saturation), this works well. If I snap each bar with the screen pixels, most of the bars vanish, though, so I am looking for another solution.
Thanks in advance!
Cause of the problem
Subpixel shapes use alpha blending within the pixel. Unfortunately there is no alpha blending algorithm that results in the rectangles blending seamlessly when abutted.
For example, if:
The background color is white
The foreground color is black, and
You have two rectangles, each covering half of a single pixel
Each rectangle will be painted as black with 50% opacity. The first converts the white pixel to gray. The second converts it to a darker gray, but not black. If these rectangles continue black in adjacent pixels you see a dark gray pixel among the black.
Two types of solutions
There are two general ways to solve this problem:
Use a single Geometry to define all your rectangles, or
Force the initial rendering to be at a high enough resolution your user won't see the problem.
How to use a single Geometry
If you just have a set of Rectangles, you can create a simple control that paints over the whole set of rectangles with a single PathGeometry containing the combined shape. To illustrate the idea, if you had two rectangles beside each other of different heights, like this:
<Rectangle Canvas.Left="0" Canvas.Top="0" Width="1.5" Height="2" Fill="Red" />
<Rectangle Canvas.Left="1.5" Canvas.Top="0" Width="1.5" Height="4" Fill="Red" />
You could render it with a single PathGeometry like this:
<Path Data="M0,0 L0,2 L1.5,2 L1.5,4 L3,4 L3,0 Z" Fill="Red" />
A practical way to implement this is to:
Paint your rectangles with a Transparent brush so they will be clickable but not visable
Add a Path control underneath the rectangles in Z order
Data binding the Data property of your Path control to your data source with a converter that constructs the geometry.
If you are using the layout system to position your rectangles, you may instead want to use an AdornerLayer by creating an Adorner for each rectangles, then when rendering the adorners compute the combined path for the first one and make the rest invisible.
The above assumes it is easy to generate the PathGeometry from the source data. For more complex scenarios, the Path control can be subclassed to search the visual tree of its parent for specified shapes and use general geometricl algorithms to compute a PathGeometry that represents the union of them with no extra edges.
If your rectangles will have multiple colors, you can use multiple Path controls one per color, or you can construct a Drawing object and show that.
Here is the structure of the code to construct a PathGeometry:
var geo = new PathGeometry();
var figure = new PathFigure();
var segment = new PolyLineSegment();
segment.Points.Add(...);
segment.Points.Add(...);
segment.Points.Add(...);
segment.Points.Add(...);
segment.Points.Add(...);
figure.Segments.Add(segment);
geo.Figures.Add(figure);
How to force the initial rendering to be at high resolution
To force rendering at higher resolution:
Internally construct your chart several times larger than you want to display it, for example by wrapping it in a ViewBox.
Use a VisualBrush or RenderTargetBitmap to force your chart to be rendered separately
Add a Rectangle painted with that VisualBrush to your UI
Note that normally WPF is clever about rendering at the actual resolution required when you use a ViewBrush, but it can be tricked by having the actual chart actually display on the screen at the larger size, but then be clipped by a parent control so you don't actually see the too-big version.
This problem doesn't exist with RenderTargetBitmap, of course, since you specify the resolution you want, but it can be tricky knowing when to re-render the bitmap. If you only re-render on data changes you can use an event, but if you want any visual change to trigger a re-render it is more difficult.

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