For graphics exercises and some self-improvement sorta stuff, i've decided to basically just mess around and try and recreate some of the functionality of paint within a winform. I've got a lot of the standard ones to work, for example paint can, drawing dots around the cursor, free hand draw and what not, however i'm a little puzzled as to how paint does the mid-drawing animations. For example;
To draw a simple line i can simply get mouse coordinates on MouseUp and MouseDown events, and use the graphics class to draw a line between the two.
However, on MSpaint whilst drawing a line, you get almost a "preview" of the line after you click the first point, and whilst dragging it to the second point the line follows your cursor, but i'm a little stuck as to how this would be done? Does it involve constant redrawing of the line and the graphics device? It'd be great if someone could give me some hints / inner knowledge, i've had a search around the internet but can't REALLY find anything of use..
And very modern via ControlPaint.DrawReversibleLine method :)
Point? startPoint;
Point? endPoint;
private void Form_MouseDown(object sender, MouseEventArgs e)
{
startPoint = PointToScreen(e.Location);
}
private void Form_MouseMove(object sender, MouseEventArgs e)
{
if (!startPoint.HasValue)
return;
if (endPoint.HasValue)
ControlPaint.DrawReversibleLine(startPoint.Value, endPoint.Value, Color.White);
endPoint = PointToScreen(e.Location);
ControlPaint.DrawReversibleLine(startPoint.Value, endPoint.Value, Color.White);
}
private void Form_MouseUp(object sender, MouseEventArgs e)
{
startPoint = null;
endPoint = null;
}
Bitmap/raster software makes use of two memory buffers: one is the current "persisted" canvas that contains the pixels that the user has modified explicitly, the second is the framebuffer on the graphics card which is used to display the canvas on-screen.
Making the bitmap document appear on-screen is done by simply copying the raw bytes of the in-memory bitmap document to the framebuffer (if the framebuffer has a different byte-format or color-depth than the in-memory bitmap then you need to perform a conversion. GDI can do this for you if necessary, but let's just assume everything is 32-bit ARGB).
In WinForms, the framebuffer is exposed by the Graphics argument passed into your Control.OnPaint override.
You can implement these "preview" effects using one of two approaches:
Modern
The first approach is used today, and has been for the past 17 years or so (since Windows 95). The in-memory bitmap is copied to the framebuffer whenever the screen needs to be updated, such as a single mouse movement (of even 1px). The preview effect (such as the line the user would be painting once they release the mouse button) is then drawn on-top. The process is repeated as soon as the user's mouse moves again, so to update the preview.
You'd have something like this:
public class PaintingCanvas : Control {
private Bitmap _canvas = new Bitmap();
private Boolean _inOp; // are we in a mouse operation?
private Point _opStart; // where the current mouse operation started
private Point _opEnd; // where it ends
public override void OnPaint(PaintEventArgs e) {
Graphics g = e.Graphics;
g.DrawImage( _canvas ); // draw the current state
if( _inOp ) {
// assuming the only operation is to draw a line
g.DrawLine( _opStart, _opEnd );
}
}
protected override OnMouseDown(Point p) {
_inOp = true;
_opStart = _opEnd = p;
}
protected override OnMouseMove(Point p) {
_opEnd = p;
this.Invalidate(); // trigger repainting
}
protected override OnMouseUp(Point p) {
using( Graphics g = Graphics.FromImage( _bitmap ) ) {
g.DrawLine( _opStart, _opEnd ); // a permanent line
}
_inOp = false;
}
}
1980s Flashblack
In ye olden days (think: 1980s), copying the bitmap from memory to the framebuffer was slow, so a surprisingly good hack was using XOR painting. The program assumes ownership of the framebuffer (so no overlapping windows would cause it need to be copied from memory). The preview line is drawn by performing an XOR of all of the pixels that the line would cover. This is fast because XORing the pixels means that their original colour can be restored without needing to recopy the pixels from memory. This trick was used in computers for many kinds of selection, highlight, or preview effect until recently.
highlightOrPreviewColor = originalPixelColor XOR (2^bpp - 1)
originalPixelColor = highlightOrPreviewColor XOR (2^bpp - 1)
Related
in a UserControl I have a PictureBox and some other controls. For the user control which contains this picturebox named as Graph I have a method to draw a curve on this picture box:
//Method to draw X and Y axis on the graph
private bool DrawAxis(PaintEventArgs e)
{
var g = e.Graphics;
g.DrawLine(_penAxisMain, (float)(Graph.Bounds.Width / 2), 0, (float)(Graph.Bounds.Width / 2), (float)Bounds.Height);
g.DrawLine(_penAxisMain, 0, (float)(Graph.Bounds.Height / 2), Graph.Bounds.Width, (float)(Graph.Bounds.Height / 2));
return true;
}
//Painting the Graph
private void Graph_Paint(object sender, PaintEventArgs e)
{
base.OnPaint(e);
DrawAxis(e);
}
//Public method to draw curve on picturebox
public void DrawData(PointF[] points)
{
var bmp = Graph.Image;
var g = Graphics.FromImage(bmp);
g.DrawCurve(_penAxisMain, points);
Graph.Image = bmp;
g.Dispose();
}
When application starts, the axis are drawn. but when I call the DrawData method I get the exception that says bmp is null. What can be the problem?
I also want to be able to call DrawData multiple times to show multiple curves when user clicks some buttons. What is the best way to achive this?
Thanks
You never assigned Image, right? If you want to draw on a PictureBox’ image you need to create this image first by assigning it a bitmap with the dimensions of the PictureBox:
Graph.Image = new System.Drawing.Bitmap(Graph.Width, Graph.Height);
You only need to do this once, the image can then be reused if you want to redraw whatever’s on there.
You can then subsequently use this image for drawing. For more information, refer to the documentation.
By the way, this is totally independent from drawing on the PictureBox in the Paint event handler. The latter draws on the control directly, while the Image serves as a backbuffer which is painted on the control automatically (but you do need to invoke Invalidate to trigger a redraw, after drawing on the backbuffer).
Furthermore, it makes no sense to re-assign the bitmap to the PictureBox.Image property after drawing. The operation is meaningless.
Something else, since the Graphics object is disposable, you should put it in a using block rather than disposing it manually. This guarantees correct disposing in the face of exceptions:
public void DrawData(PointF[] points)
{
var bmp = Graph.Image;
using(var g = Graphics.FromImage(bmp)) {
// Probably necessary for you:
g.Clear();
g.DrawCurve(_penAxisMain, points);
}
Graph.Invalidate(); // Trigger redraw of the control.
}
You should consider this as a fixed pattern.
I'm writing a plugin for a trading software (C#, winforms, .NET 3.5) and I'd like to draw a crosshair cursor over a panel (let's say ChartPanel) which contains data that might be expensive to paint. What I've done so far is:
I added a CursorControl to the panel
this CursorControl is positioned over the main drawing panel so that it covers it's entire area
it's Enabled = false so that all input events are passed to the parent
ChartPanel
it's Paint method is implemented so that it draws lines from top to bottom and from left to right at current mouse position
When MouseMove event is fired, I have two possibilities:
A) Call ChartPanel.Invalidate(), but as I said, the underlying data may be expensive to paint and this would cause everything to redraw everytime I move a mouse, which is wrong (but it is the only way I can make this work now)
B) Call CursorControl.Invalidate() and before the cursor is drawn I would take a snapshot of currently drawn data and keep it as a background for the cursor that would be just restored everytime the cursor needs to be repainted ... the problem with this is ... I don't know how to do that.
2.B. Would mean to:
Turn existing Graphics object into Bitmap (it (the Graphics) is given to me through Paint method and I have to paint at it, so I just can't create a new Graphics object ... maybe I get it wrong, but that's the way I understand it)
before the crosshair is painted, restore the Graphics contents from the Bitmap and repaint the crosshair
I can't control the process of painting the expensive data. I can just access my CursorControl and it's methods that are called through the API.
So is there any way to store existing Graphics contents into Bitmap and restore it later? Or is there any better way to solve this problem?
RESOLVED: So after many hours of trial and error I came up with a working solution. There are many issues with the software I use that can't be discussed generally, but the main principles are clear:
existing Graphics with already painted stuff can't be converted to Bitmap directly, instead I had to use panel.DrawToBitmap method first mentioned in #Gusman's answer. I knew about it, I wanted to avoid it, but in the end I had to accept, because it seems to be the only way
also I wanted to avoid double drawing of every frame, so the first crosshair paint is always drawn directly to the ChartPanel. After the mouse moves without changing the chart image I take a snapshow through DrawToBitmap and proceed as described in chosen answer.
The control has to be Opaque (not enabled Transparent background) so that refreshing it doesn't call Paint on it's parent controls (which would cause the whole chart to repaint)
I still experience occasional flicker every few seconds or so, but I guess I can figure that out somehow. Although I picked Gusman's answer, I would like to thank everyone involved, as I used many other tricks mentioned in other answers, like the Panel.BackgroundImage, use of Plot() method instead of Paint() to lock the image, etc.
This can be done in several ways, always storing the graphics as a Bitmap. The most direct and efficient way is to let the Panel do all the work for you.
Here is the idea: Most winforms Controls have a two-layered display.
In the case of a Panel the two layers are its BackgroundImage and its Control surface.
The same is true for many other controls, like Label, CheckBox, RadioButton or Button.
(One interesting exception is PictureBox, which in addition has an (Foreground) Image. )
So we can move the expensive stuff into the BackgroundImage and draw the crosshair on the surcafe.
In our case, the Panel, all nice extras are in place and you could pick all values for the BackgroundImageLayout property, including Tile, Stretch, Center or Zoom. We choose None.
Now we add one flag to your project:
bool panelLocked = false;
and a function to set it as needed:
void lockPanel( bool lockIt)
{
if (lockIt)
{
Bitmap bmp = new Bitmap(panel1.ClientSize.Width, panel1.ClientSize.Width);
panel1.DrawToBitmap(bmp, panel1.ClientRectangle);
panel1.BackgroundImage = bmp;
}
else
{
if (panel1.BackgroundImage != null)
panel1.BackgroundImage.Dispose();
panel1.BackgroundImage = null;
}
panelLocked = lockIt;
}
Here you can see the magic at work: Before we actually lock the Panel from doing the expensive stuff, we tell it to create a snapshot of its graphics and put it into the BackgroundImage..
Now we need to use the flag to control the Paint event:
private void panel1_Paint(object sender, PaintEventArgs e)
{
Size size = panel1.ClientSize;
if (panelLocked)
{
// draw a full size cross-hair cursor over the whole Panel
// change this to suit your own needs!
e.Graphics.DrawLine(Pens.Red, 0, mouseCursor.Y, size.Width - 1, mouseCursor.Y);
e.Graphics.DrawLine(Pens.Red, mouseCursor.X, 0, mouseCursor.X, size.Height);
}
// expensive drawing, you insert your own stuff here..
else
{
List<Pen> pens = new List<Pen>();
for (int i = 0; i < 111; i++)
pens.Add(new Pen(Color.FromArgb(R.Next(111),
R.Next(111), R.Next(111), R.Next(111)), R.Next(5) / 2f));
for (int i = 0; i < 11111; i++)
e.Graphics.DrawEllipse(pens[R.Next(pens.Count)], R.Next(211),
R.Next(211), 1 + R.Next(11), 1 + R.Next(11));
}
}
Finally we script the MouseMove of the Panel:
private void panel1_MouseMove(object sender, MouseEventArgs e)
{
mouseCursor = e.Location;
if (panelLocked) panel1.Invalidate();
}
using a second class level variable:
Point mouseCursor = Point.Empty;
You call lockPanel(true) or lockPanel(false) as needed..
If you implement this directly you will notice some flicker. This goes away if you use a double-buffered Panel:
class DrawPanel : Panel
{
public DrawPanel() { this.DoubleBuffered = true; }
}
This moves the crosshair over the Panels in a perfectly smooth way. You may want to turn on & off the Mouse cursor upon MouseLeave and MouseEnter..
Why don't you clone all the graphics in the ChartPanel over your CursorControl?
All the code here must be placed inside your CursorControl.
First, create a property which will hold a reference to the chart and hook to it's paint event, something like this:
ChartPanel panel;
public ChartPanel Panel
{
get{ return panel; }
set{
if(panel != null)
panel.Paint -= CloneAspect;
panel = value;
panel.Paint += CloneAspect;
}
}
Now define the CloneAspect function which will render the control's appearance to a bitmap whenever a Paint opperation has been done in the Chart panel:
Bitmap aspect;
void CloneAspect(object sender, PaintEventArgs e)
{
if(aspect == null || aspect.Width != panel.Width || aspect.Height != panel.Height)
{
if(aspect != null)
aspect.Dispose();
aspect = new Bitmap(panel.Width, panel.Height, System.Drawing.Imaging.PixelFormat.Format32bppPArgb);
}
panel.DrawToBitmap(aspect, new Rectangle(0,0, panel.Width, panel.Height);
}
Then in the OnPaint overriden method do this:
public override void OnPaint(PaintEventArgs e)
{
e.Graphics.DrawImage(aspect);
//Now draw the cursor
(...)
}
And finally wherever you create the chart and the customcursor you do:
CursorControl.Panel = ChartPanel;
And voila, you can redraw as many times you need without recalculating the chart's content.
Cheers.
I am creating an application for an industrial touch screen computer with no hardware to brag about. The operator of this touch screen computer is among other things supposed to be able to unlock and drag buttons around on a form with a background image.
However, as many of you already might know, moving controls on a parent control with a background image isn't pretty. The dragging is slow and instead of experiencing a smooth dragging, the operator will see a button jumping after through hoops in the wake of the mouse pointer as you move the pointer across the screen.
This is the current code for moving the button:
private void btnButton_MouseMove(object sender, MouseEventArgs e)
{
// Do not proceed unless it is allowed to move buttons
if (!this._AllowButtonsToBeMoved)
return;
if (this._IsBeingDragged)
{
var btn = (sender as Button);
var newPoint = btn.PointToScreen(new Point(e.X, e.Y));
newPoint.Offset(this._ButtonOffset);
btn.Location = newPoint;
}
}
I am not looking to solve this exact problem, I'd rather eliminate it to save some time. What I wish to implement in order to eliminate this, is a more resource efficient way to move the box around. I'm thinking that moving a dotted rectangle instead of the button, then dropping it where I want the button must be way more efficient than dragging the button around the screen, causing who knows how many repaint operations.
Does anyone have any better suggestions? If not, then I would very much appreciate pointers on how to proceed with creating and moving this rectangle around the screen, as I am having some difficulty finding good sources of information regarding how to approach this on good ol' Google.
Update, 26/11/13
I'm attempting Luaan's suggestion regarding overriding the form's OnPaint, however I am unsure as to how exactly I can add the rendering of the button in this code. Any ideas?
protected override void OnPaint(PaintEventArgs e)
{
if (_IsBeingDragged)
{
e.Graphics.DrawImage(this._FormPaintBuffer, new Point(0, 0));
}
else
{
base.OnPaint(e);
}
}
This is a standard case of Winforms being too programmer-friendly. Details that any game programmer pays careful attention to but are way too easy to miss. It allows you to set a BackgroundImage and it will take anything you throw at it. That usually works just fine, except when you need the image to render quickly. Like you do in this case.
Two things you need to do to make it draw ~fifty times quicker:
Resize the bitmap yourself to fit the form's ClientSize so it doesn't have to be done repeatedly every time the image needs to be painted. The default Graphics.InterpolationMode property value produces very nice looking images but it is not cheap. Do note that this can take a significant memory hit, the reason it isn't done automatically.
Pay attention to the pixel format of the image. There's only one that draws fast, the one that can be blitted directly to the video adapter without having the value of every single pixel converted to the frame buffer format. That is PixelFormat.Format32bppPArgb on all video adapters in use in the past 10+ years. Big difference, it is ten times faster than all the other ones. You never get that format out of a bitmap that you created with a painting program so explicitly converting it is required. Again heed the memory hit.
It takes but a little scrap of code to get both:
private static Bitmap Resample(Image img, Size size) {
var bmp = new Bitmap(size.Width, size.Height,
System.Drawing.Imaging.PixelFormat.Format32bppPArgb);
using (var gr = Graphics.FromImage(bmp)) {
gr.DrawImage(img, new Rectangle(Point.Empty, size));
}
return bmp;
}
In the somewhat unlikely case you still have painting trails or stuttering you need to consider a very different approach. Like the one that's used in the Winforms designer. You use layers, an extra borderless transparent window on top of the original. You get one with the TransparencyKey property.
1) If you want to keep everything the way it is, you might want to implement some sort of double buffering for the background. When the form is redrawn, it always has to redraw pretty much the whole thing, while actually doing some logic (ie. JPG/PNG is slower to draw than a BMP). If you store the Paint canvas in a Bitmap, you can draw the whole form except for that one button in a Bitmap and draw only that as background while you're dragging the button - this way you get around all the draw logic of the form and its controls, which should be vastly faster.
2) You can only draw an outline of the button being moved. The trick is that you draw lines in XOR mode - the first time you draw the rectangle it adds the outline, and the next time you draw it in the same location, it disappears. This way you don't have to redraw the form all the time, just the few pixels that form the rectangle. The support for XOR lines in C# isn't the best, but you can use the ControlPaint.DrawReversibleLine method.
To drag a control you need to use the .DrawToBitmap function of the control and set the appropriate styles of the form. I haven't done it in the sample code but you'll need a "design mode" and a "normal mode". To drag the control you simply click it, drag it and click again. You can get fancy and make the Bitmap holding the control transparent so as to accommodate rounded edges.
For this example, make a standard C# Windows Forms application (Form1) and drop a button (button1) onto the form then place this code after the Form1 constructor in your Form class. Make sure to change the location of the background bitmap in code.
private Bitmap b = null;
private bool IsDragging = false;
private Point down = Point.Empty;
private Point offset = Point.Empty;
private void button1_MouseUp(object sender, MouseEventArgs e)
{
IsDragging = true;
button1.Visible = false;
down = button1.PointToScreen(e.Location);
offset = e.Location;
this.Invalidate();
}
private void Form1_MouseUp(object sender, MouseEventArgs e)
{
if (IsDragging)
{
IsDragging = false;
down = new Point(down.X - offset.X, down.Y - offset.Y);
button1.Location = down;
button1.Visible = true;
down = Point.Empty;
this.Invalidate();
}
}
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
if (IsDragging)
{
down.X += (e.X - down.X);
down.Y += (e.Y - down.Y);
this.Invalidate();
}
}
private void Form1_Load(object sender, EventArgs e)
{
try
{
b = new Bitmap(button1.Width, button1.Height, System.Drawing.Imaging.PixelFormat.Format32bppPArgb);
button1.DrawToBitmap(b, new Rectangle(0, 0, button1.Width, button1.Height));
button1.MouseUp += new MouseEventHandler(button1_MouseUp);
this.MouseUp += new MouseEventHandler(Form1_MouseUp);
this.MouseMove += new MouseEventHandler(Form1_MouseMove);
this.DoubleBuffered = true;
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer | ControlStyles.UserPaint, true);
this.UpdateStyles();
this.BackgroundImage = Image.FromFile(#"C:\Users\Public\Pictures\Sample Pictures\desert.jpg");
this.BackgroundImageLayout = ImageLayout.Stretch;
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
protected override void OnPaint(PaintEventArgs e)
{
if (IsDragging)
{
e.Graphics.DrawImage(b, new Point(down.X - offset.X, down.Y - offset.Y));
}
base.OnPaint(e);
}
private void Form1_FormClosing(object sender, FormClosingEventArgs e)
{
if (b != null)
{
b.Dispose();
}
}
/I'm working with and testing on a computer that is built with the following:
{1 GB RAM (now 1.5 GB), 1.7 GHz Intel Pentium Processor, ATI Mobility Radeon X600 GFX}
I need scale / transform controls and make it flow smoothly. Currently I'm manipulating the size and location of a control every 24-33ms (30fps), ±3px. When I add a 'fade' effect to an image, it fades in and out smoothly, but it is only 25x25 px in size. The control is 450x75 px to 450x250 px in size. In 2D games such as Bejeweled 3, the sprites animate with no choppy animation.
So as the title would suggest: which is easier/faster on the processor: animating a bitmap (rendering it to the parent control during animation) or animating the control it's self?
EDIT:
Hey, I thought this was a helpful community, not one that down-rates questions that don't seem challenging! (And I've seen more ridiculous questions here with better ratings too!) Please drop me a line first before negatively rating my questions!
I managed to find some free-time in my heck-tick scheduled, to quickly whip up a new project. I'm sure my time could have been better spent else where but hopefully someone else in my shoes may find this of use out there...
The answer is: a Picture over a Control. When rendering a bitmap onto the canvas, there are very little events that will fire, if any. As for the control, it is filled with events - some chained, some looped, and the addition of recursion, so a simple 'LocationChanged' event wouldn't even cover the half of what actually is taking place under the hood.
What I would do for controls that have lots of dynamic animations applied to them during runtime, is to develop a two piece set: a control [rendering] template or active interface (for when the control is at a stand-still or before the play of an animation), and a the animating structure with basic defining properties such as the display image [the rendered control], the rectangle bounds, and any animation algorithms that may be applied latter.
Edit: As Requested, here are the before and after code examples:
// This is the triggering event of the translating animation
private void object_Click(object sender, EventArgs e)
{
// the starting point is at (75,75)
element.Transform(new Point(500, 250));
}
Before:
public class ControlElement : UserControl
{
private Timer tick;
private Point pT0;
public ControlElement() : base()
{
tick = new Timer();
tick.Interval = 30; // about 30fps
tick.Tick += new EventHandler(tick_Tick);
}
void tick_Tick(object sender, EventArgs e)
{
// get the new point from distance and current location/destination
this.Location = Utils.Transform(this.Location, pT0, 3);
if ((pT0.X - this.Location.X)+(pT0.Y - this.Location.Y) <= 0)
{
this.Location = pT0;
tick.Stop();
//this.Visible = true;
}
}
public void Transform(Point destination)
{
pT0 = destination;
//this.Visible = false;
tick.Start();
}
}
After: I create a class that holds a picture of what the control would look like using the DrawToBitmap feature. It still contains the same animation methods as above. I had to add the Location and LocationChanged elements since this class was no longer a control. If and when the actual control needed to be accessed, I would stop rendering and display an instance of the control it's self.
Here is the rendering call:
void element_LocationChanged(object sender, EventArgs e)
{
canvas.Invalidate();
}
void canvas_Paint(object sender, PaintEventArgs e)
{
if (element != null)
{
Bitmap bmp = new Bitmap(element.Display);
Pen p = new Pen(Color.FromArgb(128, 128, 128), 1);
e.Graphics.DrawImage(bmp, element.Location);
e.Graphics.DrawRectangle(p,
element.Location.X, element.Location.Y,
bmp.Width, bmp.Height);
}
}
in a UserControl I have a PictureBox and some other controls. For the user control which contains this picturebox named as Graph I have a method to draw a curve on this picture box:
//Method to draw X and Y axis on the graph
private bool DrawAxis(PaintEventArgs e)
{
var g = e.Graphics;
g.DrawLine(_penAxisMain, (float)(Graph.Bounds.Width / 2), 0, (float)(Graph.Bounds.Width / 2), (float)Bounds.Height);
g.DrawLine(_penAxisMain, 0, (float)(Graph.Bounds.Height / 2), Graph.Bounds.Width, (float)(Graph.Bounds.Height / 2));
return true;
}
//Painting the Graph
private void Graph_Paint(object sender, PaintEventArgs e)
{
base.OnPaint(e);
DrawAxis(e);
}
//Public method to draw curve on picturebox
public void DrawData(PointF[] points)
{
var bmp = Graph.Image;
var g = Graphics.FromImage(bmp);
g.DrawCurve(_penAxisMain, points);
Graph.Image = bmp;
g.Dispose();
}
When application starts, the axis are drawn. but when I call the DrawData method I get the exception that says bmp is null. What can be the problem?
I also want to be able to call DrawData multiple times to show multiple curves when user clicks some buttons. What is the best way to achive this?
Thanks
You never assigned Image, right? If you want to draw on a PictureBox’ image you need to create this image first by assigning it a bitmap with the dimensions of the PictureBox:
Graph.Image = new System.Drawing.Bitmap(Graph.Width, Graph.Height);
You only need to do this once, the image can then be reused if you want to redraw whatever’s on there.
You can then subsequently use this image for drawing. For more information, refer to the documentation.
By the way, this is totally independent from drawing on the PictureBox in the Paint event handler. The latter draws on the control directly, while the Image serves as a backbuffer which is painted on the control automatically (but you do need to invoke Invalidate to trigger a redraw, after drawing on the backbuffer).
Furthermore, it makes no sense to re-assign the bitmap to the PictureBox.Image property after drawing. The operation is meaningless.
Something else, since the Graphics object is disposable, you should put it in a using block rather than disposing it manually. This guarantees correct disposing in the face of exceptions:
public void DrawData(PointF[] points)
{
var bmp = Graph.Image;
using(var g = Graphics.FromImage(bmp)) {
// Probably necessary for you:
g.Clear();
g.DrawCurve(_penAxisMain, points);
}
Graph.Invalidate(); // Trigger redraw of the control.
}
You should consider this as a fixed pattern.