How to make drawLine smoother? - c#

I use the following code to draw line:
Graphics g = this.CreateGraphics();
Pen p = new Pen(Color.Black,3);
g.DrawLine(p,...);
// ...
Why the straight line is zigzag kind of, not straight and smooth at all. How could I make it straight and smoother?

You need to enable anti-aliasing. Set Graphics.SmoothingMode to AntiAlias as described here: http://msdn.microsoft.com/en-us/library/system.drawing.graphics.smoothingmode.aspx

Override the OnPaint() method of your form or implement the Paint event of a control. Use the passed e.Graphics object to draw. It will be properly initialized to draw anti-aliased lines. And can be double-buffered so it doesn't flicker. Call Invalidate() to force a repaint.
Using Control.CreateGraphics() is wrong in 99.9% of all cases. Whatever you draw cannot persist. It will be gone when you minimize and restore the window. Or when you partly move it off the screen and back. Or when you overlap another window on yours on XP and any machine that doesn't have Aero enabled. CreateGraphics() is only suitable for animations at frame rates larger than ~20 fps.

Related

base.OnPaint order changes drawing location

I have a strange problem. I made my own user control deriving from UserControl. I override OnPaint. Now I draw something in OnPaint. Let's say at position 0, 0.
If I call base.OnPaint after my custom drawing everything is fine. But if I call base.OnPaint before the stuff I'm drawing, it seems to ignore the containing control and the location is relative to the form instead of relative to the client area of the parent control. So when I draw at position (0, 0) it will effectively be drawn at negative x and y and I will only see a part of it. The base.OnPaint is UserControl.OnPaint. So I don't call my code there.
Here is an example:
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
var rect = new System.Drawing.Rectangle(this.ClientSize.Width - 16,
this.ClientSize.Height - 16, 16, 16);
e.Graphics.FillRectangle(new System.Drawing.SolidBrush(System.Drawing.Color.Red), rect);
//base.OnPaint(e);
}
In this case the red rectangle is displayed somewhere inside the client area but not at the lower right corner. If I uncomment the last line and comment the first line the red rectangle is displayed at the lower right corner as expected.
I don't get it. I did this many times and it always worked. So I tried to find any differences. The only I found is that I don't add my control in the designer but add it programmatically to another control with theContainingControl.Controls.Add(myMessedUpControl);.
This also happens for every parent-child-level I add. So if I create another control (another class) and also override OnPaint the behavior is the same if I add it to another user control.
Does anyone had this behavior before? How can I fix this? The problem is that I want to call base.OnPaint first and also everyone suggest this. But as I said I can't without messing the coordinates up.
One note: The coordinates are really 0, 0 in the debugger at the draw calls like DrawLine, DrawImage oder DrawString. But the result is displayed at negative coordinates (relative to the client area). It looks like the client coordinates are interpreted as client coordinates of the form. But I don't know why.
Found the problem
In my project there is a graphical overlay class which connects Paint event handlers to all controls in my form (the whole hierarchy). In this handler a transformation is performed. This graphical overlay kept me sleepless so many times. I guess I will remove it.
The Graphics object has a lot of mutable state. The order of operations matters if you mess with this mutable state - for example, you can use the Transform matrix to change the offset of everything rendered on the surface.
It sounds like your ascendant changes one of those during its own OnPaint handler without resetting it back. Try doing a e.Graphics.ResetTransform(); before you start your own painting. Make sure all the other state is also the way you want it (clip, DPI, ...).

C# : Remove Paint Event from PictureBox

Sorry for my bad English.
I have a picturebox where I draw 100000 shapes (but there may be more).
The drawing is made in the Paint Handler of the picturebox.
The problem is : When I Resize the form (where the picturebox is), use the scrollbar of the panel which contain it, come from another application, ... the paint handler is called...
But the paint process takes quite some time and the user must wait until the paint have finished...
I tried the folowing :
Create a bitmap where i draw the shapes
In the paint handler, i copy the bitmap in the picturebox
NB : The size and the content of the picturebox can change, so the bitmap must also change.
The creation of the bitmap + restoration of the bitmap make the application slower than before :
Bitmap bmp = new Bitmap(picturebox.Width, picturebox.Height);
// draw in Graphics.FromImage(bmp);
picturebox.Invalidate();
bmp.Dispose();
I also tried with a boolean flag : canRedraw.
I set it true when the content of the picturebox change and then I call picturebox.Invalidate(). In the paint handler, I check if (canRedraw) and if so, I redraw the content (and canRedraw = false), else I make nothing.
But with this last solution, when I make something with the form, my picturebox is cleared...
Do you have any idea of how I can make this :
If you are a method that change the content of the picturebox then you can redraw the picturebox, else you leave the visual content of the picturebox unchanged.
Can you help me ?
Thank you very much :)
If you're not using any other functionality of the PictureBox, try replacing it with a UserControl of your own. Then take the following steps in your UserControl:
Set DoubleBuffered property of the control to True.
Always check e.ClipRectangle property to get the area that needs to be redrawn. Then loop through the collection of your shapes and for each shape, try to figure our whether it intersects with the ClipRectangle. I don't know what kind of shapes you have, but there are fairly fast implementations available for most shapes, including polygon, that can check whether two polygons intersect or not. A good article about polygons intersection is available in this article, including c# code. (Note that if your shapes are rectangles, circles or triangles, the intersection problem becomes much easier and faster to compute)
Paint a shape only if it intersects with ClipRectangle.
Besides streamlining the Paint as dotNet suggest the other way to do it is pretty much what you tried, but you need to do it right:
Yes, do draw into a Bitmap but not in the Paint event, which will be called unnecessarily and then still take too much time! Instead draw only when you know that your data have changed and need to be redrawn!
You didn't tell us just what you draw but the drawing should be done like this:
void drawStuff()
{
Bitmap bmp = new Bitmap(pictureBox.ClientSize.Width, pictureBox.ClientSize.Height);
using (Graphics G = Graphics.FromImage(bmp) )
{
// do all your drawing stuff here!!
}
pictureBox.Image = bmp;
}
Call this function whenever you want the data to be drawn again!
Now you can leave the Paint event empty, as the Image if buffered by the System and you can still use the PictureBox.Zoom or Image.Save..

Is Graphics.DrawImage too slow for bigger images?

I'm currently working on a game and I wish to have a main menu with background image.
However, I find the method Graphics.DrawImage() really slow. I have made some measurement. Let's assume that MenuBackground is my resource image with resolution 800 x 1200 pixels. I will draw it onto another 800 x 1200 bitmap (I render everything to a buffer bitmap first, then I scale it and finally draw it onto screen - that's how I deal with the possibility of multiple players' resolutions. But it shouldn't affect it in any way, see the next paragraph).
So I've measured the following code:
Stopwatch SW = new Stopwatch();
SW.Start();
// First let's render background image into original-sized bitmap:
OriginalRenderGraphics.DrawImage(Properties.Resources.MenuBackground,
new Rectangle(0, 0, Globals.OriginalScreenWidth, Globals.OriginalScreenHeight));
SW.Stop();
System.Windows.Forms.MessageBox.Show(SW.ElapsedMilliseconds + " milliseconds");
The result is quiet surprising to me - the Stopwatch measures something between 40 - 50 milliseconds. And because the background image is not the only thing to be drawn, the whole menu takes about over 100 ms to display, which implicates observable lag.
I have tried to draw it to Graphics object given by Paint event, but the result was 30 - 40 milliseconds - not much changed.
So, does it mean, that Graphics.DrawImage() is unusable for drawing bigger images? If so, what should I do to improve the performance of my game?
Yes, it is too slow.
I ran into this problem several years ago while developing Paint.NET (right from the start, actually, and it was rather frustrating!). Rendering performance was abysmal, as it was always proportional to the size of the bitmap and not the size of the area that it was told to redraw. That is, framerate went down as the size of the bitmap went up, and framerate never went up as the size of the invalid/redraw area went down when implementing OnPaint() and calling Graphics.DrawImage(). A small bitmap, say 800x600, always worked fine, but larger images (e.g. 2400x1800) were very slow. (You can assume, for the preceding paragraph anyway, that nothing extra was going on, such as scaling with some expensive Bicubic filter, which would have adversely affected performance.)
It is possible to force WinForms into using GDI instead of GDI+ and avoid even the creation of a Graphics object behind the scenes, at which point you can layer another rendering toolkit on top of that (e.g. Direct2D). However, it's not simple. I do this in Paint.NET, and you can see what's required by using something like Reflector on the class called GdiPaintControl in the SystemLayer DLL, but for what you're doing I'd consider it a last resort.
However, the bitmap size you're using (800x1200) should still work OK enough in GDI+ without having to resort to advanced interop, unless you're targeting something as low as a 300MHz Pentium II. Here are some tips that might help out:
If you are using an opaque bitmap (no alpha/transparency) in the call to Graphics.DrawImage(), and especially if it's a 32-bit bitmap with an alpha channel (but you know it's opaque, or you don't care), then set Graphics.CompositingMode to CompositingMode.SourceCopy before calling DrawImage() (be sure to set it back to the original value after, otherwise regular drawing primitives will look very ugly). This skips a lot of extra blending math per-pixel.
Make sure Graphics.InterpolationMode isn't set to something like InterpolationMode.HighQualityBicubic. Using NearestNeighbor will be the fastest, although if there's any stretching it may not look very good (unless it's stretching by exactly 2x, 3x, 4x, etc.) Bilinear is usually a good compromise. You should never use anything but NearestNeighbor if the bitmap size matches the area you're drawing to, in pixels.
Always draw into the Graphics object given to you in OnPaint().
Always do your drawing in OnPaint. If you need to redraw an area, call Invalidate(). If you need the drawing to happen right now, call Update() after Invalidate(). This is a reasonable approach since WM_PAINT messages (which results in a call to OnPaint()) are "low priority" messages. Any other processing by the window manager will be done first, and thus you could end up with lots of frame skipping and hitching otherwise.
Using a System.Windows.Forms.Timer as a framerate/tick timer won't work very well. These are implemented using Win32's SetTimer and result in WM_TIMER messages which then result in the Timer.Tick event being raised, and WM_TIMER is another low priority message which is sent only when the message queue is empty. You're better off using System.Threading.Timer and then using Control.Invoke() (to make sure you're on the right thread!) and calling Control.Update().
In general, do not use Control.CreateGraphics(). (corollary to 'always draw in OnPaint()' and 'always use the Graphics given to you by OnPaint()')
I recommend not using the Paint event handler. Instead, implement OnPaint() in the class you're writing which should be derived from Control. Deriving from another class, e.g. PictureBox or UserControl, will either not add any value for you or will add additional overhead. (BTW PictureBox is often misunderstood. You will probably almost never want to use it.)
Hope that helps.
Although this is an ancient question and WinForms is an ancient Framework, I would like to share what I have just discovered by accident: drawing a Bitmap into a BufferedGraphics and rendering it afterwards to the graphics context provided by OnPaint is way faster than drawing the Bitmap directly to OnPaint's graphics context - at least on my Windows 10 machine.
That's surprising because intuitively I had assumed that it would be slightly slower to copy data twice (and so I thought that this is usually only justified when one wants to do double-buffering manually). But obviously there is something more sophisticated going on with the BufferedGraphics object.
So create a BufferedGraphics in the constructor of the Control that shall host the Bitmap (in my case I wanted to draw a fullscreen bitmap 1920x1080):
using (Graphics graphics = CreateGraphics())
{
graphicsBuffer = BufferedGraphicsManager.Current.Allocate(graphics, new Rectangle(0,0,Screen.PrimaryScreen.Bounds.Width,Screen.PrimaryScreen.Bounds.Height));
}
and use it in OnPaint (while voiding OnPaintBackground)
protected override void OnPaintBackground(PaintEventArgs e) {/* just rely on the bitmap to fill the screen */}
protected override void OnPaint(PaintEventArgs e)
{
Graphics g = graphicsBuffer.Graphics;
g.DrawImage(someBitmap,0,0,bitmap.Width, bitmap.Height);
graphicsBuffer.Render(e.Graphics);
}
instead of naively defining
protected override void OnPaintBackground(PaintEventArgs e) {/* just rely on the bitmap to fill the screen */}
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.DrawImage(someBitmap,0,0,bitmap.Width, bitmap.Height);
}
See the following screenshots for a comparison of the resulting MouseMove event frequency (I am implementing a very simple bitmap sketching control). At the top is the version where the Bitmap is drawn directly, at the bottom BufferedGraphics is used. I moved the mouse at about the same speed in both cases.
GDI+ is probably not the best choice for games. DirectX/XNA or OpenGL should be preferred as they utilize whatever graphics acceleration is possible and are very fast.
GDI+ is not a speed demon by any means. Any serious image manipulation usually has to go into the native side of things (pInvoke calls and/or manipulation via a pointer obtained by calling LockBits.)
Have you looked into XNA/DirectX/OpenGL?. These are frameworks designed for game development and will be orders of magnitude more efficient and flexible than using a UI framework like WinForms or WPF. The libraries all offer C# bindings.
You could pInvoke into native code, using functions like BitBlt, but there is overhead associated with crossing the managed code boundary as well.

Best practice for OnPaint, Invalidate, Clipping and Regions

I have a User Control with completely custom drawn graphics of many objects which draw themselves (called from OnPaint), with the background being a large bitmap. I have zoom and pan functionality built in, and all the coordinates for the objects which are drawn on the canvas are in bitmap coordinates.
Therefore if my user control is 1000 pixels wide, the bitmap is 1500 pixels wide, and I am zoomed at 200% zoom, then at any given time I would only be looking at 1/3 of the bitmap's width. And an object which has a rectangle starting at point 100,100 on the bitmap, would appear at point 200,200 on the screen provided you were scrolled to the far left.
Basically what I need to do is create an efficient way of redrawing only what needs to be redrawn. For example, if I move an object, I can add the old clip rectangle of that object to a region, and union the new clip rectangle of that object to that same region, then call Invalidate(region) to redraw those two areas.
However doing it this way means I have to constantly convert the objects bitmap coordinates into screen coordinates before supplying them to Invalidate. I have to always assume that the ClipRectangle in PaintEventArgs is in screen coordinates for when other windows invalidate mine.
Is there a way that I can make use of the Region.Transform and Region.Translate capabilities so that I do not need to convert from bitmap to screen coordinates? In a way that it won't interfere with receiving PaintEventArgs in screen coordinates? Should I be using multiple regions or is there a better way to do all this?
Sample code for what I'm doing now:
invalidateRegion.Union(BitmapToScreenRect(SelectedItem.ClipRectangle));
SelectedItem.UpdateEndPoint(endPoint);
invalidateRegion.Union(BitmapToScreenRect(SelectedItem.ClipRectangle));
this.Invalidate(invalidateRegion);
And in the OnPaint()...
protected override void OnPaint(PaintEventArgs e)
{
invalidateRegion.Union(e.ClipRectangle);
e.Graphics.SetClip(invalidateRegion, CombineMode.Union);
e.Graphics.Clear(SystemColors.AppWorkspace);
e.Graphics.TranslateTransform(AutoScrollPosition.X + CanvasBounds.X, AutoScrollPosition.Y + CanvasBounds.Y);
DrawCanvas(e.Graphics, _ratio);
e.Graphics.ResetTransform();
e.Graphics.ResetClip();
invalidateRegion.MakeEmpty();
}
Since a lot of people are viewing this question I will go ahead and answer it to the best of my current knowledge.
The Graphics class supplied with PaintEventArgs is always hard-clipped by the invalidation request. This is usually done by the operating system, but it can be done by your code.
You can't reset this clip or escape from these clip bounds, but you shouldn't need to. When painting, you generally shouldn't care about how it's being clipped unless you desperately need to maximize performance.
The graphics class uses a stack of containers to apply clipping and transformations. You can extend this stack yourself by using Graphics.BeginContainer and Graphics.EndContainer. Each time you begin a container, any changes you make to the Transform or the Clip are temporary and they are applied after any previous Transform or Clip which was configured before the BeginContainer. So essentially, when you get an OnPaint event it has already been clipped and you are in a new container so you can't see the clip (your Clip region or ClipRect will show as being infinite) and you can't break out of those clip bounds.
When the state of your visual objects change (for example, on mouse or keyboard events or reacting to data changes), it's normally fine to simply call Invalidate() which will repaint the entire control. Windows will call OnPaint during moments of low CPU usage. Each call to Invalidate() usually will not always correspond to an OnPaint event. Invalidate could be called multiple times before the next paint. So if 10 properties in your data model change all at once, you can safely call Invalidate 10 times on each property change and you'll likely only trigger a single OnPaint event.
I've noticed you should be careful with using Update() and Refresh(). These force a synchronous OnPaint immediately. They're useful for drawing during a single threaded operation (updating a progress bar perhaps), but using them at the wrong times could lead to excessive and unnecessary painting.
If you want to use clip rectangles to improve performance while repainting a scene, you need not keep track of an aggregated clip area yourself. Windows will do this for you. Just invalidate a rectangle or a region that requires invalidation and paint as normal. For example, if an object that you are painting is moved, each time you want to invalidate it's old bounds and it's new bounds, so that you repaint the background where it originally was in addition to painting it in its new location. You must also take into account pen stroke sizes, etc.
And as Hans Passant mentioned, always use 32bppPArgb as the bitmap format for high resolution images. Here's a code snippet on how to load an image as "high performance":
public static Bitmap GetHighPerformanceBitmap(Image original)
{
Bitmap bitmap;
bitmap = new Bitmap(original.Width, original.Height, PixelFormat.Format32bppPArgb);
bitmap.SetResolution(original.HorizontalResolution, original.VerticalResolution);
using (Graphics g = Graphics.FromImage(bitmap))
{
g.DrawImage(original, new Rectangle(new Point(0, 0), bitmap.Size), new Rectangle(new Point(0, 0), bitmap.Size), GraphicsUnit.Pixel);
}
return bitmap;
}

TextRenderer with Graphics transform

I've been working on a custom control and I've run into an issue with TextRenderer acting a bit surprisingly. In my OnPaint event I apply transform to the Graphics object to compensate for the scroll position like this:
e.Graphics.Transform = new System.Drawing.Drawing2D.Matrix(1, 0, 0, 1, this.AutoScrollPosition.X, this.AutoScrollPosition.Y);
Then I pass the graphic object to all sub elements of the control so that they paint themselves onto it. One of this elements should draw text string onto the graphics surface. And this is where I've got an issue. This line seems to work correctly when scrolling:
e.Graphics.DrawString(this.Text, this.Font, brush, new PointF(this.Rectangle.X, this.Rectangle.Y));
But when I use TextRenderer I get a completely different result. Heres the text line that supposed to draw the text:
TextRenderer.DrawText(e.Graphics, this.Text, this.Font, this.Rectangle, this.TextColor, TextFormatFlags.PreserveGraphicsClipping | TextFormatFlags.PreserveGraphicsTranslateTransform);
I thought that these two lines should produce the same result. But for some reason the second one applies the graphics transform differently and as a result, when I scroll the control all the text lines move around with different speed than the rest of the elements on the drawing surface. Could someone explain me why this is happening?
Here's my best guess at this: TextRenderer.DrawText is GDI-based and therefore resolution-dependant. Graphics.DrawString is GDI+ and therefore resolution-independant. See also this article.
Since you say that the texts "move around with different speed", probably what happens is that the GDI call uses a different "default" resolution than the one your Graphics object has. That'd mean that you'd have to adjust your AutoScrollCoordinates to respect the difference between your Graphics object resolution and the "default" GDI resolution.

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