Fast WPF Image Control - wpf

I'm looking for an Image control for WPF which can rapidly change images. The built in WPF one is quite slow for the image sizes im using (scaled). I only need about ~3 FPS. I have considered dropping to WinForms and even D3D but I'm not sure thats the best way.
Can anyone suggest something?

WPF's Image control uses the native "Windows Imaging" and Direct3D subsystems of Windows to do all its dirty work, so if used with the right paremeters it will be pretty much as fast as anything you will find.
I suspect the problem is that your settings are causing Windows Imaging load the image at full resolution, then having Direct3D scale it. The solution to this is to do the scaling as you load the image by setting DecodePixelHeight and DecodePixelWidth on the BitmapImage you are using as an ImageSource.
Another technique that many graphics apps use to speed things up is to preload the images in the background. For example, the Windows picture viewer automatically starts loading the next image as soon as the current image is shown.
If you are preloading images, consider doing it in a separate thread. Also make sure you use BitmapCacheOption.OnLoad when you create the BitmapImage or the preloading won't actually occur (the default is OnDemand).

Related

Exporting an image struct from native code to managed

I have a native codebase that creates an image every 50 ms. I want to use WPF to render this image into a WPF GUI view.
The image is an hbitmap constructed from a data structure of type boost::numeric::ublas::matrix. i.e. I start with a matrix of float values, then I create a HBITMAP, and then draw this HBITMAP using the device context of MFC. But now, I want to replace my MFC GUI with a WPF GUI, because it looks nicer. I plan to use C++/CLI to achieve the interop.
My question is as follows : How should I setup the transfer of my image across the interop boundary?
Should I transfer it over while it is still a structure of floats, or shall I transfer after I created the bitmap? I have heard marshaling is a big drain on efficiency, and so must be handled very carefully. Is there a type that is common to managed and native world, that can be used for this?
I am a complete newbie to interoping, any other related resources you share will be greatly appreciated.
Or, is there a way to completely avoid the transfer? - by drawing from native code into a WPF GUI view
My application is very performance sensitive, any alternative you suggest that achieves good performance will be greatly appreciated.
I've been through the same options and found that - at least for .NET 4.5 - the InteropBitmap is the best way to go, as long as your image stays the same size (e.g. for something like video streaming).
In brief, you create a memory mapped file (either in using C++/CLI or C# with p/invoke), and use that as the source of pixel data. The InteropBitmap is created over that same memory mapped file, and you can use it as an ImageSource in WPF.
In my application, a background thread updates the MMF and invalidates the InteropBitmap and the WPF front end just binds to the image source as normal.

Is there a lightweight way to include GDI rendered content when printing with WPF?

One of the projects I work on has some pre-existing reports that are printed via MFC's printing support and rendered more or less directly to a printer DC via GDI. We've started doing some new (unrelated) reports via WPF/XAML since we're transitioning new UI to WPF anyway and it's so much better to work with for layout.
The other shoe has finally dropped, and I've got the need to add some new functionality to an existing printed report, and the new functionality practically begs to be implemented with WPF. Our existing WPF reports are implemented via XAML pages sent to an XpsDocument (in-memory, not on disk) via XpsDocumentWriter. I would like to be able to continue to use this strategy, and take the approach of writing WPF/XAML reports that happen to have some pages rendered via GDI.
My first naive attempt was to embed an HwndHost in the UIElement that gets rendered in the XpsDocumentWriter, but that doesn't seem to work. No surprise but it was worth a try.
The next obvious solution, IMO, would be to render the GDI graphics to an appropriate sized and scaled bitmap, and render that bitmap to a page in the XpsDocument. That would work, but page-sized bitmaps (especially in-memory ones) seem like a recipe for high memory usage and poor performance on slower computers.
Ideally I'd like to render the GDI content to a metafile or some other vector format that could then be translated to XPS. But this has to be an automatic process that works every time since it's just a document printing feature. OTOH it's an application for in-house users so we can put up with some performance degredation
WPF development is not my main task, so I'd describe myself as a novice without much detailed knowledge of the underlying details. I just wanted to make sure I'm not missing something obvious before I revert to using a bitmap as the transfer medium, although I haven't turned up any other decent options in my search so far.
Anything I should be looking into?
One way of doing this would be to create a WriteableBitmap in WPF and blit the GDI drawn image directly to it so it can be rendered in your XPS document. An initial step could be to do a straight blit from your GDI DC (get a pointer to GDI DC, pointer to WriteableBitmap and use Platform Invoke to call memcpy). Later work could involve converting the MFC GDI drawing to vanilla WPF (using a library such as WriteableBitmapEx which has gdi like drawing methods).
Although the first approach above would involve two bitmaps, its the best way I can currently think of without a huge re-write. The second method may or may not be possible out of the box, since WriteableBitmaps's drawing support is not as extended as GDI. A final method I just thought of would be to use GDI via Platform Invoke and draw directly on the WriteableBitmap surface. This would allow a port without a massive re-write and would give you the performance you need, while keeping the code familiar.

WPF high dpi issues

I created a simple web browser WPF test application with pictures and text within a canvas, with windows set at 96dpi.
Then I switched to 120 dpi and :-((( Display is messy, image size changed and part of the canvas is out of view...
When I used Winforms, I set the AutoScaleMode property to None and the windows keeps its size, the controls as well, the controls which have inherited font are properly displayed, not blurry and not too big...
What can I do to mimic this (good) behavior in W¨F?
I'm not clear on what you mean by "web browser WPF ... application". WPF doesn't run in a Web browser, unless you're talking about an XBAP. Or are you doing Silverlight? Or is it just a WPF navigation application and not browser-based at all? You'll need to clarify.
WPF automatically scales your content when you run in high-DPI modes. This is intended behavior: if the user explicitly says they want everything to be bigger on the screen, then WPF will respect the user's wishes. The old WinForms hacks of "pretend high-DPI doesn't exist, just show everything at the normal small size and hope it doesn't piss the user off too much" aren't available in WPF; you could probably emulate them if you worked at it, but you're steered very strongly toward doing the Right Thing.
WPF scales everything, so your statement that "part of the canvas is out of view" doesn't make sense. It should be scaling the canvas, its parent window, and its child elements all by the same amount, so if everything fits at 96dpi, it should also fit at 120dpi and 144dpi. If not, then you're doing something strange and you'll have to provide a code sample that reproduces the problem.
You seem to be claiming that fonts are blurry when you run in a high-DPI mode, which sounds very strange. Fonts are rendered as vectors, so they should scale cleanly, and render crisply even in high-DPI modes. I've never seen the blurry fonts you describe, so again, you'll have to provide a repro case.
The only thing that I would expect to be blurry are images. If you're using raster (bitmap) images (BMP / GIF / JPG / PNG) in your UI -- for example, for the icons on a toolbar -- then yes, those will look pretty bad when they're scaled. It pretty much always looks bad when you take a small bitmap and make it larger. You might try working around this by using larger images and sizing them down for display -- for example, if you want your toolbar images to be 16x16 (when in standard 96-dpi mode), then you could try putting a 32x32 bitmap in your project, setting the Image element's Width="16" and Height="16" in your XAML, and seeing if that looks any better. It would actually be 20x20 physical pixels in 120dpi mode, and 24x24 in 144dpi mode, both of which would still be scaled down from the 32x32 resource and would therefore have a better shot of looking good than a 16x16 source image that's had to be scaled up. (I haven't tried this technique in a WPF toolbar, though, so I don't know how well it would really work in practice with typical toolbar images.)
The very best way to get around the problems with scaling images would be to use vector images instead of raster. Unfortunately, it's hard to find libraries of vector images. They're few, far between, typically less comprehensive than what you can find for bitmap images, and often expensive.
Presumably you use fixed length units (px). Try re-layouting your project keeping the WPF layout rules in mind. This page has some best practices for that.
I just found a bug using MaxHeight under WPF in .NET 4, set in a Style that gets inherited by another Style and that is used as a StaticResource, which didn't get influenced by the DPI set by the user. I set it from MaxHeight to Height, then it got influenced by the DPI. I suspect a bug in the .NET 4 (and possibly other frameworks) here.

Is there a way to animate the edges of an image in WPF?

We have a few icons in our WPF application. We want to do an animation, pretty much like a small beacon of light going around the edges of the animation, just endlessly going around it, and following the silhouette of the icons. We found a way to do it by manually creating a path around the icons and have the beacon follow that path (which matches the silhouette), but it's too much manual work because we have a lot of different shaped icons. We're wondering if there's a way for WPF to do this automatically, so we just have to program it once, and then using on the rest of the icons.
Any suggestion very welcome.
Thanks.
Edit
Something like this.
Gee. Isn't that overkill to use wpf animation capabilities for that? Can't you just create a bunch of small animations in Photoshop or using something else and just put them in?
Like animated .GIFs. the only problem would be that: if I'm remembering it right, WPF have problems with animating .GIFs as embedded resources. So you have to load them from the disk. Or you can have them as embedded resources, but you have to extract them temporarily to the disk and then load them into your app's window.
If you are using .NET 3.5 SP1 or greater and you are requiring a code solution instead of the animated GIFs, my suggestion would be a Pixel Shader. You would need to write your own Pixel Shader that does the following:
Detect the edges. http://www.codeproject.com/KB/openGL/EdgeDetection.aspx
Takes an input parameter that can be animated with a storyboard that indicates the position of the beacon. http://www.codeproject.com/KB/dialog/WpfParentWindowShader.aspx
Highlights the edge that is indicated by the beacon position parameter and returns the original color for all other points in the image.
If you haven't worked with Pixel Shaders I would recommend downloading the Shazzam Tool, http://shazzam-tool.com/. It includes an interactive development environment to create and test your shader on simple images and also includes a decent number of Pixel Shaders with source code to help you learn about them.

WPF-DirectX Interop Problem (D3DImage)

I'm writing a Video application utilizing D3DImage. Frames are from memory and rendered as textures in native code with DirectX9, finally exposed by D3DImage to the WPF GUI. I have some Overlays on top, created with WPF's painting framework (Text, shapes etc.). Up to this point, it works like a charm.
Now, I would like encode the composited image from my underlying native C++ code. Video is 640x480 BGR, 25 FPS and has to be rendered and encoded in parallel, also on older Hardware with Windows versions down to XP/SP3.
Problem is, I cannot find any documentation describing the composition process between WPF and D3DImage. They 'blend' in some sense, but what is the meaning of this? And is it possible to get a handle to the WPF's part of the drawing or even the composited image in my native C++ code?
p.s: I'm also open to managed solutions, but didn't found much performant up to now.
There is global static method called "CompositionTarget.Rendering". Add an event to that and every time WPF renders that method will be called before WPF presents(the FPS can vary though). So just updated your renderTarget accordingly.
There might be a better way, but i'm not aware of it.
NOTE:: Also for D3DImage on WindowsXP you use a D3D9 device with a lockable renderTarget while on Vista/7 you use a D3D9Ex device with a non-lockable renderTarget. Just a note.

Resources