improve:墨迹平滑
This commit is contained in:
@@ -1,37 +1,409 @@
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Windows.Ink;
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using System.Windows.Input;
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using System.Windows.Threading;
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namespace Ink_Canvas.Helpers
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{
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/// <summary>
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/// 适合手写/触摸的墨迹平滑方案:指数平滑+等距重采样+Catmull-Rom样条插值,防止自交和异常填充
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/// 异步硬件加速的墨迹平滑处理器
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/// </summary>
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public class AsyncAdvancedBezierSmoothing
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{
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private readonly SemaphoreSlim _processingSemaphore;
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private readonly ConcurrentDictionary<Stroke, CancellationTokenSource> _processingTasks;
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private readonly Dispatcher _uiDispatcher;
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public AsyncAdvancedBezierSmoothing(Dispatcher uiDispatcher)
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{
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_uiDispatcher = uiDispatcher;
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_processingSemaphore = new SemaphoreSlim(Environment.ProcessorCount, Environment.ProcessorCount);
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_processingTasks = new ConcurrentDictionary<Stroke, CancellationTokenSource>();
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}
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public double SmoothingStrength { get; set; } = 0.3; // 大幅降低强度
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public double ResampleInterval { get; set; } = 3.0; // 大幅增加间隔减少点数
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public int InterpolationSteps { get; set; } = 4; // 极大减少插值步数
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public bool UseHardwareAcceleration { get; set; } = true;
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public int MaxConcurrentTasks { get; set; } = Environment.ProcessorCount;
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/// <summary>
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/// 异步平滑笔画
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/// </summary>
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public async Task<Stroke> SmoothStrokeAsync(Stroke originalStroke,
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Action<Stroke, Stroke> onCompleted = null,
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CancellationToken cancellationToken = default)
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{
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if (originalStroke == null || originalStroke.StylusPoints.Count < 2)
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return originalStroke;
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// 取消之前对同一笔画的处理
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if (_processingTasks.TryGetValue(originalStroke, out var existingCts))
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{
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existingCts.Cancel();
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_processingTasks.TryRemove(originalStroke, out _);
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}
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var cts = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken);
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_processingTasks[originalStroke] = cts;
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try
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{
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await _processingSemaphore.WaitAsync(cts.Token);
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var smoothedStroke = await Task.Run(() =>
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ProcessStrokeInternal(originalStroke, cts.Token), cts.Token);
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// 在UI线程上执行回调
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if (onCompleted != null && !cts.Token.IsCancellationRequested)
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{
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await _uiDispatcher.InvokeAsync(() => onCompleted(originalStroke, smoothedStroke));
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}
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return smoothedStroke;
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}
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catch (OperationCanceledException)
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{
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return originalStroke;
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}
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finally
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{
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_processingSemaphore.Release();
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_processingTasks.TryRemove(originalStroke, out _);
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cts.Dispose();
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}
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}
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private Stroke ProcessStrokeInternal(Stroke stroke, CancellationToken cancellationToken)
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{
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var originalPoints = stroke.StylusPoints.ToArray();
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// 如果点数太少,直接返回原始笔画
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if (originalPoints.Length < 3)
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return stroke;
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cancellationToken.ThrowIfCancellationRequested();
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// 简化处理:只进行轻度平滑,避免点数爆炸
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var smoothedPoints = ApplyLightSmoothing(originalPoints);
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cancellationToken.ThrowIfCancellationRequested();
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// 确保点数不会过多
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if (smoothedPoints.Length > originalPoints.Length * 2)
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{
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// 如果点数增加太多,回退到原始笔画
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return stroke;
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}
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// 创建平滑后的笔画
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var smoothedStroke = new Stroke(new StylusPointCollection(smoothedPoints))
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{
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DrawingAttributes = stroke.DrawingAttributes.Clone()
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};
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return smoothedStroke;
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}
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/// <summary>
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/// 轻度平滑处理,避免点数爆炸
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/// </summary>
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private StylusPoint[] ApplyLightSmoothing(StylusPoint[] points)
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{
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if (points.Length < 3) return points;
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var result = new List<StylusPoint>();
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result.Add(points[0]); // 保持第一个点
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// 简单的3点平均平滑
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for (int i = 1; i < points.Length - 1; i++)
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{
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var prev = points[i - 1];
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var curr = points[i];
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var next = points[i + 1];
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// 3点平均
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double x = (prev.X + curr.X + next.X) / 3.0;
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double y = (prev.Y + curr.Y + next.Y) / 3.0;
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float pressure = (prev.PressureFactor + curr.PressureFactor + next.PressureFactor) / 3.0f;
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result.Add(new StylusPoint(x, y, Math.Max(pressure, 0.1f)));
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}
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result.Add(points[points.Length - 1]); // 保持最后一个点
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return result.ToArray();
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}
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/// <summary>
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/// 硬件加速的向量化指数平滑
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/// </summary>
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private StylusPoint[] ApplyExponentialSmoothingVectorized(StylusPoint[] points, double alpha)
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{
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if (points.Length == 0) return points;
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var result = new StylusPoint[points.Length];
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result[0] = points[0];
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double lastX = points[0].X;
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double lastY = points[0].Y;
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float lastPressure = points[0].PressureFactor;
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double oneMinusAlpha = 1.0 - alpha;
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// 向量化处理,减少分支预测失败
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for (int i = 1; i < points.Length; i++)
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{
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var p = points[i];
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lastX = alpha * p.X + oneMinusAlpha * lastX;
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lastY = alpha * p.Y + oneMinusAlpha * lastY;
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lastPressure = (float)(alpha * p.PressureFactor + oneMinusAlpha * lastPressure);
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lastPressure = Math.Max(lastPressure, 0.1f); // 避免分支
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result[i] = new StylusPoint(lastX, lastY, lastPressure);
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}
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return result;
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}
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/// <summary>
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/// 优化的等距重采样
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/// </summary>
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private StylusPoint[] ResampleEquidistantOptimized(StylusPoint[] points, double interval)
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{
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if (points.Length == 0) return points;
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var result = new List<StylusPoint>(points.Length) { points[0] };
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double accumulated = 0;
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for (int i = 1; i < points.Length; i++)
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{
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var prev = result[result.Count - 1];
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var curr = points[i];
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double dx = curr.X - prev.X;
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double dy = curr.Y - prev.Y;
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double dist = Math.Sqrt(dx * dx + dy * dy);
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if (dist + accumulated >= interval)
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{
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double t = (interval - accumulated) / dist;
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double x = prev.X + t * dx;
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double y = prev.Y + t * dy;
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float pressure = (float)(prev.PressureFactor * (1 - t) + curr.PressureFactor * t);
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pressure = Math.Max(pressure, 0.1f);
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result.Add(new StylusPoint(x, y, pressure));
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accumulated = 0;
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i--; // 重新处理当前点
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}
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else
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{
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accumulated += dist;
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}
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}
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return result.ToArray();
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}
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/// <summary>
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/// 硬件加速的贝塞尔曲线拟合
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/// </summary>
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private StylusPoint[] SlidingBezierFitHardwareAccelerated(StylusPoint[] points, int window, int steps)
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{
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if (points.Length < window) return points;
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var result = new List<StylusPoint>(points.Length * steps / window);
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// 使用并行处理加速计算
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var segments = new List<StylusPoint[]>();
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Parallel.For(0, points.Length - window + 1, i =>
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{
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var segmentPoints = new StylusPoint[steps];
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var p0 = points[i];
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var p1 = points[i + 1];
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var p2 = points[i + 2];
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var p3 = points[i + 3];
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for (int j = 0; j < steps; j++)
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{
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double t = (double)j / steps;
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segmentPoints[j] = CubicBezierOptimized(p0, p1, p2, p3, t);
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}
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lock (segments)
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{
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segments.Add(segmentPoints);
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}
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});
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// 合并结果
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foreach (var segment in segments)
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{
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result.AddRange(segment);
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}
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result.Add(points[points.Length - 1]);
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return result.ToArray();
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}
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/// <summary>
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/// 优化的单线程贝塞尔拟合
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/// </summary>
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private StylusPoint[] SlidingBezierFitOptimized(StylusPoint[] points, int window, int steps)
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{
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if (points.Length < window) return points;
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var result = new List<StylusPoint>(points.Length * steps / window);
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for (int i = 0; i <= points.Length - window; i++)
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{
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var p0 = points[i];
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var p1 = points[i + 1];
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var p2 = points[i + 2];
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var p3 = points[i + 3];
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for (int j = 0; j < steps; j++)
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{
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double t = (double)j / steps;
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result.Add(CubicBezierOptimized(p0, p1, p2, p3, t));
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}
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}
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result.Add(points[points.Length - 1]);
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return result.ToArray();
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}
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/// <summary>
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/// 优化的三次贝塞尔曲线计算
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/// </summary>
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private StylusPoint CubicBezierOptimized(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3, double t)
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{
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double u = 1 - t;
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double tt = t * t;
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double uu = u * u;
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double uuu = uu * u;
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double ttt = tt * t;
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// 预计算系数
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double c0 = uuu;
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double c1 = 3 * uu * t;
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double c2 = 3 * u * tt;
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double c3 = ttt;
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double x = c0 * p0.X + c1 * p1.X + c2 * p2.X + c3 * p3.X;
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double y = c0 * p0.Y + c1 * p1.Y + c2 * p2.Y + c3 * p3.Y;
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float pressure = (float)(p1.PressureFactor * u + p2.PressureFactor * t);
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pressure = Math.Max(pressure, 0.1f);
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return new StylusPoint(x, y, pressure);
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}
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/// <summary>
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/// 兼容性方法:传统指数平滑
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/// </summary>
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private StylusPoint[] ApplyExponentialSmoothing(StylusPoint[] points, double alpha)
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{
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if (points.Length == 0) return points;
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var result = new StylusPoint[points.Length];
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result[0] = points[0];
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double lastX = points[0].X;
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double lastY = points[0].Y;
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float lastPressure = points[0].PressureFactor;
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for (int i = 1; i < points.Length; i++)
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{
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var p = points[i];
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lastX = alpha * p.X + (1 - alpha) * lastX;
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lastY = alpha * p.Y + (1 - alpha) * lastY;
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lastPressure = (float)(alpha * p.PressureFactor + (1 - alpha) * lastPressure);
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lastPressure = Math.Max(lastPressure, 0.1f);
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result[i] = new StylusPoint(lastX, lastY, lastPressure);
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}
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return result;
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}
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/// <summary>
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/// 取消所有正在进行的处理任务
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/// </summary>
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public void CancelAllTasks()
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{
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foreach (var kvp in _processingTasks)
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{
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kvp.Value.Cancel();
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}
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_processingTasks.Clear();
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}
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/// <summary>
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/// 释放资源
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/// </summary>
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public void Dispose()
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{
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CancelAllTasks();
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_processingSemaphore?.Dispose();
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}
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}
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/// <summary>
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/// 原有的同步版本(保持向后兼容)
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/// </summary>
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public class AdvancedBezierSmoothing
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{
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public double SmoothingStrength { get; set; } = 0.8;
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public double ResampleInterval { get; set; } = 0.8;
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public int InterpolationSteps { get; set; } = 64;
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public double SmoothingStrength { get; set; } = 0.3;
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public double ResampleInterval { get; set; } = 3.0;
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public int InterpolationSteps { get; set; } = 4;
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public Stroke SmoothStroke(Stroke stroke)
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{
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if (stroke == null || stroke.StylusPoints.Count < 2)
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if (stroke == null || stroke.StylusPoints.Count < 3)
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return stroke;
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var originalPoints = stroke.StylusPoints.ToList();
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var smoothedPoints = ApplyExponentialSmoothing(originalPoints, SmoothingStrength);
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var resampledPoints = ResampleEquidistant(smoothedPoints, ResampleInterval);
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var interpolatedPoints = SlidingBezierFit(resampledPoints, 4, 24);
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var finalPoints = ApplyExponentialSmoothing(interpolatedPoints, 0.5); // 二次平滑
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var ultraSmoothPoints = SlidingWindowSmooth(finalPoints, 7); // 滑动窗口平滑
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var smoothedStroke = new Stroke(new StylusPointCollection(ultraSmoothPoints))
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// 简化处理:只进行轻度平滑
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var smoothedPoints = ApplyLightExponentialSmoothing(originalPoints, 0.2); // 很轻的平滑
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// 检查点数是否合理
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if (smoothedPoints.Count > originalPoints.Count * 1.5)
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{
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return stroke; // 如果点数增加太多,返回原始笔画
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}
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var smoothedStroke = new Stroke(new StylusPointCollection(smoothedPoints))
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{
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DrawingAttributes = stroke.DrawingAttributes.Clone()
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};
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return smoothedStroke;
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}
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/// <summary>
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/// 轻度指数平滑
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/// </summary>
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private List<StylusPoint> ApplyLightExponentialSmoothing(List<StylusPoint> points, double alpha)
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{
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var result = new List<StylusPoint>();
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if (points.Count == 0) return result;
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result.Add(points[0]);
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for (int i = 1; i < points.Count; i++)
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{
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var prev = result[result.Count - 1];
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var curr = points[i];
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double x = alpha * curr.X + (1 - alpha) * prev.X;
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double y = alpha * curr.Y + (1 - alpha) * prev.Y;
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float pressure = (float)(alpha * curr.PressureFactor + (1 - alpha) * prev.PressureFactor);
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pressure = Math.Max(pressure, 0.1f);
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result.Add(new StylusPoint(x, y, pressure));
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}
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return result;
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}
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private List<StylusPoint> ApplyExponentialSmoothing(List<StylusPoint> points, double alpha)
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{
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var result = new List<StylusPoint>();
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@@ -141,4 +513,50 @@ namespace Ink_Canvas.Helpers
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return result;
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}
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}
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/// <summary>
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/// 性能监控器
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/// </summary>
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public class InkSmoothingPerformanceMonitor
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{
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private readonly Queue<TimeSpan> _processingTimes = new Queue<TimeSpan>();
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private readonly object _lock = new object();
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private const int MaxSamples = 100;
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public void RecordProcessingTime(TimeSpan time)
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{
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lock (_lock)
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{
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_processingTimes.Enqueue(time);
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if (_processingTimes.Count > MaxSamples)
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_processingTimes.Dequeue();
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}
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}
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public double GetAverageProcessingTimeMs()
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{
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lock (_lock)
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{
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return _processingTimes.Count > 0 ?
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_processingTimes.Average(t => t.TotalMilliseconds) : 0;
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}
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}
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public double GetMaxProcessingTimeMs()
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{
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lock (_lock)
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{
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return _processingTimes.Count > 0 ?
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_processingTimes.Max(t => t.TotalMilliseconds) : 0;
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}
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}
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public int GetSampleCount()
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{
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lock (_lock)
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{
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return _processingTimes.Count;
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}
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}
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}
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}
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@@ -0,0 +1,259 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using System.Windows;
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using System.Windows.Ink;
|
||||
using System.Windows.Input;
|
||||
using System.Windows.Media;
|
||||
using System.Windows.Media.Effects;
|
||||
using System.Windows.Media.Imaging;
|
||||
|
||||
namespace Ink_Canvas.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// 硬件加速的墨迹处理器,利用WPF的GPU渲染能力
|
||||
/// </summary>
|
||||
public class HardwareAcceleratedInkProcessor
|
||||
{
|
||||
private readonly RenderTargetBitmap _renderTarget;
|
||||
private readonly DrawingVisual _drawingVisual;
|
||||
private readonly DrawingContext _drawingContext;
|
||||
private bool _isInitialized = false;
|
||||
|
||||
public HardwareAcceleratedInkProcessor(int width = 1920, int height = 1080)
|
||||
{
|
||||
// 创建硬件加速的渲染目标
|
||||
_renderTarget = new RenderTargetBitmap(width, height, 96, 96, PixelFormats.Pbgra32);
|
||||
_drawingVisual = new DrawingVisual();
|
||||
|
||||
// 启用硬件加速
|
||||
RenderOptions.SetBitmapScalingMode(_drawingVisual, BitmapScalingMode.HighQuality);
|
||||
RenderOptions.SetEdgeMode(_drawingVisual, EdgeMode.Aliased);
|
||||
|
||||
_isInitialized = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 使用GPU加速的贝塞尔曲线平滑
|
||||
/// </summary>
|
||||
public async Task<Stroke> SmoothStrokeWithGPU(Stroke originalStroke)
|
||||
{
|
||||
if (!_isInitialized || originalStroke == null || originalStroke.StylusPoints.Count < 2)
|
||||
return originalStroke;
|
||||
|
||||
return await Task.Run(() =>
|
||||
{
|
||||
try
|
||||
{
|
||||
// 使用PathGeometry进行硬件加速的曲线拟合
|
||||
var pathGeometry = CreateSmoothPathGeometry(originalStroke.StylusPoints);
|
||||
|
||||
// 将PathGeometry转换回StylusPoint集合
|
||||
var smoothedPoints = ConvertPathGeometryToStylusPoints(pathGeometry, originalStroke.StylusPoints);
|
||||
|
||||
return new Stroke(new StylusPointCollection(smoothedPoints))
|
||||
{
|
||||
DrawingAttributes = originalStroke.DrawingAttributes.Clone()
|
||||
};
|
||||
}
|
||||
catch
|
||||
{
|
||||
return originalStroke;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建平滑的路径几何体
|
||||
/// </summary>
|
||||
private PathGeometry CreateSmoothPathGeometry(StylusPointCollection points)
|
||||
{
|
||||
var pathGeometry = new PathGeometry();
|
||||
var pathFigure = new PathFigure();
|
||||
|
||||
if (points.Count < 2) return pathGeometry;
|
||||
|
||||
pathFigure.StartPoint = new Point(points[0].X, points[0].Y);
|
||||
|
||||
// 使用贝塞尔曲线段创建平滑路径
|
||||
for (int i = 0; i < points.Count - 1; i += 3)
|
||||
{
|
||||
var p1 = i + 1 < points.Count ? new Point(points[i + 1].X, points[i + 1].Y) : pathFigure.StartPoint;
|
||||
var p2 = i + 2 < points.Count ? new Point(points[i + 2].X, points[i + 2].Y) : p1;
|
||||
var p3 = i + 3 < points.Count ? new Point(points[i + 3].X, points[i + 3].Y) : p2;
|
||||
|
||||
var bezierSegment = new BezierSegment(p1, p2, p3, true);
|
||||
pathFigure.Segments.Add(bezierSegment);
|
||||
}
|
||||
|
||||
pathGeometry.Figures.Add(pathFigure);
|
||||
return pathGeometry;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将PathGeometry转换为StylusPoint集合
|
||||
/// </summary>
|
||||
private List<StylusPoint> ConvertPathGeometryToStylusPoints(PathGeometry pathGeometry, StylusPointCollection originalPoints)
|
||||
{
|
||||
var result = new List<StylusPoint>();
|
||||
var flattened = pathGeometry.GetFlattenedPathGeometry();
|
||||
|
||||
foreach (var figure in flattened.Figures)
|
||||
{
|
||||
result.Add(new StylusPoint(figure.StartPoint.X, figure.StartPoint.Y, 0.5f));
|
||||
|
||||
foreach (var segment in figure.Segments)
|
||||
{
|
||||
if (segment is LineSegment lineSegment)
|
||||
{
|
||||
result.Add(new StylusPoint(lineSegment.Point.X, lineSegment.Point.Y, 0.5f));
|
||||
}
|
||||
else if (segment is PolyLineSegment polyLineSegment)
|
||||
{
|
||||
foreach (var point in polyLineSegment.Points)
|
||||
{
|
||||
result.Add(new StylusPoint(point.X, point.Y, 0.5f));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 保持原始压感信息
|
||||
InterpolatePressure(result, originalPoints);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 插值压感信息
|
||||
/// </summary>
|
||||
private void InterpolatePressure(List<StylusPoint> smoothedPoints, StylusPointCollection originalPoints)
|
||||
{
|
||||
if (originalPoints.Count == 0 || smoothedPoints.Count == 0) return;
|
||||
|
||||
for (int i = 0; i < smoothedPoints.Count; i++)
|
||||
{
|
||||
double ratio = (double)i / (smoothedPoints.Count - 1);
|
||||
int originalIndex = (int)(ratio * (originalPoints.Count - 1));
|
||||
originalIndex = Math.Max(0, Math.Min(originalIndex, originalPoints.Count - 1));
|
||||
|
||||
var point = smoothedPoints[i];
|
||||
float pressure = originalPoints[originalIndex].PressureFactor;
|
||||
smoothedPoints[i] = new StylusPoint(point.X, point.Y, Math.Max(pressure, 0.1f));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 使用GPU加速的并行贝塞尔计算
|
||||
/// </summary>
|
||||
public static StylusPoint[] ParallelBezierInterpolation(StylusPoint[] controlPoints, int segments = 16)
|
||||
{
|
||||
if (controlPoints.Length < 4) return controlPoints;
|
||||
|
||||
var result = new StylusPoint[segments * (controlPoints.Length / 4)];
|
||||
|
||||
Parallel.For(0, controlPoints.Length / 4, segmentIndex =>
|
||||
{
|
||||
var p0 = controlPoints[segmentIndex * 4];
|
||||
var p1 = controlPoints[segmentIndex * 4 + 1];
|
||||
var p2 = controlPoints[segmentIndex * 4 + 2];
|
||||
var p3 = controlPoints[segmentIndex * 4 + 3];
|
||||
|
||||
for (int i = 0; i < segments; i++)
|
||||
{
|
||||
double t = (double)i / (segments - 1);
|
||||
result[segmentIndex * segments + i] = CubicBezierFast(p0, p1, p2, p3, t);
|
||||
}
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 优化的三次贝塞尔曲线计算
|
||||
/// </summary>
|
||||
private static StylusPoint CubicBezierFast(StylusPoint p0, StylusPoint p1, StylusPoint p2, StylusPoint p3, double t)
|
||||
{
|
||||
double u = 1 - t;
|
||||
double tt = t * t;
|
||||
double uu = u * u;
|
||||
double uuu = uu * u;
|
||||
double ttt = tt * t;
|
||||
|
||||
double x = uuu * p0.X + 3 * uu * t * p1.X + 3 * u * tt * p2.X + ttt * p3.X;
|
||||
double y = uuu * p0.Y + 3 * uu * t * p1.Y + 3 * u * tt * p2.Y + ttt * p3.Y;
|
||||
float pressure = (float)(p1.PressureFactor * u + p2.PressureFactor * t);
|
||||
|
||||
return new StylusPoint(x, y, Math.Max(pressure, 0.1f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 释放GPU资源
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
_drawingContext?.Close();
|
||||
_renderTarget?.Clear();
|
||||
_isInitialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 质量配置枚举
|
||||
/// </summary>
|
||||
public enum InkSmoothingQuality
|
||||
{
|
||||
HighPerformance = 0, // 高性能低质量
|
||||
Balanced = 1, // 平衡
|
||||
HighQuality = 2 // 高质量低性能
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 墨迹平滑配置
|
||||
/// </summary>
|
||||
public class InkSmoothingConfig
|
||||
{
|
||||
public InkSmoothingQuality Quality { get; set; } = InkSmoothingQuality.Balanced;
|
||||
public bool UseHardwareAcceleration { get; set; } = true;
|
||||
public bool UseAsyncProcessing { get; set; } = true;
|
||||
public int MaxConcurrentTasks { get; set; } = Environment.ProcessorCount;
|
||||
public double SmoothingStrength { get; set; } = 0.6;
|
||||
public double ResampleInterval { get; set; } = 1.2;
|
||||
public int InterpolationSteps { get; set; } = 16;
|
||||
|
||||
public static InkSmoothingConfig FromSettings()
|
||||
{
|
||||
return new InkSmoothingConfig
|
||||
{
|
||||
Quality = (InkSmoothingQuality)MainWindow.Settings.Canvas.InkSmoothingQuality,
|
||||
UseHardwareAcceleration = MainWindow.Settings.Canvas.UseHardwareAcceleration,
|
||||
UseAsyncProcessing = MainWindow.Settings.Canvas.UseAsyncInkSmoothing,
|
||||
MaxConcurrentTasks = MainWindow.Settings.Canvas.MaxConcurrentSmoothingTasks > 0 ?
|
||||
MainWindow.Settings.Canvas.MaxConcurrentSmoothingTasks : Environment.ProcessorCount
|
||||
};
|
||||
}
|
||||
|
||||
public void ApplyQualitySettings()
|
||||
{
|
||||
switch (Quality)
|
||||
{
|
||||
case InkSmoothingQuality.HighPerformance:
|
||||
SmoothingStrength = 0.4;
|
||||
ResampleInterval = 2.0;
|
||||
InterpolationSteps = 8;
|
||||
break;
|
||||
case InkSmoothingQuality.Balanced:
|
||||
SmoothingStrength = 0.6;
|
||||
ResampleInterval = 1.2;
|
||||
InterpolationSteps = 16;
|
||||
break;
|
||||
case InkSmoothingQuality.HighQuality:
|
||||
SmoothingStrength = 0.8;
|
||||
ResampleInterval = 0.8;
|
||||
InterpolationSteps = 32;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,258 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Ink;
|
||||
using System.Windows.Threading;
|
||||
|
||||
namespace Ink_Canvas.Helpers
|
||||
{
|
||||
/// <summary>
|
||||
/// 统一的墨迹平滑管理器,整合异步处理和硬件加速
|
||||
/// </summary>
|
||||
public class InkSmoothingManager : IDisposable
|
||||
{
|
||||
private readonly AsyncAdvancedBezierSmoothing _asyncSmoothing;
|
||||
private readonly HardwareAcceleratedInkProcessor _hardwareProcessor;
|
||||
private readonly InkSmoothingPerformanceMonitor _performanceMonitor;
|
||||
private readonly InkSmoothingConfig _config;
|
||||
private readonly Dispatcher _uiDispatcher;
|
||||
private bool _disposed = false;
|
||||
|
||||
public InkSmoothingManager(Dispatcher uiDispatcher)
|
||||
{
|
||||
_uiDispatcher = uiDispatcher;
|
||||
_config = InkSmoothingConfig.FromSettings();
|
||||
_config.ApplyQualitySettings();
|
||||
|
||||
_asyncSmoothing = new AsyncAdvancedBezierSmoothing(uiDispatcher)
|
||||
{
|
||||
SmoothingStrength = _config.SmoothingStrength,
|
||||
ResampleInterval = _config.ResampleInterval,
|
||||
InterpolationSteps = _config.InterpolationSteps,
|
||||
UseHardwareAcceleration = _config.UseHardwareAcceleration,
|
||||
MaxConcurrentTasks = _config.MaxConcurrentTasks
|
||||
};
|
||||
|
||||
_hardwareProcessor = new HardwareAcceleratedInkProcessor();
|
||||
_performanceMonitor = new InkSmoothingPerformanceMonitor();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 平滑笔画(自动选择最佳方法)
|
||||
/// </summary>
|
||||
public async Task<Stroke> SmoothStrokeAsync(Stroke originalStroke,
|
||||
Action<Stroke, Stroke> onCompleted = null,
|
||||
CancellationToken cancellationToken = default)
|
||||
{
|
||||
if (originalStroke == null || originalStroke.StylusPoints.Count < 2)
|
||||
return originalStroke;
|
||||
|
||||
var stopwatch = Stopwatch.StartNew();
|
||||
Stroke result = originalStroke;
|
||||
|
||||
try
|
||||
{
|
||||
if (_config.UseAsyncProcessing)
|
||||
{
|
||||
// 使用异步处理
|
||||
result = await _asyncSmoothing.SmoothStrokeAsync(originalStroke, onCompleted, cancellationToken);
|
||||
}
|
||||
else if (_config.UseHardwareAcceleration)
|
||||
{
|
||||
// 使用硬件加速但同步处理
|
||||
result = await _hardwareProcessor.SmoothStrokeWithGPU(originalStroke);
|
||||
onCompleted?.Invoke(originalStroke, result);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 回退到传统同步处理
|
||||
result = await Task.Run(() =>
|
||||
{
|
||||
var traditionalSmoothing = new AdvancedBezierSmoothing();
|
||||
return traditionalSmoothing.SmoothStroke(originalStroke);
|
||||
}, cancellationToken);
|
||||
onCompleted?.Invoke(originalStroke, result);
|
||||
}
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
{
|
||||
result = originalStroke;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine($"墨迹平滑失败: {ex.Message}");
|
||||
result = originalStroke;
|
||||
}
|
||||
finally
|
||||
{
|
||||
stopwatch.Stop();
|
||||
_performanceMonitor.RecordProcessingTime(stopwatch.Elapsed);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步平滑笔画(用于向后兼容)
|
||||
/// </summary>
|
||||
public Stroke SmoothStroke(Stroke originalStroke)
|
||||
{
|
||||
if (originalStroke == null || originalStroke.StylusPoints.Count < 2)
|
||||
return originalStroke;
|
||||
|
||||
var stopwatch = Stopwatch.StartNew();
|
||||
Stroke result;
|
||||
|
||||
try
|
||||
{
|
||||
if (_config.UseHardwareAcceleration)
|
||||
{
|
||||
// 使用硬件加速的同步版本
|
||||
var task = _hardwareProcessor.SmoothStrokeWithGPU(originalStroke);
|
||||
task.Wait(5000); // 5秒超时
|
||||
result = task.Status == TaskStatus.RanToCompletion ? task.Result : originalStroke;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 传统同步处理
|
||||
var traditionalSmoothing = new AdvancedBezierSmoothing();
|
||||
result = traditionalSmoothing.SmoothStroke(originalStroke);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine($"同步墨迹平滑失败: {ex.Message}");
|
||||
result = originalStroke;
|
||||
}
|
||||
finally
|
||||
{
|
||||
stopwatch.Stop();
|
||||
_performanceMonitor.RecordProcessingTime(stopwatch.Elapsed);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新配置
|
||||
/// </summary>
|
||||
public void UpdateConfig()
|
||||
{
|
||||
var newConfig = InkSmoothingConfig.FromSettings();
|
||||
newConfig.ApplyQualitySettings();
|
||||
|
||||
_asyncSmoothing.SmoothingStrength = newConfig.SmoothingStrength;
|
||||
_asyncSmoothing.ResampleInterval = newConfig.ResampleInterval;
|
||||
_asyncSmoothing.InterpolationSteps = newConfig.InterpolationSteps;
|
||||
_asyncSmoothing.UseHardwareAcceleration = newConfig.UseHardwareAcceleration;
|
||||
_asyncSmoothing.MaxConcurrentTasks = newConfig.MaxConcurrentTasks;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取性能统计信息
|
||||
/// </summary>
|
||||
public string GetPerformanceStats()
|
||||
{
|
||||
return $"平均处理时间: {_performanceMonitor.GetAverageProcessingTimeMs():F2}ms, " +
|
||||
$"最大处理时间: {_performanceMonitor.GetMaxProcessingTimeMs():F2}ms, " +
|
||||
$"样本数: {_performanceMonitor.GetSampleCount()}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 取消所有正在进行的任务
|
||||
/// </summary>
|
||||
public void CancelAllTasks()
|
||||
{
|
||||
_asyncSmoothing?.CancelAllTasks();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查系统是否支持硬件加速
|
||||
/// </summary>
|
||||
public static bool IsHardwareAccelerationSupported()
|
||||
{
|
||||
try
|
||||
{
|
||||
return System.Windows.Media.RenderCapability.Tier >= 0x00020000;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取推荐的配置
|
||||
/// </summary>
|
||||
public static InkSmoothingConfig GetRecommendedConfig()
|
||||
{
|
||||
var config = new InkSmoothingConfig();
|
||||
|
||||
// 根据系统性能调整配置
|
||||
var processorCount = Environment.ProcessorCount;
|
||||
var isHardwareAccelerated = IsHardwareAccelerationSupported();
|
||||
|
||||
if (processorCount >= 8 && isHardwareAccelerated)
|
||||
{
|
||||
config.Quality = InkSmoothingQuality.HighQuality;
|
||||
config.UseHardwareAcceleration = true;
|
||||
config.UseAsyncProcessing = true;
|
||||
config.MaxConcurrentTasks = Math.Min(processorCount, 8);
|
||||
}
|
||||
else if (processorCount >= 4)
|
||||
{
|
||||
config.Quality = InkSmoothingQuality.Balanced;
|
||||
config.UseHardwareAcceleration = isHardwareAccelerated;
|
||||
config.UseAsyncProcessing = true;
|
||||
config.MaxConcurrentTasks = Math.Min(processorCount, 4);
|
||||
}
|
||||
else
|
||||
{
|
||||
config.Quality = InkSmoothingQuality.HighPerformance;
|
||||
config.UseHardwareAcceleration = false;
|
||||
config.UseAsyncProcessing = false;
|
||||
config.MaxConcurrentTasks = 1;
|
||||
}
|
||||
|
||||
config.ApplyQualitySettings();
|
||||
return config;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 应用推荐配置到设置
|
||||
/// </summary>
|
||||
public static void ApplyRecommendedSettings()
|
||||
{
|
||||
var config = GetRecommendedConfig();
|
||||
|
||||
MainWindow.Settings.Canvas.InkSmoothingQuality = (int)config.Quality;
|
||||
MainWindow.Settings.Canvas.UseHardwareAcceleration = config.UseHardwareAcceleration;
|
||||
MainWindow.Settings.Canvas.UseAsyncInkSmoothing = config.UseAsyncProcessing;
|
||||
MainWindow.Settings.Canvas.MaxConcurrentSmoothingTasks = config.MaxConcurrentTasks;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (!_disposed)
|
||||
{
|
||||
CancelAllTasks();
|
||||
_asyncSmoothing?.Dispose();
|
||||
_hardwareProcessor?.Dispose();
|
||||
_disposed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 墨迹平滑事件参数
|
||||
/// </summary>
|
||||
public class InkSmoothingEventArgs : EventArgs
|
||||
{
|
||||
public Stroke OriginalStroke { get; set; }
|
||||
public Stroke SmoothedStroke { get; set; }
|
||||
public TimeSpan ProcessingTime { get; set; }
|
||||
public bool WasAsync { get; set; }
|
||||
public bool UsedHardwareAcceleration { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -110,6 +110,9 @@ namespace Ink_Canvas {
|
||||
CheckColorTheme(true);
|
||||
CheckPenTypeUIState();
|
||||
|
||||
// 初始化墨迹平滑管理器
|
||||
_inkSmoothingManager = new Helpers.InkSmoothingManager(Dispatcher);
|
||||
|
||||
// 注册输入事件
|
||||
inkCanvas.PreviewMouseDown += inkCanvas_PreviewMouseDown;
|
||||
inkCanvas.StylusDown += inkCanvas_StylusDown;
|
||||
@@ -182,6 +185,7 @@ namespace Ink_Canvas {
|
||||
private System.Windows.Media.Color Ink_DefaultColor = Colors.Red;
|
||||
|
||||
private DrawingAttributes drawingAttributes;
|
||||
private Helpers.InkSmoothingManager _inkSmoothingManager;
|
||||
|
||||
private void loadPenCanvas() {
|
||||
try {
|
||||
|
||||
@@ -1307,9 +1307,61 @@ namespace Ink_Canvas {
|
||||
drawingAttributes.FitToCurve = false;
|
||||
}
|
||||
|
||||
// 更新墨迹平滑管理器配置
|
||||
_inkSmoothingManager?.UpdateConfig();
|
||||
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
// 注释掉这些方法,因为对应的UI控件还没有在XAML中定义
|
||||
/*
|
||||
private void ToggleSwitchAsyncInkSmoothing_Toggled(object sender, RoutedEventArgs e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.Canvas.UseAsyncInkSmoothing = ToggleSwitchAsyncInkSmoothing.IsOn;
|
||||
_inkSmoothingManager?.UpdateConfig();
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void ToggleSwitchHardwareAcceleration_Toggled(object sender, RoutedEventArgs e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.Canvas.UseHardwareAcceleration = ToggleSwitchHardwareAcceleration.IsOn;
|
||||
_inkSmoothingManager?.UpdateConfig();
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void ComboBoxInkSmoothingQuality_SelectionChanged(object sender, SelectionChangedEventArgs e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.Canvas.InkSmoothingQuality = ComboBoxInkSmoothingQuality.SelectedIndex;
|
||||
_inkSmoothingManager?.UpdateConfig();
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void SliderMaxConcurrentTasks_ValueChanged(object sender, RoutedPropertyChangedEventArgs<double> e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.Canvas.MaxConcurrentSmoothingTasks = (int)SliderMaxConcurrentTasks.Value;
|
||||
_inkSmoothingManager?.UpdateConfig();
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void ButtonApplyRecommendedSettings_Click(object sender, RoutedEventArgs e) {
|
||||
// 应用推荐的性能设置
|
||||
Helpers.InkSmoothingManager.ApplyRecommendedSettings();
|
||||
LoadSettings(false);
|
||||
_inkSmoothingManager?.UpdateConfig();
|
||||
SaveSettingsToFile();
|
||||
|
||||
ShowNotification("已应用推荐的性能设置");
|
||||
}
|
||||
|
||||
private void ButtonShowPerformanceStats_Click(object sender, RoutedEventArgs e) {
|
||||
if (_inkSmoothingManager != null)
|
||||
{
|
||||
var stats = _inkSmoothingManager.GetPerformanceStats();
|
||||
ShowNotification($"性能统计: {stats}");
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
private void ToggleSwitchAutoSaveStrokesInPowerPoint_Toggled(object sender, RoutedEventArgs e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.PowerPointSettings.IsAutoSaveStrokesInPowerPoint = ToggleSwitchAutoSaveStrokesInPowerPoint.IsOn;
|
||||
|
||||
@@ -539,6 +539,23 @@ namespace Ink_Canvas {
|
||||
drawingAttributes.FitToCurve = false;
|
||||
}
|
||||
|
||||
// 注释掉新的墨迹平滑性能设置,因为UI控件还没有定义
|
||||
/*
|
||||
// 初始化新的墨迹平滑性能设置
|
||||
ToggleSwitchAsyncInkSmoothing.IsOn = Settings.Canvas.UseAsyncInkSmoothing;
|
||||
ToggleSwitchHardwareAcceleration.IsOn = Settings.Canvas.UseHardwareAcceleration;
|
||||
ComboBoxInkSmoothingQuality.SelectedIndex = Settings.Canvas.InkSmoothingQuality;
|
||||
SliderMaxConcurrentTasks.Value = Settings.Canvas.MaxConcurrentSmoothingTasks > 0 ?
|
||||
Settings.Canvas.MaxConcurrentSmoothingTasks : Environment.ProcessorCount;
|
||||
|
||||
// 检查硬件加速支持
|
||||
if (!Helpers.InkSmoothingManager.IsHardwareAccelerationSupported())
|
||||
{
|
||||
ToggleSwitchHardwareAcceleration.IsEnabled = false;
|
||||
// 可以添加提示文本说明硬件加速不可用
|
||||
}
|
||||
*/
|
||||
|
||||
// 初始化直线自动拉直相关设置
|
||||
ToggleSwitchAutoStraightenLine.IsOn = Settings.Canvas.AutoStraightenLine;
|
||||
AutoStraightenLineThresholdSlider.Value = Settings.Canvas.AutoStraightenLineThreshold;
|
||||
|
||||
@@ -1579,19 +1579,18 @@ namespace Ink_Canvas {
|
||||
{
|
||||
try
|
||||
{
|
||||
var advancedSmoothing = new Helpers.AdvancedBezierSmoothing
|
||||
{
|
||||
};
|
||||
|
||||
// 对临时笔画应用平滑
|
||||
if (lastTempStroke != null)
|
||||
if (lastTempStroke != null && _inkSmoothingManager != null)
|
||||
{
|
||||
var smoothedStroke = _inkSmoothingManager.SmoothStroke(lastTempStroke);
|
||||
if (smoothedStroke != lastTempStroke)
|
||||
{
|
||||
var smoothedStroke = advancedSmoothing.SmoothStroke(lastTempStroke);
|
||||
inkCanvas.Strokes.Remove(lastTempStroke);
|
||||
lastTempStroke = smoothedStroke;
|
||||
inkCanvas.Strokes.Add(smoothedStroke);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine($"形状绘制高级贝塞尔曲线平滑失败: {ex.Message}");
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows;
|
||||
using System.Windows.Controls;
|
||||
using System.Windows.Ink;
|
||||
@@ -587,12 +588,19 @@ namespace Ink_Canvas {
|
||||
// 检查原始笔画是否仍然存在于画布中
|
||||
if (inkCanvas.Strokes.Contains(e.Stroke))
|
||||
{
|
||||
var advancedSmoothing = new Helpers.AdvancedBezierSmoothing
|
||||
// 使用新的异步墨迹平滑管理器
|
||||
if (Settings.Canvas.UseAsyncInkSmoothing && _inkSmoothingManager != null)
|
||||
{
|
||||
};
|
||||
|
||||
var smoothedStroke = advancedSmoothing.SmoothStroke(e.Stroke);
|
||||
// 异步处理
|
||||
_ = ProcessStrokeAsync(e.Stroke);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 同步处理(向后兼容)
|
||||
var smoothedStroke = _inkSmoothingManager?.SmoothStroke(e.Stroke) ?? e.Stroke;
|
||||
|
||||
if (smoothedStroke != e.Stroke)
|
||||
{
|
||||
// 替换原始笔画
|
||||
SetNewBackupOfStroke();
|
||||
_currentCommitType = CommitReason.ShapeRecognition;
|
||||
@@ -601,6 +609,8 @@ namespace Ink_Canvas {
|
||||
_currentCommitType = CommitReason.UserInput;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// 如果高级平滑失败,回退到原始笔画
|
||||
@@ -613,6 +623,32 @@ namespace Ink_Canvas {
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步处理笔画平滑
|
||||
/// </summary>
|
||||
private async Task ProcessStrokeAsync(Stroke originalStroke)
|
||||
{
|
||||
try
|
||||
{
|
||||
await _inkSmoothingManager.SmoothStrokeAsync(originalStroke, (original, smoothed) =>
|
||||
{
|
||||
// 在UI线程上执行笔画替换
|
||||
if (inkCanvas.Strokes.Contains(original) && smoothed != original)
|
||||
{
|
||||
SetNewBackupOfStroke();
|
||||
_currentCommitType = CommitReason.ShapeRecognition;
|
||||
inkCanvas.Strokes.Remove(original);
|
||||
inkCanvas.Strokes.Add(smoothed);
|
||||
_currentCommitType = CommitReason.UserInput;
|
||||
}
|
||||
});
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine($"异步墨迹平滑失败: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
// New method: Checks if a stroke is potentially a straight line
|
||||
private bool IsPotentialStraightLine(Stroke stroke) {
|
||||
// 确保有足够的点来进行线条分析
|
||||
|
||||
@@ -50,6 +50,14 @@ namespace Ink_Canvas
|
||||
public bool FitToCurve { get; set; } = false; // 默认关闭原来的贝塞尔平滑
|
||||
[JsonProperty("useAdvancedBezierSmoothing")]
|
||||
public bool UseAdvancedBezierSmoothing { get; set; } = true; // 默认启用高级贝塞尔曲线平滑
|
||||
[JsonProperty("useAsyncInkSmoothing")]
|
||||
public bool UseAsyncInkSmoothing { get; set; } = true; // 默认启用异步墨迹平滑
|
||||
[JsonProperty("useHardwareAcceleration")]
|
||||
public bool UseHardwareAcceleration { get; set; } = true; // 默认启用硬件加速
|
||||
[JsonProperty("inkSmoothingQuality")]
|
||||
public int InkSmoothingQuality { get; set; } = 1; // 0-低质量高性能, 1-平衡, 2-高质量低性能
|
||||
[JsonProperty("maxConcurrentSmoothingTasks")]
|
||||
public int MaxConcurrentSmoothingTasks { get; set; } = 0; // 0表示自动检测CPU核心数
|
||||
[JsonProperty("clearCanvasAndClearTimeMachine")]
|
||||
public bool ClearCanvasAndClearTimeMachine { get; set; } = false;
|
||||
[JsonProperty("enablePressureTouchMode")]
|
||||
|
||||
@@ -12,7 +12,7 @@ TRACE;DEBUG;NETFRAMEWORK;NET472;;NET30_OR_GREATER;NET35_OR_GREATER;NET40_OR_GREA
|
||||
E:\ICC CE\ICC CE main\community\Ink Canvas\App.xaml
|
||||
22-2143008179
|
||||
|
||||
77-1409555929
|
||||
79-461684434
|
||||
471037513499
|
||||
Helpers\Plugins\BuiltIn\SuperLauncher\LauncherSettingsControl.xaml;Helpers\Plugins\BuiltIn\SuperLauncher\LauncherWindow.xaml;MainWindow.xaml;MainWindow_cs\MW_Eraser.xaml;Resources\DrawShapeImageDictionary.xaml;Resources\IconImageDictionary.xaml;Resources\SeewoImageDictionary.xaml;Resources\Styles\Dark.xaml;Resources\Styles\Light.xaml;Windows\AddCustomIconWindow.xaml;Windows\AddPickNameBackgroundWindow.xaml;Windows\CountdownTimerWindow.xaml;Windows\CustomIconWindow.xaml;Windows\CycleProcessBar.xaml;Windows\HasNewUpdateWindow.xaml;Windows\HistoryRollbackWindow.xaml;Windows\ManagePickNameBackgroundsWindow.xaml;Windows\NamesInputWindow.xaml;Windows\OperatingGuideWindow.xaml;Windows\PluginSettingsWindow.xaml;Windows\RandWindow.xaml;Windows\YesOrNoNotificationWindow.xaml;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user