using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Linq; using System.Threading; using System.Threading.Tasks; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Threading; namespace Ink_Canvas.Helpers { /// /// 异步硬件加速的墨迹平滑处理器 /// public class AsyncAdvancedBezierSmoothing { private readonly SemaphoreSlim _processingSemaphore; private readonly ConcurrentDictionary _processingTasks; private readonly Dispatcher _uiDispatcher; public AsyncAdvancedBezierSmoothing(Dispatcher uiDispatcher) { _uiDispatcher = uiDispatcher; _processingSemaphore = new SemaphoreSlim(Environment.ProcessorCount, Environment.ProcessorCount); _processingTasks = new ConcurrentDictionary(); } public double SmoothingStrength { get; set; } = 0.3; // 大幅降低强度 public double ResampleInterval { get; set; } = 3.0; // 大幅增加间隔减少点数 public int InterpolationSteps { get; set; } = 8; // 从4增加到8,提高插值步数 public bool UseHardwareAcceleration { get; set; } = true; public int MaxConcurrentTasks { get; set; } = Environment.ProcessorCount; /// /// 异步平滑笔画 /// public async Task SmoothStrokeAsync(Stroke originalStroke, Action onCompleted = null, CancellationToken cancellationToken = default) { if (originalStroke == null || originalStroke.StylusPoints.Count < 2) return originalStroke; // 取消之前对同一笔画的处理 if (_processingTasks.TryGetValue(originalStroke, out var existingCts)) { existingCts.Cancel(); _processingTasks.TryRemove(originalStroke, out _); } var cts = CancellationTokenSource.CreateLinkedTokenSource(cancellationToken); _processingTasks[originalStroke] = cts; try { await _processingSemaphore.WaitAsync(cts.Token); var smoothedStroke = await Task.Run(() => ProcessStrokeInternal(originalStroke, cts.Token), cts.Token); // 在UI线程上执行回调 if (onCompleted != null && !cts.Token.IsCancellationRequested) { await _uiDispatcher.InvokeAsync(() => onCompleted(originalStroke, smoothedStroke)); } return smoothedStroke; } catch (OperationCanceledException) { return originalStroke; } finally { _processingSemaphore.Release(); _processingTasks.TryRemove(originalStroke, out _); cts.Dispose(); } } private Stroke ProcessStrokeInternal(Stroke stroke, CancellationToken cancellationToken) { var originalPoints = stroke.StylusPoints.ToArray(); // 如果点数太少,直接返回原始笔画 if (originalPoints.Length < 3) return stroke; cancellationToken.ThrowIfCancellationRequested(); // 简化处理:只进行轻度平滑,避免点数爆炸 var smoothedPoints = ApplyLightSmoothing(originalPoints); cancellationToken.ThrowIfCancellationRequested(); // 确保点数不会过多 if (smoothedPoints.Length > originalPoints.Length * 2) { // 如果点数增加太多,回退到原始笔画 return stroke; } // 创建平滑后的笔画 var smoothedStroke = new Stroke(new StylusPointCollection(smoothedPoints)) { DrawingAttributes = stroke.DrawingAttributes.Clone() }; return smoothedStroke; } /// /// 轻度平滑处理,避免点数爆炸 /// private StylusPoint[] ApplyLightSmoothing(StylusPoint[] points) { if (points.Length < 3) return points; var result = new List(); result.Add(points[0]); // 保持第一个点 // 简单的3点平均平滑 for (int i = 1; i < points.Length - 1; i++) { var prev = points[i - 1]; var curr = points[i]; var next = points[i + 1]; // 3点平均 double x = (prev.X + curr.X + next.X) / 3.0; double y = (prev.Y + curr.Y + next.Y) / 3.0; float pressure = (prev.PressureFactor + curr.PressureFactor + next.PressureFactor) / 3.0f; result.Add(new StylusPoint(x, y, Math.Max(pressure, 0.1f))); } result.Add(points[points.Length - 1]); // 保持最后一个点 return result.ToArray(); } /// /// 硬件加速的向量化指数平滑 /// private StylusPoint[] ApplyExponentialSmoothingVectorized(StylusPoint[] points, double alpha) { if (points.Length == 0) return points; var result = new StylusPoint[points.Length]; result[0] = points[0]; double lastX = points[0].X; double lastY = points[0].Y; float lastPressure = points[0].PressureFactor; double oneMinusAlpha = 1.0 - alpha; // 向量化处理,减少分支预测失败 for (int i = 1; i < points.Length; i++) { var p = points[i]; lastX = alpha * p.X + oneMinusAlpha * lastX; lastY = alpha * p.Y + oneMinusAlpha * lastY; lastPressure = (float)(alpha * p.PressureFactor + oneMinusAlpha * lastPressure); lastPressure = Math.Max(lastPressure, 0.1f); // 避免分支 result[i] = new StylusPoint(lastX, lastY, lastPressure); } return result; } /// /// 优化的等距重采样 /// private StylusPoint[] ResampleEquidistantOptimized(StylusPoint[] points, double interval) { if (points.Length == 0) return points; var result = new List(points.Length) { points[0] }; double accumulated = 0; for (int i = 1; i < points.Length; i++) { var prev = result[result.Count - 1]; var curr = points[i]; double dx = curr.X - prev.X; double dy = curr.Y - prev.Y; double dist = Math.Sqrt(dx * dx + dy * dy); if (dist + accumulated >= interval) { double t = (interval - accumulated) / dist; double x = prev.X + t * dx; double y = prev.Y + t * dy; float pressure = (float)(prev.PressureFactor * (1 - t) + curr.PressureFactor * t); pressure = Math.Max(pressure, 0.1f); result.Add(new StylusPoint(x, y, pressure)); accumulated = 0; i--; // 重新处理当前点 } else { accumulated += dist; } } return result.ToArray(); } /// /// 硬件加速的贝塞尔曲线拟合 /// private StylusPoint[] SlidingBezierFitHardwareAccelerated(StylusPoint[] points, int window, int steps) { if (points.Length < window) return points; var result = new List(points.Length * steps / window); // 使用并行处理加速计算 var segments = new List(); Parallel.For(0, points.Length - window + 1, i => { var segmentPoints = new StylusPoint[steps]; var p0 = points[i]; var p1 = points[i + 1]; var p2 = points[i + 2]; var p3 = points[i + 3]; for (int j = 0; j < steps; j++) { double t = (double)j / steps; segmentPoints[j] = CubicBezierOptimized(p0, p1, p2, p3, t); } lock (segments) { segments.Add(segmentPoints); } }); // 合并结果 foreach (var segment in segments) { result.AddRange(segment); } result.Add(points[points.Length - 1]); return result.ToArray(); } /// /// 优化的单线程贝塞尔拟合 /// private StylusPoint[] SlidingBezierFitOptimized(StylusPoint[] points, int window, int steps) { if (points.Length < window) return points; var result = new List(points.Length * steps / window); for (int i = 0; i <= points.Length - window; i++) { var p0 = points[i]; var p1 = points[i + 1]; var p2 = points[i + 2]; var p3 = points[i + 3]; for (int j = 0; j < steps; j++) { double t = (double)j / steps; result.Add(CubicBezierOptimized(p0, p1, p2, p3, t)); } } result.Add(points[points.Length - 1]); return result.ToArray(); } /// /// 优化的三次贝塞尔曲线计算 /// private StylusPoint CubicBezierOptimized(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; // 预计算系数 double c0 = uuu; double c1 = 3 * uu * t; double c2 = 3 * u * tt; double c3 = ttt; double x = c0 * p0.X + c1 * p1.X + c2 * p2.X + c3 * p3.X; double y = c0 * p0.Y + c1 * p1.Y + c2 * p2.Y + c3 * p3.Y; float pressure = (float)(p1.PressureFactor * u + p2.PressureFactor * t); pressure = Math.Max(pressure, 0.1f); return new StylusPoint(x, y, pressure); } /// /// 兼容性方法:传统指数平滑 /// private StylusPoint[] ApplyExponentialSmoothing(StylusPoint[] points, double alpha) { if (points.Length == 0) return points; var result = new StylusPoint[points.Length]; result[0] = points[0]; double lastX = points[0].X; double lastY = points[0].Y; float lastPressure = points[0].PressureFactor; for (int i = 1; i < points.Length; i++) { var p = points[i]; lastX = alpha * p.X + (1 - alpha) * lastX; lastY = alpha * p.Y + (1 - alpha) * lastY; lastPressure = (float)(alpha * p.PressureFactor + (1 - alpha) * lastPressure); lastPressure = Math.Max(lastPressure, 0.1f); result[i] = new StylusPoint(lastX, lastY, lastPressure); } return result; } /// /// 取消所有正在进行的处理任务 /// public void CancelAllTasks() { foreach (var kvp in _processingTasks) { kvp.Value.Cancel(); } _processingTasks.Clear(); } /// /// 释放资源 /// public void Dispose() { CancelAllTasks(); _processingSemaphore?.Dispose(); } } /// /// 原有的同步版本(保持向后兼容) /// public class AdvancedBezierSmoothing { public double SmoothingStrength { get; set; } = 0.3; public double ResampleInterval { get; set; } = 3.0; public int InterpolationSteps { get; set; } = 8; public Stroke SmoothStroke(Stroke stroke) { if (stroke == null || stroke.StylusPoints.Count < 3) return stroke; var originalPoints = stroke.StylusPoints.ToList(); // 简化处理:只进行轻度平滑 var smoothedPoints = ApplyLightExponentialSmoothing(originalPoints, 0.2); // 很轻的平滑 // 检查点数是否合理 if (smoothedPoints.Count > originalPoints.Count * 1.5) { return stroke; // 如果点数增加太多,返回原始笔画 } var smoothedStroke = new Stroke(new StylusPointCollection(smoothedPoints)) { DrawingAttributes = stroke.DrawingAttributes.Clone() }; return smoothedStroke; } /// /// 轻度指数平滑 /// private List ApplyLightExponentialSmoothing(List points, double alpha) { var result = new List(); if (points.Count == 0) return result; result.Add(points[0]); for (int i = 1; i < points.Count; i++) { var prev = result[result.Count - 1]; var curr = points[i]; double x = alpha * curr.X + (1 - alpha) * prev.X; double y = alpha * curr.Y + (1 - alpha) * prev.Y; float pressure = (float)(alpha * curr.PressureFactor + (1 - alpha) * prev.PressureFactor); pressure = Math.Max(pressure, 0.1f); result.Add(new StylusPoint(x, y, pressure)); } return result; } private List ApplyExponentialSmoothing(List points, double alpha) { var result = new List(); if (points.Count == 0) return result; result.Add(points[0]); double lastX = points[0].X; double lastY = points[0].Y; float lastPressure = points[0].PressureFactor; for (int i = 1; i < points.Count; i++) { var p = points[i]; lastX = alpha * p.X + (1 - alpha) * lastX; lastY = alpha * p.Y + (1 - alpha) * lastY; lastPressure = (float)(alpha * p.PressureFactor + (1 - alpha) * lastPressure); if (lastPressure < 0.1f) lastPressure = 0.1f; result.Add(new StylusPoint(lastX, lastY, lastPressure)); } return result; } private List ResampleEquidistant(List points, double interval = 2.0) { var result = new List(); if (points.Count == 0) return result; result.Add(points[0]); double accumulated = 0; for (int i = 1; i < points.Count; i++) { var prev = result.Last(); var curr = points[i]; double dx = curr.X - prev.X; double dy = curr.Y - prev.Y; double dist = Math.Sqrt(dx * dx + dy * dy); if (dist + accumulated >= interval) { double t = (interval - accumulated) / dist; double x = prev.X + t * dx; double y = prev.Y + t * dy; float pressure = (float)(prev.PressureFactor * (1 - t) + curr.PressureFactor * t); if (pressure < 0.1f) pressure = 0.1f; var newPoint = new StylusPoint(x, y, pressure); result.Add(newPoint); accumulated = 0; i--; // 重新处理当前点 } else { accumulated += dist; } } return result; } private List SlidingBezierFit(List points, int window = 4, int steps = 48) // 从24增加到48 { var result = new List(); if (points.Count < window) return points; for (int i = 0; i <= points.Count - window; i++) { var p0 = points[i]; var p1 = points[i + 1]; var p2 = points[i + 2]; var p3 = points[i + 3]; for (int j = 0; j < steps; j++) { double t = (double)j / steps; var pt = CubicBezier(p0, p1, p2, p3, t); result.Add(pt); } } // 保证最后一个点被包含 result.Add(points.Last()); return result; } private StylusPoint CubicBezier(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 * (1 - t) + p2.PressureFactor * t); if (pressure < 0.1f) pressure = 0.1f; return new StylusPoint(x, y, pressure); } private List SlidingWindowSmooth(List points, int window = 5) { var result = new List(); int half = window / 2; for (int i = 0; i < points.Count; i++) { double sumX = 0, sumY = 0, sumP = 0; int count = 0; for (int j = Math.Max(0, i - half); j <= Math.Min(points.Count - 1, i + half); j++) { sumX += points[j].X; sumY += points[j].Y; sumP += points[j].PressureFactor; count++; } result.Add(new StylusPoint(sumX / count, sumY / count, (float)(sumP / count))); } return result; } } /// /// 性能监控器 /// public class InkSmoothingPerformanceMonitor { private readonly Queue _processingTimes = new Queue(); private readonly object _lock = new object(); private const int MaxSamples = 100; public void RecordProcessingTime(TimeSpan time) { lock (_lock) { _processingTimes.Enqueue(time); if (_processingTimes.Count > MaxSamples) _processingTimes.Dequeue(); } } public double GetAverageProcessingTimeMs() { lock (_lock) { return _processingTimes.Count > 0 ? _processingTimes.Average(t => t.TotalMilliseconds) : 0; } } public double GetMaxProcessingTimeMs() { lock (_lock) { return _processingTimes.Count > 0 ? _processingTimes.Max(t => t.TotalMilliseconds) : 0; } } public int GetSampleCount() { lock (_lock) { return _processingTimes.Count; } } } }