Files
community/Ink Canvas/Helpers/HardwareAcceleratedInkProcessor.cs
T
2025-08-31 08:51:50 +08:00

200 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
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 bool _isInitialized;
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,增加插点密度
for (int i = 0; i < points.Count - 1; i += 2) // 从i+=3改为i+=2,增加插点密度
{
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 = 32)
{
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()
{
_renderTarget?.Clear();
_isInitialized = false;
}
}
}