由于项目需要,要使用c#描画高频实时曲线.
但是在C#下由于描画图像使用的是GDI+,描画效率很有问题.一旦曲线太多,就会造成CPU使用率直线上升,马上飙升到100%.
在GDI+下使用双缓冲也无济于事,双缓冲本身只会解决曲线多的时候全屏闪烁问题,但描画效率还是严重低下.
其间用过多种解决方案:DRECT3D,DRIRECT2D,GDI,,,,,等等等等
最后从效率出发,最终解决方案如下:
前台显示使用GDI,而后台描画则采用GDI+
后台采用10倍于前台窗口的BUFFER,每次向其中画一条线.然后通过一个RECT视口,每次向前台显示视口里的内容.否则每次重绘的代价太高.
这个方法实现的难点主要在于GDI和GDI+的结合部分,主要代码如下:
1.函数库:using 和 WIN32API函数
using System.Runtime.InteropServices;
using System.Drawing;
using System.Drawing.Imaging;
using System.Drawing.Drawing2D;
using System.Drawing.Text;
[DllImport("gdi32")]
public static extern IntPtr CreateCompatibleDC(IntPtr hdc);
[DllImport("gdi32")]
public static extern IntPtr SelectObject(IntPtr hdc, IntPtr hObject);
[DllImport("GDI32.dll")]
public static extern long BitBlt(IntPtr hdcDest, int nXDest, int nYDest, int nWidth, int nHeight, IntPtr hdcSrc, int nXSrc, int nYSrc, int dwRop);
[DllImport("GDI32.dll")]
public static extern bool DeleteObject(IntPtr hObject);
2.声明对象
public PictureBox _backgroundGraph;//被描画的控件对象
//public Form _backgroundGraph;
public Graphics _backgroundGraphic = null; // 背景Graphic
public Graphics _backgroundRenderGraphic = null; // 双缓冲Graphic
private Graphics _backgroundMemoryGraphic = null; // 内存Graphic
public Graphics _backgroundDrawGraphic = null; // 描画Graphic
private Bitmap _backgroundMemoryBitmap = null; // 内存Bitmap
public BufferedGraphics _graphicsBuffer = null; // 双缓冲BufferedGraphics
private IntPtr _memoryGraphicHdc; // 内存Graphic适用的引用
private IntPtr _memoryBitmapHdc; // 内存Bitmap适用的引用
3.初始化对象
public void InitDraw()
{
_backgroundGraph = pictureBox1;
lock (_backgroundGraph)
{
if (null != _backgroundGraphic)
{
_backgroundGraphic.Dispose();
}
if (null != _graphicsBuffer)
{
_graphicsBuffer.Dispose();
}
if (null != _backgroundRenderGraphic)
{
_backgroundRenderGraphic.Dispose();
}
if (null != _backgroundMemoryBitmap)
{
DeleteObject(_memoryBitmapHdc);
_backgroundMemoryBitmap.Dispose();
}
if (null != _backgroundMemoryGraphic)
{
DeleteObject(_memoryGraphicHdc);
_backgroundMemoryGraphic.Dispose();
}
if (null != _backgroundDrawGraphic)
{
_backgroundDrawGraphic.Dispose();
}
// 背景Graphic
_backgroundGraphic = _backgroundGraph.CreateGraphics();
BufferedGraphicsContext currentContext = BufferedGraphicsManager.Current;
_graphicsBuffer = currentContext.Allocate(_backgroundGraphic, _backgroundGraph.ClientRectangle);
// 双缓冲Graphic
_backgroundRenderGraphic = _graphicsBuffer.Graphics;
_backgroundRenderGraphic.Clear(Color.White);
_backgroundRenderGraphic.SetClip(_backgroundGraph.ClientRectangle);
// 内存Bitmap
_backgroundMemoryBitmap = new Bitmap(_backgroundGraph.ClientRectangle.Width * 10, _backgroundGraph.ClientRectangle.Height, _backgroundRenderGraphic);
// 内存Graphic
_backgroundMemoryGraphic = Graphics.FromImage(_backgroundMemoryBitmap);
_backgroundMemoryGraphic.Clear(Color.White);
// 创建适用的绘图区
_memoryGraphicHdc = CreateCompatibleDC(_backgroundMemoryGraphic.GetHdc());
_memoryBitmapHdc = _backgroundMemoryBitmap.GetHbitmap();
SelectObject(_memoryGraphicHdc, _memoryBitmapHdc);
// 描画Graphic
_backgroundDrawGraphic = Graphics.FromHdc(_memoryGraphicHdc);
_backgroundDrawGraphic.SmoothingMode = SmoothingMode.HighQuality;
_backgroundDrawGraphic.TextRenderingHint = TextRenderingHint.ClearTypeGridFit;
_backgroundDrawGraphic.InterpolationMode = InterpolationMode.HighQualityBilinear;
_backgroundDrawGraphic.PixelOffsetMode = PixelOffsetMode.HighQuality;
}
}
4.使用GDI+描画曲线
public void DrawSomething()
{
_backgroundDrawGraphic.DrawLine(System.Drawing.Pens.Black, 0, 0, 100, 100);
}
5.使用bitblt向前台描画
public void UpdateView()
{
IntPtr memHdc = _backgroundDrawGraphic.GetHdc();
IntPtr renHdc = _backgroundRenderGraphic.GetHdc();
BitBlt(renHdc, 0, 0, 100,
100, memHdc, 0, 0, 0xCC0020);
_backgroundDrawGraphic.ReleaseHdc();
_backgroundRenderGraphic.ReleaseHdc();
_graphicsBuffer.Render(_backgroundGraphic);
}
本文来自CSDN博客,转载请标明出处:http://blog.csdn.net/fanerde/archive/2008/10/24/3136670.aspx