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);
- }
本文介绍了如何在C#中利用GDI+和GDI实现双缓冲技术,以解决高频实时曲线绘制导致的CPU占用过高的问题。通过在后台使用10倍大小的BUFFER,每次只更新部分内容到前台,降低重绘代价。关键代码包括初始化对象、GDI+曲线绘制、以及使用BitBlt进行屏幕更新。

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