私はまた、WPFでドロップシャドウ効果に関連するパフォーマンス上の問題を研究していました。
基本的には、親指のルールは常に「使用しない」ことになります。 WPFのPixelShaderとBitmap DropShadowエフェクトは、実際のアプリケーションでは動作しません... UIが動く部分がなく100%静止しない限り、プログラムはあなたの顧客ベースの95%でガベージのように動作します。
私がしようとしているのは、代わりにそれを偽造することです。
ここで私はすぐにPixelShaderドロップシャドウ効果の合理的なファクシミリとして機能しています。ブラシなどをキャッシュしてクリーナーにしたいと思うでしょうが、これはあなたにアイデアを与えるはずです:
using System.Windows.Shapes;
using System.Windows.Controls;
using System.Windows;
using System.Windows.Media;
using System;
using System.ComponentModel;
namespace SichboPVR
{
/// <summary>
/// Emulates the System.Windows.Media.Effects.DropShadowEffect using
/// rectangles and gradients, which performs a million times better
/// and won't randomly crash a good percentage of your end-user's
/// video drivers.
/// </summary>
class FastShadow : Decorator
{
#region Dynamic Properties
public static readonly DependencyProperty ColorProperty =
DependencyProperty.Register(
"Color",
typeof(Color),
typeof(FastShadow),
new FrameworkPropertyMetadata(
Color.FromArgb(0x71, 0x00, 0x00, 0x00),
FrameworkPropertyMetadataOptions.AffectsRender));
/// <summary>
/// The Color property defines the Color used to fill the shadow region.
/// </summary>
[Category("Common Properties")]
public Color Color
{
get { return (Color)GetValue(ColorProperty); }
set { SetValue(ColorProperty, value); }
}
/// <summary>
/// Distance from centre, why MS don't call this "distance" beats
/// me.. Kept same as other Effects for consistency.
/// </summary>
[Category("Common Properties"), Description("Distance from centre")]
public double ShadowDepth
{
get { return (double)GetValue(ShadowDepthProperty); }
set { SetValue(ShadowDepthProperty, value); }
}
// Using a DependencyProperty as the backing store for ShadowDepth. This enables animation, styling, binding, etc...
public static readonly DependencyProperty ShadowDepthProperty =
DependencyProperty.Register("ShadowDepth", typeof(double), typeof(FastShadow),
new FrameworkPropertyMetadata(
5.0, FrameworkPropertyMetadataOptions.AffectsRender,
new PropertyChangedCallback((o, e) => {
FastShadow f = o as FastShadow;
if ((double)e.NewValue < 0)
f.ShadowDepth = 0;
})));
/// <summary>
/// Size of the shadow
/// </summary>
[Category("Common Properties"), Description("Size of the drop shadow")]
public double BlurRadius
{
get { return (double)GetValue(BlurRadiusProperty); }
set { SetValue(BlurRadiusProperty, value); }
}
// Using a DependencyProperty as the backing store for BlurRadius. This enables animation, styling, binding, etc...
public static readonly DependencyProperty BlurRadiusProperty =
DependencyProperty.Register("BlurRadius", typeof(double), typeof(FastShadow),
new FrameworkPropertyMetadata(10.0,
FrameworkPropertyMetadataOptions.AffectsRender,
new PropertyChangedCallback((o, e) => {
FastShadow f = o as FastShadow;
if ((double)e.NewValue < 0)
f.BlurRadius = 0;
})));
/// <summary>
/// Angle of the shadow
/// </summary>
[Category("Common Properties"), Description("Angle of the shadow")]
public int Direction
{
get { return (int)GetValue(DirectionProperty); }
set { SetValue(DirectionProperty, value); }
}
// Using a DependencyProperty as the backing store for Direction. This enables animation, styling, binding, etc...
public static readonly DependencyProperty DirectionProperty =
DependencyProperty.Register("Direction", typeof(int), typeof(FastShadow),
new FrameworkPropertyMetadata(315, FrameworkPropertyMetadataOptions.AffectsRender));
#endregion Dynamic Properties
#region Protected Methods
protected override void OnRender(DrawingContext drawingContext)
{
double distance = Math.Max(0, ShadowDepth);
double blurRadius = Math.Max(BlurRadius, 0);
double angle = Direction + 45; // Make it behave the same as DropShadowEffect
Rect shadowBounds = new Rect(new Point(0, 0),
new Size(RenderSize.Width, RenderSize.Height));
shadowBounds.Inflate(blurRadius, blurRadius);
Color color = Color;
// Transform angle for "Direction"
double angleRad = angle * Math.PI/180.0;
double xDispl = distance;
double yDispl = distance;
double newX = xDispl * Math.Cos(angleRad) - yDispl * Math.Sin(angleRad);
double newY = yDispl * Math.Cos(angleRad) + xDispl * Math.Sin(angleRad);
TranslateTransform translate = new TranslateTransform(newX, newY);
Rect transformed = translate.TransformBounds(shadowBounds);
// Hint: you can make the blur radius consume more "centre"
// region of the bounding box by doubling this here
// blurRadius = blurRadius * 2;
// Build a set of rectangles for the shadow box
Rect[] edges = new Rect[] {
new Rect(new Point(transformed.X,transformed.Y), new Size(blurRadius,blurRadius)), // TL
new Rect(new Point(transformed.X+blurRadius,transformed.Y), new Size(Math.Max(transformed.Width-(blurRadius*2),0),blurRadius)), // T
new Rect(new Point(transformed.Right-blurRadius,transformed.Y), new Size(blurRadius,blurRadius)), // TR
new Rect(new Point(transformed.Right-blurRadius,transformed.Y+blurRadius), new Size(blurRadius,Math.Max(transformed.Height-(blurRadius*2),0))), // R
new Rect(new Point(transformed.Right-blurRadius,transformed.Bottom-blurRadius), new Size(blurRadius,blurRadius)), // BR
new Rect(new Point(transformed.X+blurRadius,transformed.Bottom-blurRadius), new Size(Math.Max(transformed.Width-(blurRadius*2),0),blurRadius)), // B
new Rect(new Point(transformed.X,transformed.Bottom-blurRadius), new Size(blurRadius,blurRadius)), // BL
new Rect(new Point(transformed.X,transformed.Y+blurRadius), new Size(blurRadius,Math.Max(transformed.Height-(blurRadius*2),0))), // L
new Rect(new Point(transformed.X+blurRadius,transformed.Y+blurRadius), new Size(Math.Max(transformed.Width-(blurRadius*2),0),Math.Max(transformed.Height-(blurRadius*2),0))), // C
};
// Gradient stops look a lot prettier than
// a perfectly linear gradient..
GradientStopCollection gsc = new GradientStopCollection();
Color stopColor = color;
stopColor.A = (byte)(color.A);
gsc.Add(new GradientStop(color, 0.0));
stopColor.A = (byte)(.74336 * color.A);
gsc.Add(new GradientStop(stopColor, 0.1));
stopColor.A = (byte)(.38053 * color.A);
gsc.Add(new GradientStop(stopColor, 0.3));
stopColor.A = (byte)(.12389 * color.A);
gsc.Add(new GradientStop(stopColor, 0.5));
stopColor.A = (byte)(.02654 * color.A);
gsc.Add(new GradientStop(stopColor, 0.7));
stopColor.A = (byte)(0);
gsc.Add(new GradientStop(stopColor, 0.9));
gsc.Freeze();
Brush[] colors = new Brush[]{
// TL
new RadialGradientBrush(gsc){ Center = new Point(1, 1), GradientOrigin = new Point(1, 1), RadiusX=1, RadiusY=1},
// T
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,1), EndPoint=new Point(0,0)},
// TR
new RadialGradientBrush(gsc){ Center = new Point(0, 1), GradientOrigin = new Point(0, 1), RadiusX=1, RadiusY=1},
// R
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,0), EndPoint=new Point(1,0)},
// BR
new RadialGradientBrush(gsc){ Center = new Point(0, 0), GradientOrigin = new Point(0, 0), RadiusX=1, RadiusY=1},
// B
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,0), EndPoint=new Point(0,1)},
// BL
new RadialGradientBrush(gsc){ Center = new Point(1, 0), GradientOrigin = new Point(1, 0), RadiusX=1, RadiusY=1},
// L
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(1,0), EndPoint=new Point(0,0)},
// C
new SolidColorBrush(color),
};
// This is a test pattern, uncomment to see how I'm drawing this
//Brush[] colors = new Brush[]{
// Brushes.Red,
// Brushes.Green,
// Brushes.Blue,
// Brushes.Fuchsia,
// Brushes.Gainsboro,
// Brushes.LimeGreen,
// Brushes.Navy,
// Brushes.Orange,
// Brushes.White,
//};
double[] guidelineSetX = new double[] { transformed.X,
transformed.X+blurRadius,
transformed.Right-blurRadius,
transformed.Right};
double[] guidelineSetY = new double[] { transformed.Y,
transformed.Y+blurRadius,
transformed.Bottom-blurRadius,
transformed.Bottom};
drawingContext.PushGuidelineSet(new GuidelineSet(guidelineSetX, guidelineSetY));
for (int i = 0; i < edges.Length; i++)
{
drawingContext.DrawRoundedRectangle(colors[i], null, edges[i], 0.0, 0.0);
}
drawingContext.Pop();
}
#endregion
}
}
そうです。
<Sichbo:FastShadow Color="Black" ShadowDepth="0" BlurRadius="30">
<Grid>.. content here ..</Grid>
</Sichbo:FastShadow>
...出力はPSのドロップシャドウが何にかなり近いはず...明らかにのみ「箱型」の要素に動作しますが、実行時に速度差が&日夜でなければなりません、アニメーションは滑らかで絹のようでなければなりません高解像度で、あなたはあなたのUIを美しく見えるように保つことができます。
.NET 4.5アプリケーションをプロファイリングするためのWPF Performance Suiteの現在の代替手段は何ですか?あなたが私の質問[ここ](http://stackoverflow.com/q/33468572/3345644)を見れば、私は非常に感謝します。 –