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Generation of HTML is extremely fast, but compressing thousands of frames for wireframe animated GIFs can take a little while. Sharing bitmaps between threads required two changes: (1) bitmaps need to be "frozen" after being drawn; (2) you can't use Path because BackgroundWorker isn't a STAThread. You can, however, use a DrawingVisual / DrawingContext to do the rendering. Which is really what I should have been doing all along; I just didn't know the approach existed until I was forced to go looking for it. Also, we now do a "run finalizers" call before generating an animated GIF. Without it things explode after more than 10K GDI objects have been allocated.
133 lines
5.6 KiB
C#
133 lines
5.6 KiB
C#
/*
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* Copyright 2020 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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using System.Windows.Media;
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using System.Windows.Media.Imaging;
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using CommonWPF;
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using PluginCommon;
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namespace SourceGen {
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/// <summary>
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/// A wireframe visualization with animation.
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/// </summary>
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/// <remarks>
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/// All of the animation parameters get added to the Visualization parameter set, so this
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/// is just a place to hold the IVisualizationWireframe reference and some constants.
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/// </remarks>
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public class VisWireframeAnimation : Visualization {
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/// <summary>
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/// Frame delay parameter.
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/// </summary>
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public const string P_FRAME_DELAY_MSEC = "_frameDelayMsec";
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/// <summary>
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/// Frame count parameter.
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/// </summary>
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public const string P_FRAME_COUNT = "_frameCount";
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public const string P_IS_ANIMATED = "_isAnimatedWireframe";
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public const string P_EULER_ROT_X = "_eulerRotX";
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public const string P_EULER_ROT_Y = "_eulerRotY";
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public const string P_EULER_ROT_Z = "_eulerRotZ";
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public const string P_DELTA_ROT_X = "_deltaRotX";
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public const string P_DELTA_ROT_Y = "_deltaRotY";
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public const string P_DELTA_ROT_Z = "_deltaRotZ";
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private WireframeObject mWireObj;
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/// <summary>
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/// Constructor. Mostly pass-through, but we want to set the overlay image.
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/// </summary>
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public VisWireframeAnimation(string tag, string visGenIdent,
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ReadOnlyDictionary<string, object> visGenParams, Visualization oldObj,
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WireframeObject wireObj)
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: base(tag, visGenIdent, visGenParams, oldObj) {
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// wireObj may be null when loading from project file
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mWireObj = wireObj;
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OverlayImage = ANIM_OVERLAY_IMAGE;
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}
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/// <summary>
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/// Updates the thumbnail.
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/// </summary>
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/// <remarks>
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/// We override it because this is our first opportunity to capture the
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/// wireframe object reference if the object was created during project
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/// file loading.
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/// </remarks>
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/// <param name="visWire">Reference to wireframe data generated by plugin.</param>
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/// <param name="parms">Render parameters.</param>
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public override void SetThumbnail(IVisualizationWireframe visWire,
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ReadOnlyDictionary<string, object> parms) {
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base.SetThumbnail(visWire, parms);
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if (visWire == null) {
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// Thumbnail cache is being cleared. Throw out the wireframe object too.
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mWireObj = null;
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} else {
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mWireObj = WireframeObject.Create(visWire);
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}
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}
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/// <summary>
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/// Generates an animated GIF from a series of frames.
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/// </summary>
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/// <param name="encoder">GIF encoder.</param>
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/// <param name="dim">Output dimensions.</param>
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public void EncodeGif(AnimatedGifEncoder encoder, double dim) {
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int curX = Util.GetFromObjDict(VisGenParams, P_EULER_ROT_X, 0);
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int curY = Util.GetFromObjDict(VisGenParams, P_EULER_ROT_Y, 0);
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int curZ = Util.GetFromObjDict(VisGenParams, P_EULER_ROT_Z, 0);
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int deltaX = Util.GetFromObjDict(VisGenParams, P_DELTA_ROT_X, 0);
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int deltaY = Util.GetFromObjDict(VisGenParams, P_DELTA_ROT_Y, 0);
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int deltaZ = Util.GetFromObjDict(VisGenParams, P_DELTA_ROT_Z, 0);
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int frameCount = Util.GetFromObjDict(VisGenParams, P_FRAME_COUNT, 1);
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int frameDelayMsec = Util.GetFromObjDict(VisGenParams, P_FRAME_DELAY_MSEC, 100);
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bool doPersp = Util.GetFromObjDict(VisGenParams, VisWireframe.P_IS_PERSPECTIVE, true);
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bool doBfc = Util.GetFromObjDict(VisGenParams, VisWireframe.P_IS_BFC_ENABLED, false);
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// Try to avoid System.Runtime.InteropServices.COMException (0x88980003):
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// MILERR_WIN32ERROR (Exception from HRESULT: 0x88980003)
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// The problem seems to be that the bitmaps are GDI handles, there's a hard limit of
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// 10,000, and they don't get released until finalizers run. If we wait for
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// pending finalizers the pool stays at a manageable level. If we poke the GC
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// every time the memory graph looks better but I suspect there's a performance hit.
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//GC.Collect();
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GC.WaitForPendingFinalizers();
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if (mWireObj == null) {
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Debug.WriteLine("EncodeGif: wire obj is null");
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frameCount = 1;
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}
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for (int frame = 0; frame < frameCount; frame++) {
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BitmapSource bs = GenerateWireframeImage(mWireObj, dim,
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curX, curY, curZ, doPersp, doBfc);
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encoder.AddFrame(BitmapFrame.Create(bs), frameDelayMsec);
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curX = (curX + 360 + deltaX) % 360;
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curY = (curY + 360 + deltaY) % 360;
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curZ = (curZ + 360 + deltaZ) % 360;
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}
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}
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}
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}
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