Reputation:
I'm having a problem with RenderTargetBitmap whenever I render canvas and clear its children and set the rendered bitmap as background of canvas it slide toward bottom right.
can't insert images until 10 reputation :(.
WPF:
<Window x:Class="WpfApp1.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:WpfApp1"
mc:Ignorable="d"
Title="MainWindow" Height="500" Width="700"
KeyDown="Window_KeyDown">
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="50"/>
<RowDefinition Height="*"/>
<RowDefinition Height="50"/>
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="50"/>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="50"/>
</Grid.ColumnDefinitions>
<Border BorderBrush="Black" BorderThickness="1" Grid.Row="1" Grid.Column="1">
<Canvas x:Name="Pad">
<Rectangle Height="100" Width="100" Fill="Red" Canvas.Left="10" Canvas.Top="10"></Rectangle>
</Canvas>
</Border>
</Grid>
</Window>
c# code:
namespace WpfApp1
{
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
private void Window_KeyDown(object sender, KeyEventArgs e)
{
RenderTargetBitmap rendrer = new RenderTargetBitmap(Convert.ToInt32(Pad.ActualWidth), Convert.ToInt32(Pad.ActualHeight), 96, 96, PixelFormats.Pbgra32);
rendrer.Render(Pad);
Pad.Background = new ImageBrush(rendrer);
Pad.Children.Clear();
}
}
}
Upvotes: 4
Views: 1359
Reputation: 128098
To avoid any offset problems with drawing a Visual into a RenderTargetBitmap, you may use an intermediate DrawingVisual:
var rect = new Rect(Pad.RenderSize);
var visual = new DrawingVisual();
using (var dc = visual.RenderOpen())
{
dc.DrawRectangle(new VisualBrush(Pad), null, rect);
}
var bitmap = new RenderTargetBitmap(
(int)rect.Width, (int)rect.Height, 96, 96, PixelFormats.Default);
bitmap.Render(visual);
Pad.Background = new ImageBrush(bitmap);
Pad.Children.Clear();
Note that without setting any further properties of the ImageBrush (like e.g. its Viewport), it will fill the entire area of the Rectangle. For details, see TileBrush Overview.
Upvotes: 5
Reputation: 70691
Your primary problem stems from the fact that, due to the 1-pixel border around the Canvas
, its VisualOffset
vector is (1,1)
. Thus, any visual effect, like the background brush, will be applied at that offset. When you render the visual into a bitmap, it captures the present appearance, and then when you set the bitmap as the brush, it gets shifted.
Ironically, one of the easiest ways to fix this is to insert another <Border/>
element into your XAML:
<Border BorderBrush="Black" BorderThickness="1" Grid.Row="1" Grid.Column="1">
<Border>
<Canvas x:Name="Pad">
<Rectangle Height="100" Width="100" Fill="Red" Canvas.Left="10" Canvas.Top="10"/>
</Canvas>
</Border>
</Border>
Then the offset caused by the outer <Border/>
element is handled by the new <Border/>
element's transform, rather than being applied to the <Canvas/>
element.
That change alone will almost fix your code completely. However, there's one other little artifact that you may still notice: every time you render the visual, it gets just a teensy bit blurrier. This is because the default value for the Brush
object's Stretch
property is Stretch.Fill
, and because your <Canvas/>
element is not precisely an integral width or height, the bitmap (which necessarily does have integral width and height) gets stretched just a teensy bit when rendered. With each iteration, this becomes more and more apparent.
You can fix that by setting the Stretch
property to Stretch.None
. At the same time, you'll also want to set the brush's alignment to Left
and Top
:
private void Window_KeyDown(object sender, KeyEventArgs e)
{
RenderTargetBitmap renderer = new RenderTargetBitmap(
Convert.ToInt32(Pad.ActualWidth), Convert.ToInt32(Pad.ActualHeight), 96, 96, PixelFormats.Pbgra32);
renderer.Render(Pad);
ImageBrush brush = new ImageBrush(renderer);
brush.AlignmentX = AlignmentX.Left;
brush.AlignmentY = AlignmentY.Top;
brush.Stretch = Stretch.None;
Pad.Background = brush;
Pad.Children.Clear();
}
The defaults are Center
, which again incurs the rounding error and will cause both movement and blurring of the image after repeated iterations of the process.
With the above changes, I found a perfectly stable image, regardless of the number of iterations.
The "wrap in a border" idea came from here: https://blogs.msdn.microsoft.com/jaimer/2009/07/03/rendertargetbitmap-tips/
On that page you'll find a more general-purpose solution which does not require modification of the actual XAML. In your example above, the "wrap in a border" approach seems like a reasonable work-around, but it is admittedly not as clean as forcing an unadorned context into which you can render the visual, as shown on that blog page.
Upvotes: 3