UltimateZoneBuilder/Source/Core/Data/ImageData.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public abstract unsafe class ImageData : IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
// Properties
protected string name;
protected long longname;
protected int width;
protected int height;
protected Vector2D scale;
protected bool worldpanning;
private bool usecolorcorrection;
protected string filepathname; //mxd. Absolute path to the image;
protected string shortname; //mxd. Name in uppercase and clamped to DataManager.CLASIC_IMAGE_NAME_LENGTH
protected string virtualname; //mxd. Path of this name is used in TextureBrowserForm
protected string displayname; //mxd. Name to display in TextureBrowserForm
protected bool isFlat; //mxd. If false, it's a texture
protected bool istranslucent; //mxd. If true, has pixels with alpha > 0 && < 255
protected bool ismasked; //mxd. If true, has pixels with zero alpha
protected bool hasLongName; //mxd. Texture name is longer than DataManager.CLASIC_IMAGE_NAME_LENGTH
protected bool hasPatchWithSameName; //mxd
protected int namewidth; // biwa
protected int shortnamewidth; // biwa
//mxd. Hashing
private static int hashcounter;
private readonly int hashcode;
// Loading
private ImageLoadState previewstate;
private ImageLoadState imagestate;
private int previewindex;
private bool loadfailed;
private bool allowunload;
// References
private volatile bool usedinmap;
private volatile int references;
// GDI bitmap
private Bitmap _bitmap;
protected Bitmap bitmap { get { return _bitmap; } }
// Direct3D texture
private int mipmaplevels; // 0 = all mipmaps
protected bool dynamictexture;
private Texture texture;
// Disposing
protected bool isdisposed;
#endregion
#region ================== Properties
public string Name { get { return name; } }
public long LongName { get { return longname; } }
public string ShortName { get { return shortname; } } //mxd
public string FilePathName { get { return filepathname; } } //mxd
public string VirtualName { get { return virtualname; } } //mxd
public string DisplayName { get { return displayname; } } //mxd
public bool IsFlat { get { return isFlat; } } //mxd
public bool IsTranslucent { get { return istranslucent; } } //mxd
public bool IsMasked { get { return ismasked; } } //mxd
public bool HasPatchWithSameName { get { return hasPatchWithSameName; } } //mxd
internal bool HasLongName { get { return hasLongName; } } //mxd
public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } }
public Texture Texture { get { return texture; } }
public bool IsPreviewLoaded { get { return (previewstate == ImageLoadState.Ready); } }
public bool IsImageLoaded { get { return (imagestate == ImageLoadState.Ready); } }
public bool LoadFailed { get { return loadfailed; } }
public bool IsDisposed { get { return isdisposed; } }
public bool AllowUnload { get { return allowunload; } set { allowunload = value; } }
public ImageLoadState ImageState { get { return imagestate; } internal set { imagestate = value; } }
public ImageLoadState PreviewState { get { return previewstate; } internal set { previewstate = value; } }
public bool IsReferenced { get { return (references > 0) || usedinmap; } }
public bool UsedInMap { get { return usedinmap; } }
public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } }
public virtual int Width { get { return width; } }
public virtual int Height { get { return height; } }
internal int PreviewIndex { get { return previewindex; } set { previewindex = value; } }
//mxd. Scaled texture size is integer in ZDoom.
public virtual float ScaledWidth { get { return (float)Math.Round(width * scale.x); } }
public virtual float ScaledHeight { get { return (float)Math.Round(height * scale.y); } }
public virtual Vector2D Scale { get { return scale; } }
public bool WorldPanning { get { return worldpanning; } }
public int NameWidth { get { return namewidth; } } // biwa
public int ShortNameWidth { get { return shortnamewidth; } } // biwa
Added, Texture Browser: added "Show textures in subdirectories" checkbox (enabled by default). When enabled, textures from current PK3/PK7/Directory resource directory and it's subdirectories will be shown. Otherwise, only textures from current directory will be shown. Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
2015-09-16 12:10:43 +00:00
#endregion
#region ================== Constructor / Disposer
// Constructor
protected ImageData()
{
// Defaults
usecolorcorrection = true;
allowunload = true;
//mxd. Hashing
hashcode = hashcounter++;
}
// Destructor
~ImageData()
{
this.Dispose();
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
_bitmap?.Dispose();
texture?.Dispose();
_bitmap = null;
texture = null;
// Done
usedinmap = false;
imagestate = ImageLoadState.None;
previewstate = ImageLoadState.None;
isdisposed = true;
}
}
#endregion
#region ================== Management
// This sets the status of the texture usage in the map
internal void SetUsedInMap(bool used)
{
if(used != usedinmap)
{
usedinmap = used;
General.Map.Data.ProcessImage(this);
}
}
// This adds a reference
public void AddReference()
{
references++;
if(references == 1) General.Map.Data.ProcessImage(this);
}
// This removes a reference
public void RemoveReference()
{
references--;
if(references < 0) General.Fail("FAIL! (references < 0) Somewhere this image is dereferenced more than it was referenced.");
if(references == 0) General.Map.Data.ProcessImage(this);
}
// This sets the name
protected virtual void SetName(string name)
{
this.name = name;
this.filepathname = name; //mxd
this.shortname = name; //mxd
this.virtualname = name; //mxd
this.displayname = name; //mxd
this.longname = Lump.MakeLongName(name); //mxd
ComputeNamesWidth(); // biwa
}
// biwa. Computing the widths in the constructor of ImageBrowserItem accumulates to taking forever when loading many images,
// like when showing the texture browser of huge texture sets like OTEX
internal void ComputeNamesWidth()
{
//mxd. Calculate names width
namewidth = (int)Math.Ceiling(General.Interface.MeasureString(name, SystemFonts.MessageBoxFont, 10000, StringFormat.GenericTypographic).Width) + 6;
shortnamewidth = (int)Math.Ceiling(General.Interface.MeasureString(shortname, SystemFonts.MessageBoxFont, 10000, StringFormat.GenericTypographic).Width) + 6;
}
// This returns the bitmap image
public Bitmap GetBitmap()
{
// Image loaded successfully?
if(!loadfailed && (imagestate == ImageLoadState.Ready) && (bitmap != null))
return bitmap;
// Image loading failed?
return (loadfailed ? Properties.Resources.Failed : Properties.Resources.Hourglass);
}
// Loads the image directly. This is needed by the background loader for some patches.
public Bitmap LocalGetBitmap()
{
// Note: if this turns out to be too slow, do NOT try to make it use GetBitmap or _bitmap.
// Create a cache for the local background loader thread instead.
LocalLoadResult result = LocalLoadImage();
if (result.messages.Any(x => x.Type == ErrorType.Error))
{
return Properties.Resources.Failed;
}
ConvertImageFormat(result);
return result.bitmap;
}
public void LoadImage()
{
LoadImage(true);
}
// This loads the image
public virtual void LoadImage(bool notify)
{
// Do the loading
LocalLoadResult loadResult = LocalLoadImage();
ConvertImageFormat(loadResult);
General.MainWindow.RunOnUIThread(() =>
{
// Log errors and warnings
foreach (LogMessage message in loadResult.messages)
{
General.ErrorLogger.Add(message.Type, message.Text);
}
if (loadResult.messages.Any(x => x.Type == ErrorType.Error))
{
loadfailed = true;
}
// Image is ready
imagestate = ImageLoadState.Ready;
_bitmap = loadResult.bitmap;
if (loadResult.uiThreadWork != null)
loadResult.uiThreadWork();
});
// Notify the main thread about the change so that sectors can update their buffers
if (notify) General.MainWindow.ImageDataLoaded(this.name);
}
// This unloads the image
public virtual void UnloadImage()
{
General.MainWindow.RunOnUIThread(() =>
{
_bitmap?.Dispose();
_bitmap = null;
imagestate = ImageLoadState.None;
});
}
protected class LocalLoadResult
{
public LocalLoadResult(Bitmap bitmap, string error = null, Action uiThreadWork = null)
{
this.bitmap = bitmap;
messages = new List<LogMessage>();
if (error != null)
messages.Add(new LogMessage(ErrorType.Error, error));
this.uiThreadWork = uiThreadWork;
}
public LocalLoadResult(Bitmap bitmap, IEnumerable<LogMessage> messages, Action uiThreadWork = null)
{
this.bitmap = bitmap;
this.messages = messages.ToList();
this.uiThreadWork = uiThreadWork;
}
public Bitmap bitmap;
public List<LogMessage> messages;
public Action uiThreadWork;
}
protected abstract LocalLoadResult LocalLoadImage();
protected class LogMessage
{
public LogMessage(ErrorType type, string text) { Type = type; Text = text; }
public ErrorType Type { get; set; }
public string Text { get; set; }
}
void ConvertImageFormat(LocalLoadResult loadResult)
{
// Bitmap loaded successfully?
Bitmap bitmap = loadResult.bitmap;
if(bitmap != null)
{
// Bitmap has incorrect format?
if(bitmap.PixelFormat != PixelFormat.Format32bppArgb)
{
if(dynamictexture)
throw new Exception("Dynamic images must be in 32 bits ARGB format.");
//General.ErrorLogger.Add(ErrorType.Warning, "Image '" + name + "' does not have A8R8G8B8 pixel format. Conversion was needed.");
Bitmap oldbitmap = bitmap;
try
{
// Convert to desired pixel format
bitmap = new Bitmap(oldbitmap.Size.Width, oldbitmap.Size.Height, PixelFormat.Format32bppArgb);
Graphics g = Graphics.FromImage(bitmap);
g.PageUnit = GraphicsUnit.Pixel;
g.CompositingQuality = CompositingQuality.HighQuality;
g.InterpolationMode = InterpolationMode.NearestNeighbor;
g.SmoothingMode = SmoothingMode.None;
g.PixelOffsetMode = PixelOffsetMode.None;
g.Clear(Color.Transparent);
g.DrawImage(oldbitmap, 0, 0, oldbitmap.Size.Width, oldbitmap.Size.Height);
g.Dispose();
oldbitmap.Dispose();
}
catch(Exception e)
{
bitmap = oldbitmap;
loadResult.messages.Add(new LogMessage(ErrorType.Warning, "Cannot lock image \"" + name + "\" for pixel format conversion. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message));
}
}
// This applies brightness correction on the image
if(usecolorcorrection)
{
BitmapData bmpdata = null;
try
{
// Try locking the bitmap
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
loadResult.messages.Add(new LogMessage(ErrorType.Warning, "Cannot lock image \"" + name + "\" for color correction. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message));
}
// Bitmap locked?
if(bmpdata != null)
{
// Apply color correction
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
General.Colors.ApplyColorCorrection(pixels, bmpdata.Width * bmpdata.Height);
bitmap.UnlockBits(bmpdata);
}
}
}
else
{
// Loading failed
// We still mark the image as ready so that it will
// not try loading again until Reload Resources is used
bitmap = new Bitmap(Properties.Resources.Failed);
}
if(bitmap != null)
{
width = bitmap.Size.Width;
height = bitmap.Size.Height;
if(dynamictexture)
{
if((width != General.NextPowerOf2(width)) || (height != General.NextPowerOf2(height)))
throw new Exception("Dynamic images must have a size in powers of 2.");
}
// Do we still have to set a scale?
if((scale.x == 0.0f) && (scale.y == 0.0f))
{
if((General.Map != null) && (General.Map.Config != null))
{
scale.x = General.Map.Config.DefaultTextureScale;
scale.y = General.Map.Config.DefaultTextureScale;
}
else
{
scale.x = 1.0f;
scale.y = 1.0f;
}
}
if(!loadfailed)
{
//mxd. Check translucency and calculate average color?
if(General.Map != null && General.Map.Data != null && General.Map.Data.GlowingFlats != null &&
General.Map.Data.GlowingFlats.ContainsKey(longname) &&
General.Map.Data.GlowingFlats[longname].CalculateTextureColor)
{
BitmapData bmpdata = null;
try
{
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
loadResult.messages.Add(new LogMessage(ErrorType.Error, "Cannot lock image \"" + this.filepathname + "\" for glow color calculation. " + e.GetType().Name + ": " + e.Message));
}
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
int numpixels = bmpdata.Width * bmpdata.Height;
uint r = 0;
uint g = 0;
uint b = 0;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
r += cp->r;
g += cp->g;
b += cp->b;
// Also check alpha
if(cp->a > 0 && cp->a < 255) istranslucent = true;
else if(cp->a == 0) ismasked = true;
}
// Update glow data
int br = (int)(r / numpixels);
int bg = (int)(g / numpixels);
int bb = (int)(b / numpixels);
int max = Math.Max(br, Math.Max(bg, bb));
// Black can't glow...
if(max == 0)
{
General.Map.Data.GlowingFlats.Remove(longname);
}
else
{
// That's how it's done in GZDoom (and I may be totally wrong about this)
br = Math.Min(255, br * 153 / max);
bg = Math.Min(255, bg * 153 / max);
bb = Math.Min(255, bb * 153 / max);
General.Map.Data.GlowingFlats[longname].Color = new PixelColor(255, (byte)br, (byte)bg, (byte)bb);
General.Map.Data.GlowingFlats[longname].CalculateTextureColor = false;
if(!General.Map.Data.GlowingFlats[longname].Fullbright) General.Map.Data.GlowingFlats[longname].Brightness = (br + bg + bb) / 3;
}
// Release the data
bitmap.UnlockBits(bmpdata);
}
}
//mxd. Check if the texture is translucent
else
{
BitmapData bmpdata = null;
try
{
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
loadResult.messages.Add(new LogMessage(ErrorType.Error, "Cannot lock image \"" + this.filepathname + "\" for translucency check. " + e.GetType().Name + ": " + e.Message));
}
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
int numpixels = bmpdata.Width * bmpdata.Height;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
// Check alpha
if(cp->a > 0 && cp->a < 255) istranslucent = true;
else if(cp->a == 0) ismasked = true;
}
// Release the data
bitmap.UnlockBits(bmpdata);
}
}
}
}
loadResult.bitmap = bitmap;
}
// This creates the Direct3D texture
public virtual void CreateTexture()
{
// Only do this when texture is not created yet
if(((texture == null) || (texture.Disposed)) && this.IsImageLoaded && !loadfailed)
{
Bitmap img = bitmap;
if(loadfailed) img = Properties.Resources.Failed;
texture = new Texture(General.Map.Graphics, img);
if(dynamictexture)
{
if((width != texture.Width) || (height != texture.Height))
throw new Exception("Could not create a texture with the same size as the image.");
}
#if DEBUG
texture.Tag = name; //mxd. Helps with tracking undisposed resources...
#endif
}
}
// This updates a dynamic texture
public void UpdateTexture()
{
if(!dynamictexture)
throw new Exception("The image must be a dynamic image to support direct updating.");
if((texture != null) && !texture.Disposed)
{
General.Map.Graphics.SetPixels(texture, bitmap);
}
}
// This destroys the Direct3D texture
public void ReleaseTexture()
{
// Trash it
if(texture != null) texture.Dispose();
texture = null;
}
// This draws a preview
public virtual void DrawPreview(Graphics target, Point targetpos)
{
// Preview ready?
if(!loadfailed && (previewstate == ImageLoadState.Ready))
{
// Draw preview
General.Map.Data.Previews.DrawPreview(previewindex, target, targetpos);
}
// Loading failed?
else if(loadfailed)
{
// Draw error bitmap
targetpos = new Point(targetpos.X + ((PreviewManager.MAX_PREVIEW_SIZE - Properties.Resources.Hourglass.Width) >> 1),
targetpos.Y + ((PreviewManager.MAX_PREVIEW_SIZE - Properties.Resources.Hourglass.Height) >> 1));
target.DrawImageUnscaled(Properties.Resources.Failed, targetpos);
}
else
{
// Draw loading bitmap
targetpos = new Point(targetpos.X + ((PreviewManager.MAX_PREVIEW_SIZE - Properties.Resources.Hourglass.Width) >> 1),
targetpos.Y + ((PreviewManager.MAX_PREVIEW_SIZE - Properties.Resources.Hourglass.Height) >> 1));
target.DrawImageUnscaled(Properties.Resources.Hourglass, targetpos);
}
}
// This returns a preview image
public virtual Image GetPreview()
{
// Preview ready?
if(previewstate == ImageLoadState.Ready)
{
// Make a copy
return General.Map.Data.Previews.GetPreviewCopy(previewindex);
}
// Loading failed?
if(loadfailed)
{
// Return error bitmap
return Properties.Resources.Failed;
}
// Return loading bitmap
return Properties.Resources.Hourglass;
}
//mxd. This greatly speeds up Dictionary lookups
public override int GetHashCode()
{
return hashcode;
}
#endregion
}
}