UltimateZoneBuilder/Source/Core/Data/TEXTURESImage.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.Imaging;
using System.IO;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.Data
{
internal sealed unsafe class TEXTURESImage : ImageData
{
#region ================== Variables
private readonly List<TexturePatch> patches; //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
public TEXTURESImage(string name, string virtualpath, int width, int height, float scalex, float scaley, bool worldpanning, bool isflat)
{
// Initialize
this.width = width;
this.height = height;
this.scale.x = scalex;
this.scale.y = scaley;
this.worldpanning = worldpanning;
this.patches = new List<TexturePatch>(1);
//mxd
SetName(name);
this.virtualname = (!string.IsNullOrEmpty(virtualpath) ? virtualpath : "[TEXTURES]") + Path.AltDirectorySeparatorChar + this.name;
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
this.level = virtualname.Split(new[] { Path.AltDirectorySeparatorChar }).Length - 1;
this.isFlat = isflat;
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
//mxd
protected override void SetName(string name)
{
if(!General.Map.Config.UseLongTextureNames)
{
if(name.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
name = name.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
name = name.ToUpperInvariant();
}
base.SetName(name);
if(General.Settings.CapitalizeTextureNames && !string.IsNullOrEmpty(this.displayname))
{
this.displayname = this.displayname.ToUpperInvariant();
}
if(this.displayname.Length > ImageBrowserItem.MAX_NAME_LENGTH)
{
this.displayname = this.displayname.Substring(0, ImageBrowserItem.MAX_NAME_LENGTH);
}
this.shortname = this.displayname.ToUpperInvariant();
if(this.shortname.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
{
this.shortname = this.shortname.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
}
}
// This adds a patch to the texture
public void AddPatch(TexturePatch patch)
{
// Add it
patches.Add(patch);
if(patch.lumpname == Name) hasPatchWithSameName = true; //mxd
}
// This loads the image
protected override void LocalLoadImage()
{
// Checks
if(this.IsImageLoaded || width == 0 || height == 0) return;
Graphics g = null;
lock(this)
{
// Create texture bitmap
try
{
if(bitmap != null) bitmap.Dispose();
bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
BitmapData bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
PixelColor* pixels = (PixelColor*)bitmapdata.Scan0.ToPointer();
General.ZeroMemory(new IntPtr(pixels), width * height * sizeof(PixelColor));
bitmap.UnlockBits(bitmapdata);
g = Graphics.FromImage(bitmap);
}
catch(Exception e)
{
// Unable to make bitmap
General.ErrorLogger.Add(ErrorType.Error, "Unable to load texture image \"" + this.Name + "\". " + e.GetType().Name + ": " + e.Message);
loadfailed = true;
}
int missingpatches = 0; //mxd
if(patches.Count == 0) //mxd
{
// No patches!
General.ErrorLogger.Add(ErrorType.Warning, "No patches are defined for texture \"" + this.Name + "\"");
loadfailed = true;
}
else if(!loadfailed)
{
// Go for all patches
foreach(TexturePatch p in patches)
{
//mxd. Some patches (like "TNT1A0") should be skipped
if(p.skip) continue;
// Get the patch data stream
string patchlocation = string.Empty; //mxd
Stream patchdata = General.Map.Data.GetPatchData(p.lumpname, p.haslongname, ref patchlocation);
if(patchdata != null)
{
// Copy patch data to memory
patchdata.Seek(0, SeekOrigin.Begin);
byte[] membytes = new byte[(int)patchdata.Length];
patchdata.Read(membytes, 0, (int)patchdata.Length);
MemoryStream mem = new MemoryStream(membytes);
mem.Seek(0, SeekOrigin.Begin);
// Get a reader for the data
IImageReader reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
if(reader is UnknownImageReader)
{
//mxd. Probably that's a flat?..
if(General.Map.Config.MixTexturesFlats)
{
reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette);
}
if(reader is UnknownImageReader)
{
// Data is in an unknown format!
General.ErrorLogger.Add(ErrorType.Error, "Patch lump \"" + Path.Combine(patchlocation, p.lumpname) + "\" data format could not be read, while loading texture \"" + this.Name + "\"");
missingpatches++; //mxd
}
}
if(!(reader is UnknownImageReader))
{
// Get the patch
mem.Seek(0, SeekOrigin.Begin);
Bitmap patchbmp = null;
try { patchbmp = reader.ReadAsBitmap(mem); }
catch(InvalidDataException)
{
// Data cannot be read!
General.ErrorLogger.Add(ErrorType.Error, "Patch lump \"" + p.lumpname + "\" data format could not be read, while loading texture \"" + this.Name + "\"");
missingpatches++; //mxd
}
if(patchbmp != null)
{
//mxd. Apply transformations from TexturePatch
patchbmp = TransformPatch(p, patchbmp);
2013-03-18 13:52:27 +00:00
// Draw the patch on the texture image
Rectangle tgtrect = new Rectangle(p.x, p.y, patchbmp.Size.Width, patchbmp.Size.Height);
g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
patchbmp.Dispose();
}
}
// Done
mem.Dispose();
}
else
{
//mxd. ZDoom can use any known graphic as patch
if(General.Map.Config.MixTexturesFlats)
{
ImageData img = General.Map.Data.GetTextureImage(p.lumpname);
if(!(img is UnknownImage) && img != this)
{
if(!img.IsImageLoaded) img.LoadImage();
//mxd. Apply transformations from TexturePatch. We don't want to modify the original bitmap here, so make a copy
Bitmap patchbmp = TransformPatch(p, new Bitmap(img.GetBitmap()));
// Draw the patch on the texture image
Rectangle tgtrect = new Rectangle(p.x, p.y, patchbmp.Size.Width, patchbmp.Size.Height);
g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
patchbmp.Dispose();
continue;
}
}
// Missing a patch lump!
General.ErrorLogger.Add(ErrorType.Error, "Missing patch lump \"" + p.lumpname + "\" while loading texture \"" + this.Name + "\"");
missingpatches++; //mxd
}
}
}
// Dispose bitmap if load failed
if((bitmap != null) && (loadfailed || missingpatches >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded
{
bitmap.Dispose();
bitmap = null;
loadfailed = true;
}
// Pass on to base
base.LocalLoadImage();
}
}
//mxd
private Bitmap TransformPatch(TexturePatch p, Bitmap patchbmp)
{
//mxd. Flip
if(p.flipx || p.flipy)
{
RotateFlipType flip;
if(p.flipx && !p.flipy) flip = RotateFlipType.RotateNoneFlipX;
else if(!p.flipx && p.flipy) flip = RotateFlipType.RotateNoneFlipY;
else flip = RotateFlipType.RotateNoneFlipXY;
patchbmp.RotateFlip(flip);
}
//mxd. Then rotate. I do it this way because RotateFlip function rotates THEN flips, and GZDoom does it the other way around.
if(p.rotate != 0)
{
RotateFlipType rotate;
switch(p.rotate)
{
case 90: rotate = RotateFlipType.Rotate90FlipNone; break;
case 180: rotate = RotateFlipType.Rotate180FlipNone; break;
default: rotate = RotateFlipType.Rotate270FlipNone; break;
}
patchbmp.RotateFlip(rotate);
}
// Adjust patch alpha, apply tint or blend
if(p.blendstyle != TexturePathBlendStyle.None || p.style != TexturePathRenderStyle.Copy)
{
BitmapData bmpdata = null;
try
{
bmpdata = patchbmp.LockBits(new Rectangle(0, 0, patchbmp.Size.Width, patchbmp.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock image \"" + p.lumpname + "\" for alpha adjustment. " + e.GetType().Name + ": " + e.Message);
}
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
int numpixels = bmpdata.Width * bmpdata.Height;
int patchalpha = (int)Math.Round(General.Clamp(p.alpha, 0f, 1f) * 255); //convert alpha to [0-255] range
//mxd. Blend/Tint support
if(p.blendstyle == TexturePathBlendStyle.Blend)
{
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)((cp->r * p.blend.r) * PixelColor.BYTE_TO_FLOAT);
cp->g = (byte)((cp->g * p.blend.g) * PixelColor.BYTE_TO_FLOAT);
cp->b = (byte)((cp->b * p.blend.b) * PixelColor.BYTE_TO_FLOAT);
}
}
else if(p.blendstyle == TexturePathBlendStyle.Tint)
{
float tintammount = p.tintammount - 0.1f;
if(tintammount > 0)
{
float br = p.blend.r * PixelColor.BYTE_TO_FLOAT * tintammount;
float bg = p.blend.g * PixelColor.BYTE_TO_FLOAT * tintammount;
float bb = p.blend.b * PixelColor.BYTE_TO_FLOAT * tintammount;
float invTint = 1.0f - tintammount;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invTint + br) * 255.0f);
cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invTint + bg) * 255.0f);
cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invTint + bb) * 255.0f);
}
}
}
//mxd. Apply RenderStyle
if(p.style == TexturePathRenderStyle.Blend)
{
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
}
//mxd. We need a copy of underlying part of texture for these styles
else if(p.style != TexturePathRenderStyle.Copy)
{
// Copy portion of texture
int lockWidth = (p.x + patchbmp.Size.Width > bitmap.Width) ? bitmap.Width - p.x : patchbmp.Size.Width;
int lockHeight = (p.y + patchbmp.Size.Height > bitmap.Height) ? bitmap.Height - p.y : patchbmp.Size.Height;
Bitmap source = new Bitmap(patchbmp.Size.Width, patchbmp.Size.Height);
using(Graphics sg = Graphics.FromImage(source))
sg.DrawImageUnscaled(bitmap, new Rectangle(-p.x, -p.y, lockWidth, lockHeight));
// Lock texture
BitmapData texturebmpdata = null;
try
{
texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture \"" + this.Name + "\" to apply render style. " + e.GetType().Name + ": " + e.Message);
}
if(texturebmpdata != null)
{
PixelColor* texturepixels = (PixelColor*)(texturebmpdata.Scan0.ToPointer());
PixelColor* tcp = texturepixels + numpixels - 1;
switch(p.style)
{
case TexturePathRenderStyle.Add:
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)Math.Min(255, cp->r + tcp->r);
cp->g = (byte)Math.Min(255, cp->g + tcp->g);
cp->b = (byte)Math.Min(255, cp->b + tcp->b);
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
tcp--;
}
break;
case TexturePathRenderStyle.Subtract:
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)Math.Max(0, tcp->r - cp->r);
cp->g = (byte)Math.Max(0, tcp->g - cp->g);
cp->b = (byte)Math.Max(0, tcp->b - cp->b);
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
tcp--;
}
break;
case TexturePathRenderStyle.ReverseSubtract:
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)Math.Max(0, cp->r - tcp->r);
cp->g = (byte)Math.Max(0, cp->g - tcp->g);
cp->b = (byte)Math.Max(0, cp->b - tcp->b);
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
tcp--;
}
break;
case TexturePathRenderStyle.Modulate:
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)((cp->r * tcp->r) * PixelColor.BYTE_TO_FLOAT);
cp->g = (byte)((cp->g * tcp->g) * PixelColor.BYTE_TO_FLOAT);
cp->b = (byte)((cp->b * tcp->b) * PixelColor.BYTE_TO_FLOAT);
tcp--;
}
break;
}
source.UnlockBits(texturebmpdata);
}
}
patchbmp.UnlockBits(bmpdata);
}
}
return patchbmp;
}
#endregion
}
}