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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 ;
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using System.Collections ;
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using System.Collections.Generic ;
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using System.Drawing ;
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using System.Drawing.Drawing2D ;
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using System.Drawing.Imaging ;
using System.IO ;
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using System.Linq ;
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using System.Runtime.InteropServices ;
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using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.IO ;
using CodeImp.DoomBuilder.Rendering ;
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using CodeImp.DoomBuilder.Windows ;
#endregion
namespace CodeImp.DoomBuilder.Data
{
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public abstract unsafe class ImageData : IDisposable
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{
#region = = = = = = = = = = = = = = = = = = Constants
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Properties
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protected string name ;
protected long longname ;
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protected int width ;
protected int height ;
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protected Vector2D scale ;
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protected bool worldpanning ;
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private bool usecolorcorrection ;
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protected string filepathname ; //mxd. Absolute path to the image;
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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
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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
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protected bool hasLongName ; //mxd. Texture name is longer than DataManager.CLASIC_IMAGE_NAME_LENGTH
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protected bool hasPatchWithSameName ; //mxd
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protected int namewidth ; // biwa
protected int shortnamewidth ; // biwa
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//mxd. Hashing
private static int hashcounter ;
private readonly int hashcode ;
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// Loading
private ImageLoadState previewstate ;
private ImageLoadState imagestate ;
private bool loadfailed ;
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// Alpha test
private BitArray alphatest ;
private int alphatestWidth = 64 ;
private int alphatestHeight = 64 ;
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// GDI bitmap
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private Bitmap loadedbitmap ;
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private Bitmap previewbitmap ;
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private Bitmap spritepreviewbitmap ;
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// Direct3D texture
private int mipmaplevels ; // 0 = all mipmaps
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protected bool dynamictexture ;
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private Texture texture ;
// Disposing
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protected bool isdisposed ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
public string Name { get { return name ; } }
public long LongName { get { return longname ; } }
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public string ShortName { get { return shortname ; } } //mxd
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public string FilePathName { get { return filepathname ; } } //mxd
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public string VirtualName { get { return virtualname ; } } //mxd
public string DisplayName { get { return displayname ; } } //mxd
public bool IsFlat { get { return isFlat ; } } //mxd
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public bool IsTranslucent { get { return istranslucent ; } } //mxd
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public bool IsMasked { get { return ismasked ; } } //mxd
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public bool HasPatchWithSameName { get { return hasPatchWithSameName ; } } //mxd
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internal bool HasLongName { get { return hasLongName ; } } //mxd
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public bool UseColorCorrection { get { return usecolorcorrection ; } set { usecolorcorrection = value ; } }
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public Texture Texture { get { return GetTexture ( ) ; } }
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public bool IsPreviewLoaded
{
get
{
if ( previewstate = = ImageLoadState . None )
General . Map . Data . QueueLoadPreview ( this ) ;
return ( previewstate = = ImageLoadState . Ready ) ;
}
}
public bool IsImageLoaded
{
get
{
if ( imagestate = = ImageLoadState . None )
General . Map . Data . QueueLoadImage ( this ) ;
return ( imagestate = = ImageLoadState . Ready ) ;
}
}
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public bool LoadFailed { get { return loadfailed ; } }
public bool IsDisposed { get { return isdisposed ; } }
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public bool AllowUnload { get ; set ; }
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public ImageLoadState ImageState { get { return imagestate ; } internal set { imagestate = value ; } }
public ImageLoadState PreviewState { get { return previewstate ; } internal set { previewstate = value ; } }
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public bool UsedInMap { get ; internal set ; }
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public int MipMapLevels { get { return mipmaplevels ; } set { mipmaplevels = value ; } }
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public virtual int Width { get { return width ; } }
public virtual int Height { get { return height ; } }
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//mxd. Scaled texture size is integer in ZDoom.
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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 ; } }
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public bool WorldPanning { get { return worldpanning ; } }
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public int NameWidth { get { return namewidth ; } } // biwa
public int ShortNameWidth { get { return shortnamewidth ; } } // biwa
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
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protected ImageData ( )
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{
// Defaults
usecolorcorrection = true ;
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AllowUnload = true ;
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//mxd. Hashing
hashcode = hashcounter + + ;
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}
// Destructor
~ ImageData ( )
{
this . Dispose ( ) ;
}
// Disposer
public virtual void Dispose ( )
{
// Not already disposed?
if ( ! isdisposed )
{
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// Clean up
loadedbitmap ? . Dispose ( ) ;
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previewbitmap ? . Dispose ( ) ;
spritepreviewbitmap ? . Dispose ( ) ;
texture ? . Dispose ( ) ;
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loadedbitmap = null ;
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previewbitmap = null ;
spritepreviewbitmap = null ;
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texture = null ;
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// Done
imagestate = ImageLoadState . None ;
previewstate = ImageLoadState . None ;
isdisposed = true ;
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}
}
#endregion
#region = = = = = = = = = = = = = = = = = = Management
// This adds a reference
// This sets the name
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protected virtual void SetName ( string name )
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{
this . name = name ;
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this . filepathname = name ; //mxd
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this . shortname = name ; //mxd
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this . virtualname = name ; //mxd
this . displayname = name ; //mxd
this . longname = Lump . MakeLongName ( name ) ; //mxd
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ComputeNamesWidth ( ) ; // biwa
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}
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// 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 ;
}
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public int GetAlphaTestWidth ( )
{
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return alphatestWidth ;
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}
public int GetAlphaTestHeight ( )
{
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return alphatestHeight ;
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}
public bool AlphaTestPixel ( int x , int y )
{
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if ( alphatest ! = null )
return alphatest . Get ( x + y * alphatestWidth ) ;
else
return true ;
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}
public Image GetBackgroundBitmap ( )
{
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return LocalGetBitmap ( ) ;
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}
public Bitmap GetSkyboxBitmap ( )
{
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return LocalGetBitmap ( ) ;
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}
public Bitmap ExportBitmap ( )
{
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return LocalGetBitmap ( ) ;
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}
public Bitmap GetSpritePreview ( )
{
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if ( spritepreviewbitmap = = null )
spritepreviewbitmap = LocalGetBitmap ( ) ;
return spritepreviewbitmap ;
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}
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// Loads the image directly. This is needed by the background loader for some patches.
public Bitmap LocalGetBitmap ( )
{
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// Note: if this turns out to be too slow, do NOT try to make it use GetBitmap or bitmap.
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// 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 ;
}
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public void LoadImageNow ( )
{
if ( imagestate ! = ImageLoadState . Ready )
{
imagestate = ImageLoadState . Loading ;
LoadImage ( true ) ;
}
}
internal void BackgroundLoadImage ( )
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{
LoadImage ( true ) ;
}
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// This loads the image
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protected void LoadImage ( bool notify )
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{
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if ( imagestate = = ImageLoadState . Ready & & previewstate ! = ImageLoadState . Loading )
return ;
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// Do the loading
LocalLoadResult loadResult = LocalLoadImage ( ) ;
ConvertImageFormat ( loadResult ) ;
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MakeImagePreview ( loadResult ) ;
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MakeAlphaTestImage ( loadResult ) ;
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// Save memory by disposing the original image immediately if we only used it to load a preview image
bool onlyPreview = false ;
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if ( imagestate ! = ImageLoadState . Loading )
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{
loadResult . bitmap ? . Dispose ( ) ;
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loadResult . bitmap = null ;
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onlyPreview = true ;
}
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General . MainWindow . RunOnUIThread ( ( ) = >
{
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if ( imagestate = = ImageLoadState . Loading & & ! onlyPreview )
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{
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// 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 ;
}
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loadedbitmap ? . Dispose ( ) ;
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texture ? . Dispose ( ) ;
imagestate = ImageLoadState . Ready ;
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loadedbitmap = loadResult . bitmap ;
alphatest = loadResult . alphatest ;
alphatestWidth = loadResult . alphatestWidth ;
alphatestHeight = loadResult . alphatestHeight ;
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if ( loadResult . uiThreadWork ! = null )
loadResult . uiThreadWork ( ) ;
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}
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else
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{
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loadResult . bitmap ? . Dispose ( ) ;
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}
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if ( previewstate = = ImageLoadState . Loading )
{
previewbitmap ? . Dispose ( ) ;
previewstate = ImageLoadState . Ready ;
previewbitmap = loadResult . preview ;
}
else
{
loadResult . preview ? . Dispose ( ) ;
}
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} ) ;
// Notify the main thread about the change so that sectors can update their buffers
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if ( notify )
{
if ( this is SpriteImage | | this is VoxelImage ) General . MainWindow . SpriteDataLoaded ( this . Name ) ;
else General . MainWindow . ImageDataLoaded ( this . name ) ;
}
}
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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 ;
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public Bitmap preview ;
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public BitArray alphatest ;
public int alphatestWidth ;
public int alphatestHeight ;
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public List < LogMessage > messages ;
public Action uiThreadWork ;
}
protected abstract LocalLoadResult LocalLoadImage ( ) ;
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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 )
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{
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// Bitmap loaded successfully?
Bitmap bitmap = loadResult . bitmap ;
if ( bitmap ! = null )
{
// Bitmap has incorrect format?
if ( bitmap . PixelFormat ! = PixelFormat . Format32bppArgb )
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{
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//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 ( ) ;
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}
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catch ( Exception e )
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{
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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 ;
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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 ) ) ;
}
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// 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 ) ;
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}
}
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}
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 ;
// Do we still have to set a scale?
if ( ( scale . x = = 0.0f ) & & ( scale . y = = 0.0f ) )
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{
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if ( ( General . Map ! = null ) & & ( General . Map . Config ! = null ) )
{
scale . x = General . Map . Config . DefaultTextureScale ;
scale . y = General . Map . Config . DefaultTextureScale ;
}
else
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{
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scale . x = 1.0f ;
scale . y = 1.0f ;
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}
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}
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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 )
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{
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BitmapData bmpdata = null ;
try
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{
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bmpdata = bitmap . LockBits ( new Rectangle ( 0 , 0 , bitmap . Size . Width , bitmap . Size . Height ) , ImageLockMode . ReadWrite , PixelFormat . Format32bppArgb ) ;
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}
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catch ( Exception e )
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{
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loadResult . messages . Add ( new LogMessage ( ErrorType . Error , "Cannot lock image \"" + this . filepathname + "\" for glow color calculation. " + e . GetType ( ) . Name + ": " + e . Message ) ) ;
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}
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if ( bmpdata ! = null )
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{
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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 - - )
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{
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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 ;
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}
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// 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 )
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{
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General . Map . Data . GlowingFlats . Remove ( longname ) ;
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}
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else
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{
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// 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 ;
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}
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// Release the data
bitmap . UnlockBits ( bmpdata ) ;
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}
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}
//mxd. Check if the texture is translucent
else
{
BitmapData bmpdata = null ;
try
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{
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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 ;
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for ( PixelColor * cp = pixels + numpixels - 1 ; cp > = pixels ; cp - - )
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{
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// Check alpha
if ( cp - > a > 0 & & cp - > a < 255 ) istranslucent = true ;
else if ( cp - > a = = 0 ) ismasked = true ;
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}
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// Release the data
bitmap . UnlockBits ( bmpdata ) ;
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}
}
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}
}
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loadResult . bitmap = bitmap ;
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}
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// Dimensions of a single preview image
const int MAX_PREVIEW_SIZE = 256 ; //mxd
// This makes a preview for the given image and updates the image settings
private void MakeImagePreview ( LocalLoadResult loadResult )
{
if ( loadResult . bitmap = = null )
return ;
Bitmap image = loadResult . bitmap ;
Bitmap preview ;
int imagewidth = image . Width ;
int imageheight = image . Height ;
// Determine preview size
float scalex = ( imagewidth > MAX_PREVIEW_SIZE ) ? ( MAX_PREVIEW_SIZE / ( float ) imagewidth ) : 1.0f ;
float scaley = ( imageheight > MAX_PREVIEW_SIZE ) ? ( MAX_PREVIEW_SIZE / ( float ) imageheight ) : 1.0f ;
float scale = Math . Min ( scalex , scaley ) ;
int previewwidth = ( int ) ( imagewidth * scale ) ;
int previewheight = ( int ) ( imageheight * scale ) ;
if ( previewwidth < 1 ) previewwidth = 1 ;
if ( previewheight < 1 ) previewheight = 1 ;
//mxd. Expected and actual image sizes and format match?
if ( previewwidth = = imagewidth & & previewheight = = imageheight & & image . PixelFormat = = PixelFormat . Format32bppArgb )
{
preview = new Bitmap ( image ) ;
}
else
{
// Make new image
preview = new Bitmap ( previewwidth , previewheight , PixelFormat . Format32bppArgb ) ;
Graphics g = Graphics . FromImage ( preview ) ;
g . PageUnit = GraphicsUnit . Pixel ;
//g.CompositingQuality = CompositingQuality.HighQuality; //mxd
g . InterpolationMode = InterpolationMode . NearestNeighbor ;
//g.SmoothingMode = SmoothingMode.HighQuality; //mxd
g . PixelOffsetMode = PixelOffsetMode . None ;
//g.Clear(Color.Transparent); //mxd
// Draw image onto atlas
Rectangle atlasrect = new Rectangle ( 0 , 0 , previewwidth , previewheight ) ;
RectangleF imgrect = General . MakeZoomedRect ( new Size ( imagewidth , imageheight ) , atlasrect ) ;
if ( imgrect . Width < 1.0f )
{
imgrect . X - = 0.5f - imgrect . Width * 0.5f ;
imgrect . Width = 1.0f ;
}
if ( imgrect . Height < 1.0f )
{
imgrect . Y - = 0.5f - imgrect . Height * 0.5f ;
imgrect . Height = 1.0f ;
}
g . DrawImage ( image , imgrect ) ;
g . Dispose ( ) ;
}
loadResult . preview = preview ;
}
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void MakeAlphaTestImage ( LocalLoadResult loadResult )
{
if ( loadResult . bitmap = = null )
return ;
int width = loadResult . bitmap . Width ;
int height = loadResult . bitmap . Height ;
loadResult . alphatestWidth = width ;
loadResult . alphatestHeight = height ;
for ( int y = 0 ; y < height ; y + + )
{
for ( int x = 0 ; x < width ; x + + )
{
if ( loadResult . bitmap . GetPixel ( x , y ) . A = = 0 )
{
if ( loadResult . alphatest = = null )
loadResult . alphatest = new BitArray ( width * height , true ) ;
loadResult . alphatest . Set ( x + y * width , false ) ;
}
}
}
}
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Texture GetTexture ( )
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{
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if ( texture ! = null )
return texture ;
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else if ( imagestate = = ImageLoadState . Loading )
return General . Map . Data . LoadingTexture ;
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else if ( loadfailed )
return General . Map . Data . FailedTexture ;
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if ( imagestate = = ImageLoadState . None )
{
General . Map . Data . QueueLoadImage ( this ) ;
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return General . Map . Data . LoadingTexture ;
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}
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texture = new Texture ( General . Map . Graphics , loadedbitmap ) ;
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loadedbitmap . Dispose ( ) ;
loadedbitmap = null ;
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#if DEBUG
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texture . Tag = name ; //mxd. Helps with tracking undisposed resources...
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#endif
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return texture ;
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}
// This updates a dynamic texture
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public void UpdateTexture ( Bitmap canvas )
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{
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if ( canvas . PixelFormat ! = PixelFormat . Format32bppArgb )
throw new Exception ( "Dynamic images must be in 32 bits ARGB format." ) ;
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if ( ! dynamictexture )
throw new Exception ( "The image must be a dynamic image to support direct updating." ) ;
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General . Map . Graphics . SetPixels ( GetTexture ( ) , canvas ) ;
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}
// This destroys the Direct3D texture
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public void ReleaseTexture ( )
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{
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texture ? . Dispose ( ) ;
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texture = null ;
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}
// This returns a preview image
public virtual Image GetPreview ( )
{
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// Preview ready?
if ( previewstate = = ImageLoadState . Ready )
{
// Make a copy
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return new Bitmap ( previewbitmap ) ;
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}
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// Loading failed?
if ( loadfailed )
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{
// Return error bitmap
return Properties . Resources . Failed ;
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}
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if ( previewstate = = ImageLoadState . None )
{
General . Map . Data . QueueLoadPreview ( this ) ;
}
// Return loading bitmap
return Properties . Resources . Hourglass ;
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}
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//mxd. This greatly speeds up Dictionary lookups
public override int GetHashCode ( )
{
return hashcode ;
}
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#endregion
}
}