UltimateZoneBuilder/Source/Core/Data/HighResImage.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 HighResImage : ImageData
{
#region ================== Variables
private readonly List<TexturePatch> patches; //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
public HighResImage(string name, 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.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);
this.virtualname = "[TEXTURES]/" + this.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) return;
if((width == 0) || (height == 0)) return;
IImageReader reader;
MemoryStream mem;
byte[] membytes;
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 failCount = 0; //mxd
if(!loadfailed)
{
// Go for all patches
foreach(TexturePatch p in patches)
{
// Get the patch data stream
Stream patchdata = General.Map.Data.GetPatchData(p.lumpname, p.haslongname);
if(patchdata != null)
{
// Copy patch data to memory
patchdata.Seek(0, SeekOrigin.Begin);
membytes = new byte[(int)patchdata.Length];
patchdata.Read(membytes, 0, (int)patchdata.Length);
mem = new MemoryStream(membytes);
mem.Seek(0, SeekOrigin.Begin);
// Get a reader for the data
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 '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'");
failCount++; //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 + "'");
failCount++; //mxd
}
if(patchbmp != null)
{
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//mxd. Flip
if(p.flipx || p.flipy)
{
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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)
{
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RotateFlipType rotate;
if(p.rotate == 90)
rotate = RotateFlipType.Rotate90FlipNone;
else if(p.rotate == 180)
rotate = RotateFlipType.Rotate180FlipNone;
else
rotate = RotateFlipType.Rotate270FlipNone;
patchbmp.RotateFlip(rotate);
}
// Adjust patch alpha, apply tint or blend
if(p.blendstyle != TexturePathBlendStyle.None || p.style != TexturePathRenderStyle.Copy)
{
BitmapData bmpdata = null;
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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
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//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);
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}
}
else if(p.blendstyle == TexturePathBlendStyle.Tint)
{
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float tintammount = p.tintammount - 0.1f;
if(tintammount > 0)
{
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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);
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}
}
}
//mxd. apply RenderStyle
if(p.style == TexturePathRenderStyle.Blend)
{
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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}
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//mxd. we need a copy of underlying part of texture for these styles
else if(p.style != TexturePathRenderStyle.Copy)
{
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//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
{
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texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture '" + this.Name + "' to apply render style. " + e.GetType().Name + ": " + e.Message);
}
if(texturebmpdata != null)
{
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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;
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}
source.UnlockBits(texturebmpdata);
}
}
patchbmp.UnlockBits(bmpdata);
}
}
// 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
{
// Missing a patch lump!
General.ErrorLogger.Add(ErrorType.Error, "Missing patch lump '" + p.lumpname + "' while loading texture '" + this.Name + "'");
failCount++; //mxd
}
}
}
// Dispose bitmap if load failed
if((bitmap != null) && (loadfailed || failCount >= 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();
}
}
#endregion
}
}