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;
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
public const int TEXTURE_INDEXED = 1;
#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 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
protected bool wantIndexed; // volte
protected TextureNamespace texturenamespace;
//mxd. Hashing
private static int hashcounter;
private readonly int hashcode;
// Loading
private ImageLoadState previewstate;
private ImageLoadState imagestate;
private bool loadfailed;
// Alpha test
private BitArray alphatest;
private int alphatestWidth = 64;
private int alphatestHeight = 64;
// GDI bitmap
private Bitmap loadedbitmap;
private Bitmap uncorrectedbitmap;
private Bitmap previewbitmap;
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private Bitmap spritepreviewbitmap;
// Direct3D texture
private int mipmaplevels; // 0 = all mipmaps
protected bool dynamictexture;
private Texture texture;
private Texture indexedTexture;
// 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 TextureNamespace TextureNamespace { get { return texturenamespace; } }
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 GetTexture(false); } }
public Texture IndexedTexture { get { return GetTexture(true); } }
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);
}
}
public bool LoadFailed { get { return loadfailed; } }
public bool IsDisposed { get { return isdisposed; } }
public bool AllowUnload { get; set; }
public ImageLoadState ImageState { get { return imagestate; } internal set { imagestate = value; } }
public ImageLoadState PreviewState { get { return previewstate; } internal set { previewstate = value; } }
public bool UsedInMap { get; internal set; }
public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } }
public virtual int Width { get { return width; } }
public virtual int Height { get { return height; } }
//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
loadedbitmap?.Dispose();
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previewbitmap?.Dispose();
uncorrectedbitmap?.Dispose();
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spritepreviewbitmap?.Dispose();
texture?.Dispose();
indexedTexture?.Dispose();
loadedbitmap = null;
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previewbitmap = null;
uncorrectedbitmap = null;
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spritepreviewbitmap = null;
texture = null;
// Done
imagestate = ImageLoadState.None;
previewstate = ImageLoadState.None;
isdisposed = true;
}
}
#endregion
#region ================== Management
// This adds a reference
// 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;
}
public int GetAlphaTestWidth()
{
return alphatestWidth;
}
public int GetAlphaTestHeight()
{
return alphatestHeight;
}
public bool AlphaTestPixel(int x, int y)
{
if (alphatest != null)
return alphatest.Get(x + y * alphatestWidth);
else
return true;
}
public Image GetBackgroundBitmap()
{
return LocalGetBitmap(usecolorcorrection);
}
public Bitmap GetSkyboxBitmap()
{
return LocalGetBitmap(usecolorcorrection);
}
public Bitmap ExportBitmap()
{
return LocalGetBitmap(usecolorcorrection);
}
public Bitmap GetSpritePreview()
{
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if (spritepreviewbitmap == null)
spritepreviewbitmap = LocalGetBitmap(usecolorcorrection);
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return spritepreviewbitmap;
}
// Loads the image directly. This is needed by the background loader for some patches.
// biwa. Just setting UseGammeCorrection before LocalGetBitmap was not enough, since its
// state is subject to race conditions at load time when using a texture as a patch
public Bitmap LocalGetBitmap(bool withcolorcorrection)
{
// 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, withcolorcorrection);
return result.bitmap;
}
public void LoadImageNow()
{
LoadImageNow(true);
}
public void LoadImageNow(bool notify)
{
if (imagestate != ImageLoadState.Ready)
{
imagestate = ImageLoadState.Loading;
LoadImage(notify);
}
}
internal void BackgroundLoadImage()
{
LoadImage(true);
}
// This loads the image
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protected void LoadImage(bool notify)
{
if (imagestate == ImageLoadState.Ready && previewstate != ImageLoadState.Loading)
return;
// Do the loading
LocalLoadResult loadResult = LocalLoadImage();
MakeUncorrectedImage(loadResult);
ConvertImageFormat(loadResult, usecolorcorrection);
MakeImagePreview(loadResult);
MakeAlphaTestImage(loadResult);
// Save memory by disposing the original image immediately if we only used it to load a preview image
bool onlyPreview = false;
if (imagestate != ImageLoadState.Loading)
{
loadResult.bitmap?.Dispose();
loadResult.bitmap = null;
loadResult.uncorrected?.Dispose();
loadResult.uncorrected = null;
onlyPreview = true;
}
General.MainWindow.RunOnUIThread(() =>
{
if (imagestate == ImageLoadState.Loading && !onlyPreview)
{
// 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;
}
loadedbitmap?.Dispose();
uncorrectedbitmap?.Dispose();
texture?.Dispose();
indexedTexture?.Dispose();
imagestate = ImageLoadState.Ready;
loadedbitmap = loadResult.bitmap;
uncorrectedbitmap = loadResult.uncorrected;
alphatest = loadResult.alphatest;
alphatestWidth = loadResult.alphatestWidth;
alphatestHeight = loadResult.alphatestHeight;
if (loadResult.uiThreadWork != null)
loadResult.uiThreadWork();
}
else
{
loadResult.bitmap?.Dispose();
}
if (previewstate == ImageLoadState.Loading)
{
previewbitmap?.Dispose();
previewstate = ImageLoadState.Ready;
previewbitmap = loadResult.preview;
}
else
{
loadResult.preview?.Dispose();
}
});
// 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);
}
}
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 Bitmap preview;
public Bitmap uncorrected;
public BitArray alphatest;
public int alphatestWidth;
public int alphatestHeight;
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, bool withcolorcorrection)
{
// Bitmap loaded successfully?
Bitmap bitmap = loadResult.bitmap;
if(bitmap != null)
{
// Bitmap has incorrect format?
if(bitmap.PixelFormat != PixelFormat.Format32bppArgb)
{
//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(withcolorcorrection)
{
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;
// 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;
}
// Dimensions of a single preview image
const int MAX_PREVIEW_SIZE = 256; //mxd
// This makes a copy of the image before color correction
private void MakeUncorrectedImage(LocalLoadResult loadResult)
{
if (loadResult.bitmap == null)
return;
loadResult.uncorrected = new Bitmap(loadResult.bitmap);
}
// 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;
}
unsafe 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;
BitmapData bmpdata = loadResult.bitmap.LockBits(new Rectangle(0, 0, loadResult.bitmap.Size.Width, loadResult.bitmap.Size.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
for (int y = 0; y < height; y++)
{
PixelColor* line = pixels + y * width;
for (int x = 0; x < width; x++)
{
if (line[x].a == 0)
{
if (loadResult.alphatest == null)
loadResult.alphatest = new BitArray(width * height, true);
loadResult.alphatest.Set(x + y * width, false);
}
}
}
loadResult.bitmap.UnlockBits(bmpdata);
}
Texture GetTexture(bool indexed = false)
{
if (indexed && indexedTexture != null)
return indexedTexture;
if (!indexed && texture != null)
return texture;
if (indexed && !wantIndexed)
{
// indexed texture requested, but we didn't generate it, so we have to reload the image
ReleaseTexture();
imagestate = ImageLoadState.None;
wantIndexed = true;
}
if (imagestate == ImageLoadState.Loading)
return General.Map.Data.LoadingTexture;
if (loadfailed)
return General.Map.Data.FailedTexture;
if (imagestate == ImageLoadState.None)
{
General.Map.Data.QueueLoadImage(this);
return General.Map.Data.LoadingTexture;
}
if (loadedbitmap == null)
{
return General.Map.Data.LoadingTexture;
}
if (wantIndexed)
{
Bitmap indexedBitmap = CreateIndexedBitmap(uncorrectedbitmap, General.Map.Data.Palette);
indexedTexture = new Texture(General.Map.Graphics, indexedBitmap);
indexedTexture.UserData = TEXTURE_INDEXED;
}
texture = new Texture(General.Map.Graphics, loadedbitmap);
loadedbitmap.Dispose();
loadedbitmap = null;
if (uncorrectedbitmap != null)
{
uncorrectedbitmap.Dispose();
uncorrectedbitmap = null;
}
#if DEBUG
texture.Tag = name; //mxd. Helps with tracking undisposed resources...
#endif
return indexed ? indexedTexture : texture;
}
Bitmap CreateIndexedBitmap(Bitmap original, Playpal palette)
{
int[] indices = new int[original.Width * original.Height];
Bitmap indexed = new Bitmap(original.Width, original.Height, PixelFormat.Format32bppArgb);
BitmapData indata = original.LockBits(new Rectangle(0, 0, original.Size.Width, original.Size.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
PixelColor* inpixels = (PixelColor*)indata.Scan0.ToPointer();
General.Colors.QuantizeColorsToPlaypal(inpixels, indices, palette);
BitmapData outdata = indexed.LockBits(new Rectangle(0, 0, indexed.Size.Width, indexed.Size.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
PixelColor *outpixels = (PixelColor*)outdata.Scan0.ToPointer();
for (int i = 0; i < indices.Length; i++)
{
outpixels[i].r = (byte)indices[i];
outpixels[i].g = 0;
outpixels[i].b = 0;
outpixels[i].a = inpixels[i].a;
}
original.UnlockBits(indata);
indexed.UnlockBits(outdata);
return indexed;
}
// This updates a dynamic texture
public void UpdateTexture(Bitmap canvas)
{
if (canvas.PixelFormat != PixelFormat.Format32bppArgb)
throw new Exception("Dynamic images must be in 32 bits ARGB format.");
if(!dynamictexture)
throw new Exception("The image must be a dynamic image to support direct updating.");
General.Map.Graphics.SetPixels(GetTexture(), canvas);
}
// This destroys the Direct3D texture
public void ReleaseTexture()
{
texture?.Dispose();
texture = null;
indexedTexture?.Dispose();
indexedTexture = null;
}
// This returns a preview image
public virtual Image GetPreview()
{
// Preview ready?
if(previewstate == ImageLoadState.Ready)
{
// Make a copy
return new Bitmap(previewbitmap);
}
// Loading failed?
if (loadfailed)
{
// Return error bitmap
return Properties.Resources.Failed;
}
if (previewstate == ImageLoadState.None)
{
General.Map.Data.QueueLoadPreview(this);
}
// Return loading bitmap
return Properties.Resources.Hourglass;
}
//mxd. This greatly speeds up Dictionary lookups
public override int GetHashCode()
{
return hashcode;
}
#endregion
}
}