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Export selection as image: potentially decreased memory usage when also exporting brightmaps
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14e4162d35
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1 changed files with 87 additions and 80 deletions
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@ -98,17 +98,48 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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/// Exports the sectors to images
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/// </summary>
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public void Export()
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{
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// Do the normally textured image and the brightmap after each other because creating the image requires
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// consecutively free memory, and creating two big images at the same time has a higher chance to fail.
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// Because of the GC there's of course no guarantee that the memory is freed in time
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// Normally textures image
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using (Bitmap image = CreateImage(false))
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{
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if (settings.Tiles)
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SaveImageAsTiles(image);
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else
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image.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
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}
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// The brightmap
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if(settings.Brightmap)
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{
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using (Bitmap image = CreateImage(true))
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{
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if (settings.Tiles)
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SaveImageAsTiles(image, "_brightmap");
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else
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image.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
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}
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}
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}
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/// <summary>
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/// Create the image ready to be exported
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/// </summary>
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/// <param name="asbrightmap">True if the image should be a brightmap, false if normally textured</param>
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/// <returns>The image to be exported</returns>
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private Bitmap CreateImage(bool asbrightmap)
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{
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Bitmap texturebitmap = null;
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Bitmap brightmapbitmap = null;
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Graphics gbrightmap = null;
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Graphics gtexture = null;
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Vector2D offset;
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Vector2D size;
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GetSizeAndOffset(out size, out offset);
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// Normal texture
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// The texture
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texturebitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
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gtexture = Graphics.FromImage(texturebitmap);
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gtexture.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
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@ -117,18 +148,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
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// Brightmap
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if (settings.Brightmap)
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{
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brightmapbitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
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gbrightmap = Graphics.FromImage(brightmapbitmap);
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gbrightmap.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
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gbrightmap.InterpolationMode = InterpolationMode.HighQualityBilinear;
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gbrightmap.CompositingQuality = CompositingQuality.HighQuality;
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gbrightmap.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gbrightmap.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
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}
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foreach (Sector s in sectors)
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{
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GraphicsPath p = new GraphicsPath();
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@ -145,90 +164,78 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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Vector2D v1 = s.Triangles.Vertices[i * 3] - offset; v1.y *= -1.0;
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Vector2D v2 = s.Triangles.Vertices[i * 3 + 1] - offset; v2.y *= -1.0;
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Vector2D v3 = s.Triangles.Vertices[i * 3 + 2] - offset; v3.y *= -1.0;
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p.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
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p.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
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p.CloseFigure();
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}
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Bitmap brushtexture;
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Vector2D textureoffset = new Vector2D();
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Vector2D texturescale = new Vector2D();
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if (settings.Floor)
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if (asbrightmap)
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{
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// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
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// but doesn't applie the color correction if we set UseColorCorrection to false first
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ImageData imagedata = General.Map.Data.GetFlatImage(s.FloorTexture);
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imagedata.UseColorCorrection = false;
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brushtexture = imagedata.LocalGetBitmap();
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imagedata.UseColorCorrection = true;
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textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0);
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textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0);
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// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
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texturescale.x = 1.0 / s.Fields.GetValue("xscalefloor", 1.0);
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texturescale.y = 1.0 / s.Fields.GetValue("yscalefloor", 1.0);
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// Create the brightmap based on the sector brightness
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SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness));
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gtexture.FillPath(sbrush, p);
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}
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else
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{
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// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
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// but doesn't applie the color correction if we set UseColorCorrection to false first
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ImageData imagedata = General.Map.Data.GetFlatImage(s.CeilTexture);
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imagedata.UseColorCorrection = false;
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brushtexture = imagedata.LocalGetBitmap();
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imagedata.UseColorCorrection = true;
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Bitmap brushtexture;
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Vector2D textureoffset = new Vector2D();
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Vector2D texturescale = new Vector2D();
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textureoffset.x = s.Fields.GetValue("xpanningceiling", 0.0);
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textureoffset.y = s.Fields.GetValue("ypanningceiling", 0.0);
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if (settings.Floor)
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{
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// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
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// but doesn't applie the color correction if we set UseColorCorrection to false first
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ImageData imagedata = General.Map.Data.GetFlatImage(s.FloorTexture);
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imagedata.UseColorCorrection = false;
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brushtexture = imagedata.LocalGetBitmap();
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imagedata.UseColorCorrection = true;
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// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
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texturescale.x = 1.0 / s.Fields.GetValue("xscaleceiling", 1.0);
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texturescale.y = 1.0 / s.Fields.GetValue("yscaleceiling", 1.0);
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}
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textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0);
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textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0);
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if (!settings.Fullbright)
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brushtexture = AdjustBrightness(brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
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// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
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texturescale.x = 1.0 / s.Fields.GetValue("xscalefloor", 1.0);
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texturescale.y = 1.0 / s.Fields.GetValue("yscalefloor", 1.0);
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}
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else
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{
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// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
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// but doesn't applie the color correction if we set UseColorCorrection to false first
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ImageData imagedata = General.Map.Data.GetFlatImage(s.CeilTexture);
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imagedata.UseColorCorrection = false;
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brushtexture = imagedata.LocalGetBitmap();
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imagedata.UseColorCorrection = true;
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// Create the transformation matrix
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Matrix matrix = new Matrix();
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matrix.Rotate(rotation);
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matrix.Translate((float)(-offset.x * rotationvector.x), (float)(offset.x * rotationvector.y)); // Left/right offset from the map origin
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matrix.Translate((float)(offset.y * rotationvector.y), (float)(offset.y * rotationvector.x)); // Up/down offset from the map origin
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matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
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matrix.Scale((float)texturescale.x, (float)texturescale.y);
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textureoffset.x = s.Fields.GetValue("xpanningceiling", 0.0);
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textureoffset.y = s.Fields.GetValue("ypanningceiling", 0.0);
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// Create the texture brush and apply the matrix
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TextureBrush tbrush = new TextureBrush(brushtexture);
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tbrush.Transform = matrix;
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// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
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texturescale.x = 1.0 / s.Fields.GetValue("xscaleceiling", 1.0);
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texturescale.y = 1.0 / s.Fields.GetValue("yscaleceiling", 1.0);
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}
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// Draw the islands of the sector
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gtexture.FillPath(tbrush, p);
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// Create the transformation matrix
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Matrix matrix = new Matrix();
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matrix.Rotate(rotation);
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matrix.Translate((float)(-offset.x * rotationvector.x), (float)(offset.x * rotationvector.y)); // Left/right offset from the map origin
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matrix.Translate((float)(offset.y * rotationvector.y), (float)(offset.y * rotationvector.x)); // Up/down offset from the map origin
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matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
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matrix.Scale((float)texturescale.x, (float)texturescale.y);
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// Create the brightmap based on the sector brightness
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if (settings.Brightmap)
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{
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SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness));
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gbrightmap.FillPath(sbrush, p);
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if (!settings.Fullbright)
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brushtexture = AdjustBrightness(brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
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// Create the texture brush and apply the matrix
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TextureBrush tbrush = new TextureBrush(brushtexture);
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tbrush.Transform = matrix;
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// Draw the islands of the sector
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gtexture.FillPath(tbrush, p);
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}
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}
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// Finally save the image(s)
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if (settings.Tiles)
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{
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SaveImageAsTiles(texturebitmap);
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if (settings.Brightmap)
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SaveImageAsTiles(brightmapbitmap, "_brightmap");
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}
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else
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{
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texturebitmap.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
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if (settings.Brightmap)
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brightmapbitmap.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
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}
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return texturebitmap;
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}
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/// <summary>
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