mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 04:12:12 +00:00
Implemented, TEXTURES: ZDoom can use any graphic as a texture patch.
Fixed a typo.
This commit is contained in:
parent
0c8b91f443
commit
64b822b903
3 changed files with 208 additions and 172 deletions
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@ -73,7 +73,7 @@ namespace CodeImp.DoomBuilder.Config
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// Add a flat
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internal void AddFlat(ImageData image)
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{
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if(flats.ContainsKey(image.LongName))
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if(flats.ContainsKey(image.LongName) && (!General.Map.Config.MixTexturesFlats || !image.HasPatchWithSameName))
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General.ErrorLogger.Add(ErrorType.Warning, "Flat \"" + image.Name + "\" is double defined in resource \"" + this.Location.location + "\".");
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flats[image.LongName] = image;
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}
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@ -129,7 +129,7 @@ namespace CodeImp.DoomBuilder.Data
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loadfailed = true;
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}
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int failCount = 0; //mxd
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int missingpatches = 0; //mxd
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if(!loadfailed)
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{
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@ -157,11 +157,12 @@ namespace CodeImp.DoomBuilder.Data
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{
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reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette);
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}
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if(reader is UnknownImageReader)
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{
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// Data is in an unknown format!
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General.ErrorLogger.Add(ErrorType.Error, "Patch lump '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'");
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failCount++; //mxd
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missingpatches++; //mxd
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}
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}
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@ -175,176 +176,14 @@ namespace CodeImp.DoomBuilder.Data
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{
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// Data cannot be read!
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General.ErrorLogger.Add(ErrorType.Error, "Patch lump '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'");
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failCount++; //mxd
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missingpatches++; //mxd
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}
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if(patchbmp != null)
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{
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//mxd. Flip
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if(p.flipx || p.flipy)
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{
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RotateFlipType flip;
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if(p.flipx && !p.flipy)
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flip = RotateFlipType.RotateNoneFlipX;
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else if(!p.flipx && p.flipy)
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flip = RotateFlipType.RotateNoneFlipY;
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else
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flip = RotateFlipType.RotateNoneFlipXY;
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patchbmp.RotateFlip(flip);
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}
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//mxd. Apply transformations from TexturePatch
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patchbmp = TransformPatch(p, patchbmp);
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//mxd. Then rotate. I do it this way because RotateFlip function rotates THEN flips, and GZDoom does it the other way around.
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if(p.rotate != 0)
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{
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RotateFlipType rotate;
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switch(p.rotate)
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{
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case 90: rotate = RotateFlipType.Rotate90FlipNone; break;
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case 180: rotate = RotateFlipType.Rotate180FlipNone; break;
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default: rotate = RotateFlipType.Rotate270FlipNone; break;
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}
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patchbmp.RotateFlip(rotate);
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}
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// Adjust patch alpha, apply tint or blend
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if(p.blendstyle != TexturePathBlendStyle.None || p.style != TexturePathRenderStyle.Copy)
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{
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BitmapData bmpdata = null;
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try
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{
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bmpdata = patchbmp.LockBits(new Rectangle(0, 0, patchbmp.Size.Width, patchbmp.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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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock image '" + p.lumpname + "' for alpha adjustment. " + 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());
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int numpixels = bmpdata.Width * bmpdata.Height;
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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
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if(p.blendstyle == TexturePathBlendStyle.Blend)
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{
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)((cp->r * p.blend.r) * PixelColor.BYTE_TO_FLOAT);
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cp->g = (byte)((cp->g * p.blend.g) * PixelColor.BYTE_TO_FLOAT);
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cp->b = (byte)((cp->b * p.blend.b) * PixelColor.BYTE_TO_FLOAT);
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}
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}
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else if(p.blendstyle == TexturePathBlendStyle.Tint)
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{
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float tintammount = p.tintammount - 0.1f;
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if(tintammount > 0)
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{
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float br = p.blend.r * PixelColor.BYTE_TO_FLOAT * tintammount;
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float bg = p.blend.g * PixelColor.BYTE_TO_FLOAT * tintammount;
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float bb = p.blend.b * PixelColor.BYTE_TO_FLOAT * tintammount;
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float invTint = 1.0f - tintammount;
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invTint + br) * 255.0f);
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cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invTint + bg) * 255.0f);
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cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invTint + bb) * 255.0f);
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}
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}
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}
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//mxd. apply RenderStyle
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if(p.style == TexturePathRenderStyle.Blend)
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{
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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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
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else if(p.style != TexturePathRenderStyle.Copy)
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{
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//copy portion of texture
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int lockWidth = (p.x + patchbmp.Size.Width > bitmap.Width) ? bitmap.Width - p.x : patchbmp.Size.Width;
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int lockHeight = (p.y + patchbmp.Size.Height > bitmap.Height) ? bitmap.Height - p.y : patchbmp.Size.Height;
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Bitmap source = new Bitmap(patchbmp.Size.Width, patchbmp.Size.Height);
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using(Graphics sg = Graphics.FromImage(source))
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sg.DrawImageUnscaled(bitmap, new Rectangle(-p.x, -p.y, lockWidth, lockHeight));
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//lock texture
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BitmapData texturebmpdata = null;
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try
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{
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texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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}
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catch(Exception e)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture '" + this.Name + "' to apply render style. " + e.GetType().Name + ": " + e.Message);
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}
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if(texturebmpdata != null)
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{
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PixelColor* texturepixels = (PixelColor*)(texturebmpdata.Scan0.ToPointer());
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PixelColor* tcp = texturepixels + numpixels - 1;
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switch(p.style)
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{
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case TexturePathRenderStyle.Add:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Min(255, cp->r + tcp->r);
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cp->g = (byte)Math.Min(255, cp->g + tcp->g);
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cp->b = (byte)Math.Min(255, cp->b + tcp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.Subtract:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Max(0, tcp->r - cp->r);
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cp->g = (byte)Math.Max(0, tcp->g - cp->g);
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cp->b = (byte)Math.Max(0, tcp->b - cp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.ReverseSubtract:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Max(0, cp->r - tcp->r);
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cp->g = (byte)Math.Max(0, cp->g - tcp->g);
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cp->b = (byte)Math.Max(0, cp->b - tcp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.Modulate:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)((cp->r * tcp->r) * PixelColor.BYTE_TO_FLOAT);
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cp->g = (byte)((cp->g * tcp->g) * PixelColor.BYTE_TO_FLOAT);
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cp->b = (byte)((cp->b * tcp->b) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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}
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source.UnlockBits(texturebmpdata);
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}
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}
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patchbmp.UnlockBits(bmpdata);
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}
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}
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// Draw the patch on the texture image
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Rectangle tgtrect = new Rectangle(p.x, p.y, patchbmp.Size.Width, patchbmp.Size.Height);
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g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
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@ -357,15 +196,35 @@ namespace CodeImp.DoomBuilder.Data
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}
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else
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{
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//mxd. ZDoom can use any known graphic as patch
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if(General.Map.Config.MixTexturesFlats)
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{
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ImageData img = General.Map.Data.GetTextureImage(p.lumpname);
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if(!(img is UnknownImage))
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{
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if(!img.IsImageLoaded) img.LoadImage();
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//mxd. Apply transformations from TexturePatch. We don't want to modify the original bitmap here, so make a copy
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Bitmap patchbmp = TransformPatch(p, new Bitmap(img.GetBitmap()));
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// Draw the patch on the texture image
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Rectangle tgtrect = new Rectangle(p.x, p.y, patchbmp.Size.Width, patchbmp.Size.Height);
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g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
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patchbmp.Dispose();
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continue;
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}
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}
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// Missing a patch lump!
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General.ErrorLogger.Add(ErrorType.Error, "Missing patch lump '" + p.lumpname + "' while loading texture '" + this.Name + "'");
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failCount++; //mxd
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missingpatches++; //mxd
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}
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}
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}
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// Dispose bitmap if load failed
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if((bitmap != null) && (loadfailed || failCount >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded
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if((bitmap != null) && (loadfailed || missingpatches >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded
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{
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bitmap.Dispose();
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bitmap = null;
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@ -377,6 +236,183 @@ namespace CodeImp.DoomBuilder.Data
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}
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}
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//mxd
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private Bitmap TransformPatch(TexturePatch p, Bitmap patchbmp)
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{
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//mxd. Flip
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if(p.flipx || p.flipy)
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{
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RotateFlipType flip;
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if(p.flipx && !p.flipy)
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flip = RotateFlipType.RotateNoneFlipX;
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else if(!p.flipx && p.flipy)
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flip = RotateFlipType.RotateNoneFlipY;
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else
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flip = RotateFlipType.RotateNoneFlipXY;
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patchbmp.RotateFlip(flip);
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}
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//mxd. Then rotate. I do it this way because RotateFlip function rotates THEN flips, and GZDoom does it the other way around.
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if(p.rotate != 0)
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{
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RotateFlipType rotate;
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switch(p.rotate)
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{
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case 90:
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rotate = RotateFlipType.Rotate90FlipNone;
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break;
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case 180:
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rotate = RotateFlipType.Rotate180FlipNone;
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break;
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default:
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rotate = RotateFlipType.Rotate270FlipNone;
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break;
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}
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patchbmp.RotateFlip(rotate);
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}
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// Adjust patch alpha, apply tint or blend
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if(p.blendstyle != TexturePathBlendStyle.None || p.style != TexturePathRenderStyle.Copy)
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{
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BitmapData bmpdata = null;
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try
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{
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bmpdata = patchbmp.LockBits(new Rectangle(0, 0, patchbmp.Size.Width, patchbmp.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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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock image '" + p.lumpname + "' for alpha adjustment. " + 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());
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int numpixels = bmpdata.Width * bmpdata.Height;
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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
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if(p.blendstyle == TexturePathBlendStyle.Blend)
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{
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)((cp->r * p.blend.r) * PixelColor.BYTE_TO_FLOAT);
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cp->g = (byte)((cp->g * p.blend.g) * PixelColor.BYTE_TO_FLOAT);
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cp->b = (byte)((cp->b * p.blend.b) * PixelColor.BYTE_TO_FLOAT);
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}
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}
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else if(p.blendstyle == TexturePathBlendStyle.Tint)
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{
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float tintammount = p.tintammount - 0.1f;
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if(tintammount > 0)
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{
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float br = p.blend.r * PixelColor.BYTE_TO_FLOAT * tintammount;
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float bg = p.blend.g * PixelColor.BYTE_TO_FLOAT * tintammount;
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float bb = p.blend.b * PixelColor.BYTE_TO_FLOAT * tintammount;
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float invTint = 1.0f - tintammount;
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invTint + br) * 255.0f);
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cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invTint + bg) * 255.0f);
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cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invTint + bb) * 255.0f);
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}
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}
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}
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//mxd. Apply RenderStyle
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if(p.style == TexturePathRenderStyle.Blend)
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{
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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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
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else if(p.style != TexturePathRenderStyle.Copy)
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{
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// Copy portion of texture
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int lockWidth = (p.x + patchbmp.Size.Width > bitmap.Width) ? bitmap.Width - p.x : patchbmp.Size.Width;
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int lockHeight = (p.y + patchbmp.Size.Height > bitmap.Height) ? bitmap.Height - p.y : patchbmp.Size.Height;
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Bitmap source = new Bitmap(patchbmp.Size.Width, patchbmp.Size.Height);
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using(Graphics sg = Graphics.FromImage(source))
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sg.DrawImageUnscaled(bitmap, new Rectangle(-p.x, -p.y, lockWidth, lockHeight));
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// Lock texture
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BitmapData texturebmpdata = null;
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try
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{
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texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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}
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catch(Exception e)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture '" + this.Name + "' to apply render style. " + e.GetType().Name + ": " + e.Message);
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}
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if(texturebmpdata != null)
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{
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PixelColor* texturepixels = (PixelColor*)(texturebmpdata.Scan0.ToPointer());
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PixelColor* tcp = texturepixels + numpixels - 1;
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switch(p.style)
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{
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case TexturePathRenderStyle.Add:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Min(255, cp->r + tcp->r);
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cp->g = (byte)Math.Min(255, cp->g + tcp->g);
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cp->b = (byte)Math.Min(255, cp->b + tcp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.Subtract:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Max(0, tcp->r - cp->r);
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cp->g = (byte)Math.Max(0, tcp->g - cp->g);
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cp->b = (byte)Math.Max(0, tcp->b - cp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.ReverseSubtract:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Max(0, cp->r - tcp->r);
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cp->g = (byte)Math.Max(0, cp->g - tcp->g);
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cp->b = (byte)Math.Max(0, cp->b - tcp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.Modulate:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
|
||||
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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -272,7 +272,7 @@ namespace CodeImp.DoomBuilder.Editing
|
|||
|
||||
//Integrity check
|
||||
if(!IsValid())
|
||||
General.ErrorLogger.Add(ErrorType.Warning, "Things filter '" + name + "' has invalid properties. Configure the thing filter to fix this!");
|
||||
General.ErrorLogger.Add(ErrorType.Warning, "Things filter '" + name + "' has invalid properties. Configure the things filter to fix this!");
|
||||
}
|
||||
|
||||
//mxd
|
||||
|
|
Loading…
Reference in a new issue