Implemented, TEXTURES: ZDoom can use any graphic as a texture patch.

Fixed a typo.
This commit is contained in:
MaxED 2015-12-30 11:53:03 +00:00
parent 0c8b91f443
commit 64b822b903
3 changed files with 208 additions and 172 deletions

View file

@ -73,7 +73,7 @@ namespace CodeImp.DoomBuilder.Config
// Add a flat
internal void AddFlat(ImageData image)
{
if(flats.ContainsKey(image.LongName))
if(flats.ContainsKey(image.LongName) && (!General.Map.Config.MixTexturesFlats || !image.HasPatchWithSameName))
General.ErrorLogger.Add(ErrorType.Warning, "Flat \"" + image.Name + "\" is double defined in resource \"" + this.Location.location + "\".");
flats[image.LongName] = image;
}

View file

@ -129,7 +129,7 @@ namespace CodeImp.DoomBuilder.Data
loadfailed = true;
}
int failCount = 0; //mxd
int missingpatches = 0; //mxd
if(!loadfailed)
{
@ -157,11 +157,12 @@ namespace CodeImp.DoomBuilder.Data
{
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
missingpatches++; //mxd
}
}
@ -175,176 +176,14 @@ namespace CodeImp.DoomBuilder.Data
{
// 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
missingpatches++; //mxd
}
if(patchbmp != null)
{
//mxd. Flip
if(p.flipx || p.flipy)
{
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. Apply transformations from TexturePatch
patchbmp = TransformPatch(p, patchbmp);
//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)
{
RotateFlipType rotate;
switch(p.rotate)
{
case 90: rotate = RotateFlipType.Rotate90FlipNone; break;
case 180: rotate = RotateFlipType.Rotate180FlipNone; break;
default: rotate = RotateFlipType.Rotate270FlipNone; break;
}
patchbmp.RotateFlip(rotate);
}
// Adjust patch alpha, apply tint or blend
if(p.blendstyle != TexturePathBlendStyle.None || p.style != TexturePathRenderStyle.Copy)
{
BitmapData bmpdata = null;
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
//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);
}
}
else if(p.blendstyle == TexturePathBlendStyle.Tint)
{
float tintammount = p.tintammount - 0.1f;
if(tintammount > 0)
{
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);
}
}
}
//mxd. apply RenderStyle
if(p.style == TexturePathRenderStyle.Blend)
{
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
}
//mxd. we need a copy of underlying part of texture for these styles
else if(p.style != TexturePathRenderStyle.Copy)
{
//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
{
texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture '" + this.Name + "' to apply render style. " + e.GetType().Name + ": " + e.Message);
}
if(texturebmpdata != null)
{
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;
}
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);
@ -357,15 +196,35 @@ namespace CodeImp.DoomBuilder.Data
}
else
{
//mxd. ZDoom can use any known graphic as patch
if(General.Map.Config.MixTexturesFlats)
{
ImageData img = General.Map.Data.GetTextureImage(p.lumpname);
if(!(img is UnknownImage))
{
if(!img.IsImageLoaded) img.LoadImage();
//mxd. Apply transformations from TexturePatch. We don't want to modify the original bitmap here, so make a copy
Bitmap patchbmp = TransformPatch(p, new Bitmap(img.GetBitmap()));
// 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();
continue;
}
}
// Missing a patch lump!
General.ErrorLogger.Add(ErrorType.Error, "Missing patch lump '" + p.lumpname + "' while loading texture '" + this.Name + "'");
failCount++; //mxd
missingpatches++; //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
if((bitmap != null) && (loadfailed || missingpatches >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded
{
bitmap.Dispose();
bitmap = null;
@ -377,6 +236,183 @@ namespace CodeImp.DoomBuilder.Data
}
}
//mxd
private Bitmap TransformPatch(TexturePatch p, Bitmap patchbmp)
{
//mxd. Flip
if(p.flipx || p.flipy)
{
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)
{
RotateFlipType rotate;
switch(p.rotate)
{
case 90:
rotate = RotateFlipType.Rotate90FlipNone;
break;
case 180:
rotate = RotateFlipType.Rotate180FlipNone;
break;
default:
rotate = RotateFlipType.Rotate270FlipNone;
break;
}
patchbmp.RotateFlip(rotate);
}
// Adjust patch alpha, apply tint or blend
if(p.blendstyle != TexturePathBlendStyle.None || p.style != TexturePathRenderStyle.Copy)
{
BitmapData bmpdata = null;
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
//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);
}
}
else if(p.blendstyle == TexturePathBlendStyle.Tint)
{
float tintammount = p.tintammount - 0.1f;
if(tintammount > 0)
{
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);
}
}
}
//mxd. Apply RenderStyle
if(p.style == TexturePathRenderStyle.Blend)
{
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
}
//mxd. We need a copy of underlying part of texture for these styles
else if(p.style != TexturePathRenderStyle.Copy)
{
// 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
{
texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture '" + this.Name + "' to apply render style. " + e.GetType().Name + ": " + e.Message);
}
if(texturebmpdata != null)
{
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;
}
source.UnlockBits(texturebmpdata);
}
}
patchbmp.UnlockBits(bmpdata);
}
}
return patchbmp;
}
#endregion
}
}

View file

@ -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