Image exporter: added options to use sector brightness for the export, create brightmaps (based on sector brightness), and split the image into 64x64 tiles

This commit is contained in:
biwa 2020-06-24 22:10:17 +02:00
parent 9185a48445
commit cc3b6dcd7d
4 changed files with 342 additions and 79 deletions

View file

@ -832,23 +832,31 @@ namespace CodeImp.DoomBuilder.BuilderModes
return;
}
ImageExporter exporter = new ImageExporter();
ImageExportSettingsForm form = new ImageExportSettingsForm();
if (form.ShowDialog() == DialogResult.OK)
{
ImageExportSettings settings = new ImageExportSettings(Path.GetFileName(form.FilePath), Path.GetDirectoryName(form.FilePath), form.Floor, form.GetPixelFormat(), form.GetImageFormat());
ImageExportSettings settings = new ImageExportSettings(Path.GetDirectoryName(form.FilePath), Path.GetFileNameWithoutExtension(form.FilePath), Path.GetExtension(form.FilePath), form.Floor, form.Fullbright, form.Brightmap, form.Tiles, form.GetPixelFormat(), form.GetImageFormat());
ImageExporter exporter = new ImageExporter(sectors, settings);
string text = "The following images will be created:\n\n" + string.Join("\n", exporter.GetImageNames());
DialogResult result = MessageBox.Show(text, "Export to image", MessageBoxButtons.OKCancel);
if (result == DialogResult.OK)
{
try
{
exporter.Export(sectors, settings);
exporter.Export();
MessageBox.Show("Export successful.", "Export to image", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
catch(ArgumentException e) // Happens if there's not enough consecutive memory so create the file
catch (ArgumentException e) // Happens if there's not enough consecutive memory to create the file
{
MessageBox.Show("Exporting failed. There's likely not enough consecutive free memory to create the image. Try a lower color depth or file format", "Export failed", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
}
}
#endregion
}

View file

@ -36,33 +36,256 @@ using System.Diagnostics;
namespace CodeImp.DoomBuilder.BuilderModes.IO
{
#region ================== Structs
internal struct ImageExportSettings
{
public string Name;
public string Path;
public string Name;
public string Extension;
public bool Floor;
public bool Fullbright;
public bool Brightmap;
public bool Tiles;
public PixelFormat PixelFormat;
public ImageFormat ImageFormat;
public ImageExportSettings(string name, string path, bool floor, PixelFormat pformat, ImageFormat iformat)
public ImageExportSettings(string path, string name, string extension, bool floor, bool fullbright, bool brightmap, bool tiles, PixelFormat pformat, ImageFormat iformat)
{
Name = name;
Path = path;
Name = name;
Extension = extension;
Floor = floor;
Brightmap = brightmap;
Tiles = tiles;
Fullbright = fullbright;
PixelFormat = pformat;
ImageFormat = iformat;
}
}
#endregion
internal class ImageExporter
{
public void Export(ICollection<Sector> sectors, ImageExportSettings settings)
{
Bitmap bitmap;
Vector2D offset = new Vector2D(double.MaxValue, double.MinValue);
Vector2D size = new Vector2D(double.MinValue, double.MaxValue);
#region ================== Variables
HashSet<Vertex> vertices = new HashSet<Vertex>();
private ICollection<Sector> sectors;
private ImageExportSettings settings;
#endregion
#region ================== Constants
private const int TILE_SIZE = 64;
#endregion
#region ================== Constructors
public ImageExporter(ICollection<Sector> sectors, ImageExportSettings settings)
{
this.sectors = sectors;
this.settings = settings;
}
#endregion
#region ================== Methods
/// <summary>
/// Exports the sectors to images
/// </summary>
public void Export()
{
Bitmap texturebitmap = null;
Bitmap brightmapbitmap = null;
Graphics gbrightmap = null;
Graphics gtexture = null;
Vector2D offset;
Vector2D size;
GetSizeAndOffset(out size, out offset);
// Normal texture
texturebitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
gtexture = Graphics.FromImage(texturebitmap);
gtexture.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
gtexture.InterpolationMode = InterpolationMode.HighQualityBilinear;
gtexture.CompositingQuality = CompositingQuality.HighQuality;
gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality;
gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
// Brightmap
if (settings.Brightmap)
{
brightmapbitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
gbrightmap = Graphics.FromImage(brightmapbitmap);
gbrightmap.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
gbrightmap.InterpolationMode = InterpolationMode.HighQualityBilinear;
gbrightmap.CompositingQuality = CompositingQuality.HighQuality;
gbrightmap.PixelOffsetMode = PixelOffsetMode.HighQuality;
gbrightmap.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
}
foreach (Sector s in sectors)
{
GraphicsPath p = new GraphicsPath();
float rotation = (float)s.Fields.GetValue("rotationfloor", 0.0);
// If a sector is rotated any offset is on the rotated axes. But we need to offset by
// map coordinates. We'll use this vector to compute that offset
Vector2D rotationvector = Vector2D.FromAngle(Angle2D.DegToRad(rotation) + Angle2D.PIHALF);
// Sectors are triangulated, so draw every triangle
for (int i = 0; i < s.Triangles.Vertices.Count / 3; i++)
{
// The GDI image has the 0/0 coordinate in the top left, so invert the y component
Vector2D v1 = s.Triangles.Vertices[i * 3] - offset; v1.y *= -1.0;
Vector2D v2 = s.Triangles.Vertices[i * 3 + 1] - offset; v2.y *= -1.0;
Vector2D v3 = s.Triangles.Vertices[i * 3 + 2] - offset; v3.y *= -1.0;
p.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
p.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
p.CloseFigure();
}
Bitmap brushtexture;
if (settings.Floor)
brushtexture = General.Map.Data.GetFlatImage(s.FloorTexture).ExportBitmap();
else
brushtexture = General.Map.Data.GetFlatImage(s.CeilTexture).ExportBitmap();
if (!settings.Fullbright)
brushtexture = AdjustBrightness(brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
Vector2D textureoffset = new Vector2D();
textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0);
textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0);
// Create the transformation matrix
Matrix matrix = new Matrix();
matrix.Rotate(rotation);
matrix.Translate((float)(-offset.x * rotationvector.x), (float)(offset.x * rotationvector.y)); // Left/right offset from the map origin
matrix.Translate((float)(offset.y * rotationvector.y), (float)(offset.y * rotationvector.x)); // Up/down offset from the map origin
matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
// Create the texture brush and apply the matrix
TextureBrush tbrush = new TextureBrush(brushtexture);
tbrush.Transform = matrix;
// Draw the islands of the sector
gtexture.FillPath(tbrush, p);
// Create the brightmap based on the sector brightness
if (settings.Brightmap)
{
SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness));
gbrightmap.FillPath(sbrush, p);
}
}
// Finally save the image(s)
if (settings.Tiles)
{
SaveImageAsTiles(texturebitmap);
if (settings.Brightmap)
SaveImageAsTiles(brightmapbitmap, "_brightmap");
}
else
{
texturebitmap.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
if (settings.Brightmap)
brightmapbitmap.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
}
}
/// <summary>
/// Saves the image in several uniform sized tiles. It will add numbers starting from 1, going from top left to bottom right, to the filename
/// </summary>
/// <param name="image">the image to split into tiles</param>
/// <param name="suffix">additional suffix for filenames</param>
private void SaveImageAsTiles(Bitmap image, string suffix="")
{
int xnum = (int)Math.Ceiling(image.Size.Width / (double)TILE_SIZE);
int ynum = (int)Math.Ceiling(image.Size.Height / (double)TILE_SIZE);
int imagenum = 1;
for (int y = 0; y < ynum; y++)
{
for (int x = 0; x < xnum; x++)
{
int width = TILE_SIZE;
int height = TILE_SIZE;
// If the width and height are not divisible without remainder make sure only part of the source image is copied
if (x * TILE_SIZE + TILE_SIZE > image.Size.Width)
width = image.Size.Width - (x * TILE_SIZE);
if(y * TILE_SIZE + TILE_SIZE > image.Size.Height)
height = image.Size.Height - (y * TILE_SIZE);
Bitmap bitmap = new Bitmap(TILE_SIZE, TILE_SIZE);
Graphics g = Graphics.FromImage(bitmap);
g.Clear(Color.Black);
g.DrawImage(image, new Rectangle(0, 0, width, height), new Rectangle(x*TILE_SIZE, y*TILE_SIZE, width, height), GraphicsUnit.Pixel);
bitmap.Save(string.Format("{0}{1}{2}{3}", Path.Combine(settings.Path, settings.Name), suffix, imagenum, settings.Extension));
imagenum++;
}
}
}
/// <summary>
/// Generates a list of images file names that will be creates
/// </summary>
/// <returns>List of image file names</returns>
public List<string> GetImageNames()
{
List<string> imagenames = new List<string>();
Vector2D offset;
Vector2D size;
GetSizeAndOffset(out size, out offset);
if(settings.Tiles)
{
int x = (int)Math.Ceiling(size.x / TILE_SIZE);
int y = (int)Math.Ceiling(size.y / TILE_SIZE);
for (int i = 1; i <= x * y; i++)
imagenames.Add(string.Format("{0}{1}{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
if(settings.Brightmap)
for (int i = 1; i <= x * y; i++)
imagenames.Add(string.Format("{0}{1}_brightmap{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
}
else
{
imagenames.Add(string.Format("{0}{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
if(settings.Brightmap)
imagenames.Add(string.Format("{0}_brightmap{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
}
return imagenames;
}
/// <summary>
/// Gets the size of the image, based on the sectors, and the offset from the map origin
/// </summary>
/// <param name="size">stores the size of the size of the image</param>
/// <param name="offset">stores the offset from the map origin</param>
private void GetSizeAndOffset(out Vector2D size, out Vector2D offset)
{
offset = new Vector2D(double.MaxValue, double.MinValue);
size = new Vector2D(double.MinValue, double.MaxValue);
// Find the top left and bottom right corners of the selection
foreach (Sector s in sectors)
@ -90,67 +313,47 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
// (top left corner of the selection). y will always be negative, so make it positive
size -= offset;
size.y *= -1.0;
}
bitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
Graphics g = Graphics.FromImage(bitmap);
g.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
g.InterpolationMode = InterpolationMode.HighQualityBilinear;
g.CompositingQuality = CompositingQuality.HighQuality;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
g.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
foreach (Sector s in sectors)
/// <summary>
/// Adjusts the brightness of an image. Code by Rod Stephens http://csharphelper.com/blog/2014/10/use-an-imageattributes-object-to-adjust-an-images-brightness-in-c/
/// </summary>
/// <param name="image">Base image</param>
/// <param name="brightness">Brightness between 0.0f and 1.0f</param>
/// <returns>The new image with changed brightness</returns>
private Bitmap AdjustBrightness(Image image, float brightness)
{
GraphicsPath p = new GraphicsPath();
float rotation = (float)s.Fields.GetValue("rotationfloor", 0.0);
// Make the ColorMatrix.
float b = brightness;
ColorMatrix cm = new ColorMatrix(new float[][] {
new float[] {b, 0, 0, 0, 0},
new float[] {0, b, 0, 0, 0},
new float[] {0, 0, b, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {0, 0, 0, 0, 1},
});
ImageAttributes attributes = new ImageAttributes();
attributes.SetColorMatrix(cm);
// If a sector is rotated any offset is on the rotated axes. But we need to offset by
// map coordinates. We'll use this vector to compute that offset
Vector2D rotationvector = Vector2D.FromAngle(Angle2D.DegToRad(rotation) + Angle2D.PIHALF);
// Draw the image onto the new bitmap while applying the new ColorMatrix.
Point[] points = {
new Point(0, 0),
new Point(image.Width, 0),
new Point(0, image.Height),
};
Rectangle rect = new Rectangle(0, 0, image.Width, image.Height);
// Sectors are triangulated, so draw every triangle
for (int i = 0; i < s.Triangles.Vertices.Count / 3; i++)
// Make the result bitmap.
Bitmap bm = new Bitmap(image.Width, image.Height);
using (Graphics gr = Graphics.FromImage(bm))
{
// The GDI image has the 0/0 coordinate in the top left, so invert the y component
Vector2D v1 = s.Triangles.Vertices[i * 3] - offset; v1.y *= -1.0;
Vector2D v2 = s.Triangles.Vertices[i * 3 + 1] - offset; v2.y *= -1.0;
Vector2D v3 = s.Triangles.Vertices[i * 3 + 2] - offset; v3.y *= -1.0;
p.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
p.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
p.CloseFigure();
gr.DrawImage(image, points, rect, GraphicsUnit.Pixel, attributes);
}
Bitmap texture;
if(settings.Floor)
texture = General.Map.Data.GetFlatImage(s.FloorTexture).ExportBitmap();
else
texture = General.Map.Data.GetFlatImage(s.CeilTexture).ExportBitmap();
Vector2D textureoffset = new Vector2D();
textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0);
textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0);
// Create the transformation matrix
Matrix matrix = new Matrix();
matrix.Rotate(rotation);
matrix.Translate((float)(-offset.x * rotationvector.x), (float)(offset.x * rotationvector.y)); // Left/right offset from the map origin
matrix.Translate((float)(offset.y * rotationvector.y), (float)(offset.y * rotationvector.x)); // Up/down offset from the map origin
matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
// Create the texture brush and apply the matrix
TextureBrush t = new TextureBrush(texture);
t.Transform = matrix;
// Draw the islands of the sector
g.FillPath(t, p);
// Return the result.
return bm;
}
// Finally save the image
bitmap.Save(Path.Combine(settings.Path, settings.Name), settings.ImageFormat);
}
#endregion
}
}

View file

@ -40,6 +40,9 @@
this.label3 = new System.Windows.Forms.Label();
this.rbFloor = new System.Windows.Forms.RadioButton();
this.rbCeiling = new System.Windows.Forms.RadioButton();
this.cbFullbright = new System.Windows.Forms.CheckBox();
this.cbBrightmap = new System.Windows.Forms.CheckBox();
this.cbTiles = new System.Windows.Forms.CheckBox();
this.SuspendLayout();
//
// tbExportPath
@ -71,7 +74,7 @@
// cancel
//
this.cancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
this.cancel.Location = new System.Drawing.Point(360, 110);
this.cancel.Location = new System.Drawing.Point(360, 153);
this.cancel.Name = "cancel";
this.cancel.Size = new System.Drawing.Size(75, 23);
this.cancel.TabIndex = 7;
@ -81,7 +84,7 @@
//
// export
//
this.export.Location = new System.Drawing.Point(279, 110);
this.export.Location = new System.Drawing.Point(279, 153);
this.export.Name = "export";
this.export.Size = new System.Drawing.Size(75, 23);
this.export.TabIndex = 6;
@ -141,7 +144,7 @@
//
this.rbFloor.AutoSize = true;
this.rbFloor.Checked = true;
this.rbFloor.Location = new System.Drawing.Point(227, 38);
this.rbFloor.Location = new System.Drawing.Point(197, 39);
this.rbFloor.Name = "rbFloor";
this.rbFloor.Size = new System.Drawing.Size(48, 17);
this.rbFloor.TabIndex = 12;
@ -152,20 +155,55 @@
// rbCeiling
//
this.rbCeiling.AutoSize = true;
this.rbCeiling.Location = new System.Drawing.Point(227, 60);
this.rbCeiling.Location = new System.Drawing.Point(197, 61);
this.rbCeiling.Name = "rbCeiling";
this.rbCeiling.Size = new System.Drawing.Size(56, 17);
this.rbCeiling.TabIndex = 13;
this.rbCeiling.Text = "Ceiling";
this.rbCeiling.UseVisualStyleBackColor = true;
//
// cbFullbright
//
this.cbFullbright.AutoSize = true;
this.cbFullbright.Checked = true;
this.cbFullbright.CheckState = System.Windows.Forms.CheckState.Checked;
this.cbFullbright.Location = new System.Drawing.Point(279, 40);
this.cbFullbright.Name = "cbFullbright";
this.cbFullbright.Size = new System.Drawing.Size(87, 17);
this.cbFullbright.TabIndex = 14;
this.cbFullbright.Text = "Use fullbright";
this.cbFullbright.UseVisualStyleBackColor = true;
//
// cbBrightmap
//
this.cbBrightmap.AutoSize = true;
this.cbBrightmap.Location = new System.Drawing.Point(279, 64);
this.cbBrightmap.Name = "cbBrightmap";
this.cbBrightmap.Size = new System.Drawing.Size(106, 17);
this.cbBrightmap.TabIndex = 15;
this.cbBrightmap.Text = "Create brightmap";
this.cbBrightmap.UseVisualStyleBackColor = true;
//
// cbTiles
//
this.cbTiles.AutoSize = true;
this.cbTiles.Location = new System.Drawing.Point(279, 88);
this.cbTiles.Name = "cbTiles";
this.cbTiles.Size = new System.Drawing.Size(110, 17);
this.cbTiles.TabIndex = 16;
this.cbTiles.Text = "Create 64x64 tiles";
this.cbTiles.UseVisualStyleBackColor = true;
//
// ImageExportSettingsForm
//
this.AcceptButton = this.export;
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.CancelButton = this.cancel;
this.ClientSize = new System.Drawing.Size(447, 145);
this.ClientSize = new System.Drawing.Size(447, 188);
this.Controls.Add(this.cbTiles);
this.Controls.Add(this.cbBrightmap);
this.Controls.Add(this.cbFullbright);
this.Controls.Add(this.rbCeiling);
this.Controls.Add(this.rbFloor);
this.Controls.Add(this.label3);
@ -201,5 +239,8 @@
private System.Windows.Forms.Label label3;
private System.Windows.Forms.RadioButton rbFloor;
private System.Windows.Forms.RadioButton rbCeiling;
private System.Windows.Forms.CheckBox cbFullbright;
private System.Windows.Forms.CheckBox cbBrightmap;
private System.Windows.Forms.CheckBox cbTiles;
}
}

View file

@ -41,6 +41,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
public string FilePath { get { return tbExportPath.Text.Trim(); } }
public bool Floor { get { return rbFloor.Checked; } }
public bool Fullbright { get { return cbFullbright.Checked; } }
public bool Brightmap { get { return cbBrightmap.Checked; } }
public bool Tiles { get { return cbTiles.Checked; } }
#endregion
@ -66,6 +69,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
saveFileDialog.FileName = Path.GetDirectoryName(General.Map.FilePathName) + Path.DirectorySeparatorChar + name + ".png";
tbExportPath.Text = saveFileDialog.FileName;
}
cbFullbright.Checked = General.Settings.ReadPluginSetting("imageexportfullbright", true);
cbBrightmap.Checked = General.Settings.ReadPluginSetting("imageexportbrightmap", false);
cbTiles.Checked = General.Settings.ReadPluginSetting("imageexporttiles", false);
}
#endregion
@ -126,6 +133,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
private void export_Click(object sender, EventArgs e)
{
General.Settings.WritePluginSetting("imageexportfullbright", cbFullbright.Checked);
General.Settings.WritePluginSetting("imageexportbrightmap", cbBrightmap.Checked);
General.Settings.WritePluginSetting("imageexporttiles", cbTiles.Checked);
this.DialogResult = DialogResult.OK;
this.Close();
}