Export selection to image: decreased memory footprint

This commit is contained in:
biwa 2020-11-21 15:14:48 +01:00
parent 0f3e979fa9
commit cf61c74e35

View file

@ -99,24 +99,27 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
/// </summary>
public void Export()
{
// Do the normally textured image and the brightmap after each other because creating the image requires
// consecutively free memory, and creating two big images at the same time has a higher chance to fail.
// Because of the GC there's of course no guarantee that the memory is freed in time
Vector2D size;
Vector2D offset;
// Normally textures image
using (Bitmap image = CreateImage(false))
GetSizeAndOffset(out size, out offset);
// Use the same image for the normal texture and the brightmap because of memory concerns
using (Bitmap image = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat))
{
// Normal texture image
CreateImage(image, offset, false);
if (settings.Tiles)
SaveImageAsTiles(image);
else
image.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
}
// The brightmap
if(settings.Brightmap)
{
using (Bitmap image = CreateImage(true))
// The brightmap
if (settings.Brightmap)
{
CreateImage(image, offset, true);
if (settings.Tiles)
SaveImageAsTiles(image, "_brightmap");
else
@ -128,19 +131,15 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
/// <summary>
/// Create the image ready to be exported
/// </summary>
/// <param name="texturebitmap">The image the graphics will be drawn to</param>
/// <param name="offset">The offset of the selection in map space</param>
/// <param name="asbrightmap">True if the image should be a brightmap, false if normally textured</param>
/// <returns>The image to be exported</returns>
private Bitmap CreateImage(bool asbrightmap)
private void CreateImage(Bitmap texturebitmap, Vector2D offset, bool asbrightmap)
{
Bitmap texturebitmap = null;
Graphics gtexture = null;
Vector2D offset;
Vector2D size;
GetSizeAndOffset(out size, out offset);
// The 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;
@ -148,9 +147,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality;
gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
GraphicsPath gpath = new GraphicsPath();
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
@ -165,16 +165,16 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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();
gpath.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
gpath.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
gpath.CloseFigure();
}
if (asbrightmap)
{
// Create the brightmap based on the sector brightness
SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness));
gtexture.FillPath(sbrush, p);
using (SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness)))
gtexture.FillPath(sbrush, gpath);
}
else
{
@ -224,18 +224,28 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
matrix.Scale((float)texturescale.x, (float)texturescale.y);
if (!settings.Fullbright)
brushtexture = AdjustBrightness(brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
AdjustBrightness(brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
// 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);
gtexture.FillPath(tbrush, gpath);
// Dispose unneeded objects
brushtexture.Dispose();
tbrush.Dispose();
matrix.Dispose();
}
// Reset the graphics path
gpath.Reset();
}
return texturebitmap;
// Dispose unneeded objects
gpath.Dispose();
gtexture.Dispose();
}
/// <summary>
@ -264,12 +274,14 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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);
using (Bitmap bitmap = new Bitmap(TILE_SIZE, TILE_SIZE))
using (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));
bitmap.Save(string.Format("{0}{1}{2}{3}", Path.Combine(settings.Path, settings.Name), suffix, imagenum, settings.Extension));
}
imagenum++;
}
@ -353,10 +365,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
/// <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="image">The image to adjust</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)
private void AdjustBrightness(Image image, float brightness)
{
// Make the ColorMatrix.
float b = brightness;
@ -385,8 +396,11 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
gr.DrawImage(image, points, rect, GraphicsUnit.Pixel, attributes);
}
// Return the result.
return bm;
// Dispose the original...
image.Dispose();
// ... and set it as the adjusted image
image = bm;
}
#endregion