#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Drawing2D; using System.Drawing.Imaging; using System.IO; using System.Linq; using System.Runtime.InteropServices; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Windows; #endregion namespace CodeImp.DoomBuilder.Data { public abstract unsafe class ImageData : IDisposable { #region ================== Constants #endregion #region ================== Variables // Properties protected string name; protected long longname; protected int width; protected int height; protected Vector2D scale; protected bool worldpanning; private bool usecolorcorrection; protected string filepathname; //mxd. Absolute path to the image; protected string shortname; //mxd. Name in uppercase and clamped to DataManager.CLASIC_IMAGE_NAME_LENGTH protected string virtualname; //mxd. Path of this name is used in TextureBrowserForm protected string displayname; //mxd. Name to display in TextureBrowserForm protected bool isFlat; //mxd. If false, it's a texture protected bool istranslucent; //mxd. If true, has pixels with alpha > 0 && < 255 protected bool ismasked; //mxd. If true, has pixels with zero alpha protected bool hasLongName; //mxd. Texture name is longer than DataManager.CLASIC_IMAGE_NAME_LENGTH protected bool hasPatchWithSameName; //mxd protected int namewidth; // biwa protected int shortnamewidth; // biwa //mxd. Hashing private static int hashcounter; private readonly int hashcode; // Loading private ImageLoadState previewstate; private ImageLoadState imagestate; private bool loadfailed; // GDI bitmap private Bitmap bitmap; private Bitmap previewbitmap; // Direct3D texture private int mipmaplevels; // 0 = all mipmaps protected bool dynamictexture; private Texture texture; // Disposing protected bool isdisposed; #endregion #region ================== Properties public string Name { get { return name; } } public long LongName { get { return longname; } } public string ShortName { get { return shortname; } } //mxd public string FilePathName { get { return filepathname; } } //mxd public string VirtualName { get { return virtualname; } } //mxd public string DisplayName { get { return displayname; } } //mxd public bool IsFlat { get { return isFlat; } } //mxd public bool IsTranslucent { get { return istranslucent; } } //mxd public bool IsMasked { get { return ismasked; } } //mxd public bool HasPatchWithSameName { get { return hasPatchWithSameName; } } //mxd internal bool HasLongName { get { return hasLongName; } } //mxd public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } } public Texture Texture { get { return GetTexture(); } } public bool IsPreviewLoaded { get { return (previewstate == ImageLoadState.Ready); } } public bool IsImageLoaded { get { return (imagestate == ImageLoadState.Ready); } } public bool LoadFailed { get { return loadfailed; } } public bool IsDisposed { get { return isdisposed; } } public bool AllowUnload { get; set; } public ImageLoadState ImageState { get { return imagestate; } internal set { imagestate = value; } } public ImageLoadState PreviewState { get { return previewstate; } internal set { previewstate = value; } } public bool UsedInMap { get; internal set; } public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } } public virtual int Width { get { return width; } } public virtual int Height { get { return height; } } //mxd. Scaled texture size is integer in ZDoom. public virtual float ScaledWidth { get { return (float)Math.Round(width * scale.x); } } public virtual float ScaledHeight { get { return (float)Math.Round(height * scale.y); } } public virtual Vector2D Scale { get { return scale; } } public bool WorldPanning { get { return worldpanning; } } public int NameWidth { get { return namewidth; } } // biwa public int ShortNameWidth { get { return shortnamewidth; } } // biwa #endregion #region ================== Constructor / Disposer // Constructor protected ImageData() { // Defaults usecolorcorrection = true; AllowUnload = true; //mxd. Hashing hashcode = hashcounter++; } // Destructor ~ImageData() { this.Dispose(); } // Disposer public virtual void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up bitmap?.Dispose(); texture?.Dispose(); bitmap = null; texture = null; // Done imagestate = ImageLoadState.None; previewstate = ImageLoadState.None; isdisposed = true; } } #endregion #region ================== Management // This adds a reference // This sets the name protected virtual void SetName(string name) { this.name = name; this.filepathname = name; //mxd this.shortname = name; //mxd this.virtualname = name; //mxd this.displayname = name; //mxd this.longname = Lump.MakeLongName(name); //mxd ComputeNamesWidth(); // biwa } // biwa. Computing the widths in the constructor of ImageBrowserItem accumulates to taking forever when loading many images, // like when showing the texture browser of huge texture sets like OTEX internal void ComputeNamesWidth() { //mxd. Calculate names width namewidth = (int)Math.Ceiling(General.Interface.MeasureString(name, SystemFonts.MessageBoxFont, 10000, StringFormat.GenericTypographic).Width) + 6; shortnamewidth = (int)Math.Ceiling(General.Interface.MeasureString(shortname, SystemFonts.MessageBoxFont, 10000, StringFormat.GenericTypographic).Width) + 6; } // This returns the bitmap image Bitmap GetBitmap() { // Image loaded successfully? if(!loadfailed && (imagestate == ImageLoadState.Ready) && (bitmap != null)) return bitmap; // Image loading failed? return (loadfailed ? Properties.Resources.Failed : Properties.Resources.Hourglass); } public int GetAlphaTestWidth() { return GetBitmap().Width; } public int GetAlphaTestHeight() { return GetBitmap().Height; } public bool AlphaTestPixel(int x, int y) { return GetBitmap().GetPixel(x, y).A > 0; } public Image GetBackgroundBitmap() { return GetBitmap(); } public Bitmap GetSkyboxBitmap() { return GetBitmap(); } public Bitmap ExportBitmap() { return GetBitmap(); } public Bitmap GetSpritePreview() { return GetBitmap(); } // Loads the image directly. This is needed by the background loader for some patches. public Bitmap LocalGetBitmap() { // Note: if this turns out to be too slow, do NOT try to make it use GetBitmap or bitmap. // Create a cache for the local background loader thread instead. LocalLoadResult result = LocalLoadImage(); if (result.messages.Any(x => x.Type == ErrorType.Error)) { return Properties.Resources.Failed; } ConvertImageFormat(result); return result.bitmap; } public void LoadImage() { LoadImage(true); } // This loads the image public virtual void LoadImage(bool notify) { if (imagestate == ImageLoadState.Ready && previewstate != ImageLoadState.Loading) return; // Do the loading LocalLoadResult loadResult = LocalLoadImage(); ConvertImageFormat(loadResult); MakeImagePreview(loadResult); // Save memory by disposing the original image immediately if we only used it to load a preview image bool onlyPreview = false; if (imagestate == ImageLoadState.Ready) { loadResult.bitmap?.Dispose(); onlyPreview = true; } General.MainWindow.RunOnUIThread(() => { if (imagestate != ImageLoadState.Ready && !onlyPreview) { // Log errors and warnings foreach (LogMessage message in loadResult.messages) { General.ErrorLogger.Add(message.Type, message.Text); } if (loadResult.messages.Any(x => x.Type == ErrorType.Error)) { loadfailed = true; } bitmap?.Dispose(); texture?.Dispose(); imagestate = ImageLoadState.Ready; bitmap = loadResult.bitmap; if (loadResult.uiThreadWork != null) loadResult.uiThreadWork(); } else { loadResult.bitmap?.Dispose(); } if (previewstate == ImageLoadState.Loading) { previewbitmap?.Dispose(); previewstate = ImageLoadState.Ready; previewbitmap = loadResult.preview; } else { loadResult.preview?.Dispose(); } }); // Notify the main thread about the change so that sectors can update their buffers if (notify) General.MainWindow.ImageDataLoaded(this.name); } protected class LocalLoadResult { public LocalLoadResult(Bitmap bitmap, string error = null, Action uiThreadWork = null) { this.bitmap = bitmap; messages = new List(); if (error != null) messages.Add(new LogMessage(ErrorType.Error, error)); this.uiThreadWork = uiThreadWork; } public LocalLoadResult(Bitmap bitmap, IEnumerable messages, Action uiThreadWork = null) { this.bitmap = bitmap; this.messages = messages.ToList(); this.uiThreadWork = uiThreadWork; } public Bitmap bitmap; public Bitmap preview; public List messages; public Action uiThreadWork; } protected abstract LocalLoadResult LocalLoadImage(); protected class LogMessage { public LogMessage(ErrorType type, string text) { Type = type; Text = text; } public ErrorType Type { get; set; } public string Text { get; set; } } void ConvertImageFormat(LocalLoadResult loadResult) { // Bitmap loaded successfully? Bitmap bitmap = loadResult.bitmap; if(bitmap != null) { // Bitmap has incorrect format? if(bitmap.PixelFormat != PixelFormat.Format32bppArgb) { if(dynamictexture) throw new Exception("Dynamic images must be in 32 bits ARGB format."); //General.ErrorLogger.Add(ErrorType.Warning, "Image '" + name + "' does not have A8R8G8B8 pixel format. Conversion was needed."); Bitmap oldbitmap = bitmap; try { // Convert to desired pixel format bitmap = new Bitmap(oldbitmap.Size.Width, oldbitmap.Size.Height, PixelFormat.Format32bppArgb); Graphics g = Graphics.FromImage(bitmap); g.PageUnit = GraphicsUnit.Pixel; g.CompositingQuality = CompositingQuality.HighQuality; g.InterpolationMode = InterpolationMode.NearestNeighbor; g.SmoothingMode = SmoothingMode.None; g.PixelOffsetMode = PixelOffsetMode.None; g.Clear(Color.Transparent); g.DrawImage(oldbitmap, 0, 0, oldbitmap.Size.Width, oldbitmap.Size.Height); g.Dispose(); oldbitmap.Dispose(); } catch(Exception e) { bitmap = oldbitmap; loadResult.messages.Add(new LogMessage(ErrorType.Warning, "Cannot lock image \"" + name + "\" for pixel format conversion. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message)); } } // This applies brightness correction on the image if(usecolorcorrection) { BitmapData bmpdata = null; try { // Try locking the bitmap bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb); } catch(Exception e) { loadResult.messages.Add(new LogMessage(ErrorType.Warning, "Cannot lock image \"" + name + "\" for color correction. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message)); } // Bitmap locked? if(bmpdata != null) { // Apply color correction PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer()); General.Colors.ApplyColorCorrection(pixels, bmpdata.Width * bmpdata.Height); bitmap.UnlockBits(bmpdata); } } } else { // Loading failed // We still mark the image as ready so that it will // not try loading again until Reload Resources is used bitmap = new Bitmap(Properties.Resources.Failed); } if(bitmap != null) { width = bitmap.Size.Width; height = bitmap.Size.Height; if(dynamictexture) { if((width != General.NextPowerOf2(width)) || (height != General.NextPowerOf2(height))) throw new Exception("Dynamic images must have a size in powers of 2."); } // Do we still have to set a scale? if((scale.x == 0.0f) && (scale.y == 0.0f)) { if((General.Map != null) && (General.Map.Config != null)) { scale.x = General.Map.Config.DefaultTextureScale; scale.y = General.Map.Config.DefaultTextureScale; } else { scale.x = 1.0f; scale.y = 1.0f; } } if(!loadfailed) { //mxd. Check translucency and calculate average color? if(General.Map != null && General.Map.Data != null && General.Map.Data.GlowingFlats != null && General.Map.Data.GlowingFlats.ContainsKey(longname) && General.Map.Data.GlowingFlats[longname].CalculateTextureColor) { BitmapData bmpdata = null; try { bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb); } catch(Exception e) { loadResult.messages.Add(new LogMessage(ErrorType.Error, "Cannot lock image \"" + this.filepathname + "\" for glow color calculation. " + e.GetType().Name + ": " + e.Message)); } if(bmpdata != null) { PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer()); int numpixels = bmpdata.Width * bmpdata.Height; uint r = 0; uint g = 0; uint b = 0; for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) { r += cp->r; g += cp->g; b += cp->b; // Also check alpha if(cp->a > 0 && cp->a < 255) istranslucent = true; else if(cp->a == 0) ismasked = true; } // Update glow data int br = (int)(r / numpixels); int bg = (int)(g / numpixels); int bb = (int)(b / numpixels); int max = Math.Max(br, Math.Max(bg, bb)); // Black can't glow... if(max == 0) { General.Map.Data.GlowingFlats.Remove(longname); } else { // That's how it's done in GZDoom (and I may be totally wrong about this) br = Math.Min(255, br * 153 / max); bg = Math.Min(255, bg * 153 / max); bb = Math.Min(255, bb * 153 / max); General.Map.Data.GlowingFlats[longname].Color = new PixelColor(255, (byte)br, (byte)bg, (byte)bb); General.Map.Data.GlowingFlats[longname].CalculateTextureColor = false; if(!General.Map.Data.GlowingFlats[longname].Fullbright) General.Map.Data.GlowingFlats[longname].Brightness = (br + bg + bb) / 3; } // Release the data bitmap.UnlockBits(bmpdata); } } //mxd. Check if the texture is translucent else { BitmapData bmpdata = null; try { bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb); } catch(Exception e) { loadResult.messages.Add(new LogMessage(ErrorType.Error, "Cannot lock image \"" + this.filepathname + "\" for translucency check. " + e.GetType().Name + ": " + e.Message)); } if(bmpdata != null) { PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer()); int numpixels = bmpdata.Width * bmpdata.Height; for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) { // Check alpha if(cp->a > 0 && cp->a < 255) istranslucent = true; else if(cp->a == 0) ismasked = true; } // Release the data bitmap.UnlockBits(bmpdata); } } } } loadResult.bitmap = bitmap; } // Dimensions of a single preview image const int MAX_PREVIEW_SIZE = 256; //mxd // This makes a preview for the given image and updates the image settings private void MakeImagePreview(LocalLoadResult loadResult) { if (loadResult.bitmap == null) return; Bitmap image = loadResult.bitmap; Bitmap preview; int imagewidth = image.Width; int imageheight = image.Height; // Determine preview size float scalex = (imagewidth > MAX_PREVIEW_SIZE) ? (MAX_PREVIEW_SIZE / (float)imagewidth) : 1.0f; float scaley = (imageheight > MAX_PREVIEW_SIZE) ? (MAX_PREVIEW_SIZE / (float)imageheight) : 1.0f; float scale = Math.Min(scalex, scaley); int previewwidth = (int)(imagewidth * scale); int previewheight = (int)(imageheight * scale); if (previewwidth < 1) previewwidth = 1; if (previewheight < 1) previewheight = 1; //mxd. Expected and actual image sizes and format match? if (previewwidth == imagewidth && previewheight == imageheight && image.PixelFormat == PixelFormat.Format32bppArgb) { preview = new Bitmap(image); } else { // Make new image preview = new Bitmap(previewwidth, previewheight, PixelFormat.Format32bppArgb); Graphics g = Graphics.FromImage(preview); g.PageUnit = GraphicsUnit.Pixel; //g.CompositingQuality = CompositingQuality.HighQuality; //mxd g.InterpolationMode = InterpolationMode.NearestNeighbor; //g.SmoothingMode = SmoothingMode.HighQuality; //mxd g.PixelOffsetMode = PixelOffsetMode.None; //g.Clear(Color.Transparent); //mxd // Draw image onto atlas Rectangle atlasrect = new Rectangle(0, 0, previewwidth, previewheight); RectangleF imgrect = General.MakeZoomedRect(new Size(imagewidth, imageheight), atlasrect); if (imgrect.Width < 1.0f) { imgrect.X -= 0.5f - imgrect.Width * 0.5f; imgrect.Width = 1.0f; } if (imgrect.Height < 1.0f) { imgrect.Y -= 0.5f - imgrect.Height * 0.5f; imgrect.Height = 1.0f; } g.DrawImage(image, imgrect); g.Dispose(); } loadResult.preview = preview; } Texture GetTexture() { if (texture != null) return texture; else if (imagestate == ImageLoadState.Loading) return General.Map.Data.LoadingTexture; else if (loadfailed) return General.Map.Data.FailedTexture; if (imagestate == ImageLoadState.None) { General.Map.Data.QueueLoadImage(this); return General.Map.Data.LoadingTexture; } texture = new Texture(General.Map.Graphics, bitmap); if (dynamictexture) { if ((width != texture.Width) || (height != texture.Height)) throw new Exception("Could not create a texture with the same size as the image."); } #if DEBUG texture.Tag = name; //mxd. Helps with tracking undisposed resources... #endif return texture; } // This updates a dynamic texture public void UpdateTexture() { if(!dynamictexture) throw new Exception("The image must be a dynamic image to support direct updating."); if((texture != null) && !texture.Disposed) { General.Map.Graphics.SetPixels(texture, bitmap); } } // This destroys the Direct3D texture public void ReleaseTexture() { texture?.Dispose(); texture = null; } // This returns a preview image public virtual Image GetPreview() { // Preview ready? if(previewstate == ImageLoadState.Ready) { // Make a copy return new Bitmap(previewbitmap); } // Loading failed? if(loadfailed) { // Return error bitmap return Properties.Resources.Failed; } // Return loading bitmap return Properties.Resources.Hourglass; } //mxd. This greatly speeds up Dictionary lookups public override int GetHashCode() { return hashcode; } #endregion } }