#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; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Drawing; using SlimDX.Direct3D9; using System.Drawing.Imaging; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.IO; using System.IO; using System.Windows.Forms; #endregion namespace CodeImp.DoomBuilder.Data { public abstract unsafe class ImageData { #region ================== Constants internal const int LOADSTATE_NONE = 0; internal const int LOADSTATE_LOAD = 1; internal const int LOADSTATE_TRASH = 2; #endregion #region ================== Variables // Properties private string name; private long longname; protected int width; protected int height; protected float scaledwidth; protected float scaledheight; protected bool usecolorcorrection; // Background loading private LinkedListNode loadingticket; private int loadstate; // true when loading, false when unloading private bool temporary; // GDI bitmap protected Bitmap bitmap; // 2D rendering data private PixelColorBlock pixeldata; // Direct3D texture private int mipmaplevels = 0; // 0 creates the full chain private Texture texture; // Disposing protected bool isdisposed = false; #endregion #region ================== Properties public string Name { get { return name; } } public long LongName { get { return longname; } } public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } } public PixelColorBlock PixelData { get { lock(this) { return pixeldata; } } } public Bitmap Bitmap { get { lock(this) { if(bitmap != null) return new Bitmap(bitmap); else return CodeImp.DoomBuilder.Properties.Resources.Hourglass; } } } public Texture Texture { get { lock(this) { return texture; } } } public bool IsLoaded { get { return (bitmap != null) && (loadstate != ImageData.LOADSTATE_LOAD); } } public bool IsDisposed { get { return isdisposed; } } internal bool Temporary { get { return temporary; } set { temporary = value; } } internal int LoadState { get { return loadstate; } set { loadstate = value; } } internal LinkedListNode LoadingTicket { get { return loadingticket; } set { loadingticket = value; } } public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } } public int Width { get { return width; } } public int Height { get { return height; } } public float ScaledWidth { get { return scaledwidth; } } public float ScaledHeight { get { return scaledheight; } } #endregion #region ================== Constructor / Disposer // Constructor public ImageData() { // We have no destructor GC.SuppressFinalize(this); // Defaults usecolorcorrection = true; } // Disposer public virtual void Dispose() { // Not already disposed? if(!isdisposed) { lock(this) { // Clean up if(bitmap != null) bitmap.Dispose(); if(texture != null) texture.Dispose(); bitmap = null; texture = null; pixeldata = null; // Done isdisposed = true; } } } #endregion #region ================== Management // This sets the name protected void SetName(string name) { this.name = name; this.longname = Lump.MakeLongName(name); } // This unloads the image public virtual void UnloadImage() { lock(this) { if(bitmap != null) bitmap.Dispose(); bitmap = null; loadstate = ImageData.LOADSTATE_NONE; } } // This requests loading the image public virtual void LoadImage() { BitmapData bmpdata; // Determine amounts float gamma = (float)(General.Settings.ImageBrightness + 10) * 0.1f; float bright = (float)General.Settings.ImageBrightness * 5f; // This applies brightness correction on the image if((bitmap != null) && usecolorcorrection) { bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb); byte* pixels = (byte*)(bmpdata.Scan0.ToPointer()); for(int p = 0; p < bmpdata.Stride * bmpdata.Height; p += 4) { // Apply color correction for individual colors float r = (float)pixels[p + 0] * gamma + bright; float g = (float)pixels[p + 1] * gamma + bright; float b = (float)pixels[p + 2] * gamma + bright; // Clamp to 0..255 range if(r < 0f) pixels[p + 0] = 0; else if(r > 255f) pixels[p + 0] = 255; else pixels[p + 0] = (byte)r; if(g < 0f) pixels[p + 1] = 0; else if(g > 255f) pixels[p + 1] = 255; else pixels[p + 1] = (byte)g; if(b < 0f) pixels[p + 2] = 0; else if(b > 255f) pixels[p + 2] = 255; else pixels[p + 2] = (byte)b; } bitmap.UnlockBits(bmpdata); } // Done, reset load state loadstate = ImageData.LOADSTATE_NONE; } // This creates the 2D pixel data internal virtual void CreatePixelData() { BitmapData bmpdata; lock(this) { // Only do this when data is not created yet if((pixeldata == null) && IsLoaded) { // Make a data copy of the bits for the 2D renderer bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); pixeldata = new PixelColorBlock(bitmap.Size.Width, bitmap.Size.Height); General.CopyMemory((void*)pixeldata.Pointer, bmpdata.Scan0.ToPointer(), new UIntPtr(pixeldata.Length)); bitmap.UnlockBits(bmpdata); } } } // This creates the Direct3D texture internal virtual void CreateTexture() { MemoryStream memstream; lock(this) { // Only do this when texture is not created yet if(((texture == null) || (texture.Disposed)) && IsLoaded) { // Write to memory stream and read from memory memstream = new MemoryStream(); bitmap.Save(memstream, ImageFormat.Bmp); memstream.Seek(0, SeekOrigin.Begin); texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length, bitmap.Size.Width, bitmap.Size.Height, mipmaplevels, Usage.None, Format.Unknown, Pool.Managed, Filter.Box, Filter.Box, 0); memstream.Dispose(); } } } // This destroys the Direct3D texture internal void ReleaseTexture() { lock(this) { // Trash it if(texture != null) texture.Dispose(); texture = null; } } #endregion } }