#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.Imaging; using System.IO; using System.Linq; using CodeImp.DoomBuilder.Controls; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.Data { internal sealed unsafe class TEXTURESImage : ImageData { #region ================== Variables private readonly List patches; //mxd private readonly bool optional; //mxd private readonly bool nulltexture; //mxd #endregion #region ================== Constructor / Disposer // Constructor public TEXTURESImage(string name, string virtualpath, int width, int height, float scalex, float scaley, bool worldpanning, bool isflat, bool optional, bool nulltexture) { // Initialize this.width = width; this.height = height; this.scale.x = scalex; this.scale.y = scaley; this.worldpanning = worldpanning; this.optional = optional; //mxd this.nulltexture = nulltexture; //mxd this.patches = new List(1); //mxd SetName(name); this.virtualname = (!string.IsNullOrEmpty(virtualpath) ? virtualpath : "[TEXTURES]") + Path.AltDirectorySeparatorChar + this.name; this.isFlat = isflat; // We have no destructor GC.SuppressFinalize(this); } #endregion #region ================== Methods //mxd protected override void SetName(string name) { if(!General.Map.Config.UseLongTextureNames) { if(name.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH) name = name.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH); name = name.ToUpperInvariant(); } base.SetName(name); this.shortname = this.displayname.ToUpperInvariant(); if(this.shortname.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH) { this.shortname = this.shortname.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH); } ComputeNamesWidth(); // biwa } // This adds a patch to the texture public void AddPatch(TexturePatch patch) { // Add it patches.Add(patch); if(patch.LumpName == Name) hasPatchWithSameName = true; //mxd } // This loads the image protected override LocalLoadResult LocalLoadImage() { // Checks if(width == 0 || height == 0) return new LocalLoadResult(null); Graphics g = null; Bitmap bitmap = null; List messages = new List(); // Create texture bitmap try { if(bitmap != null) bitmap.Dispose(); bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb); BitmapData bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb); PixelColor* pixels = (PixelColor*)bitmapdata.Scan0.ToPointer(); General.ZeroPixels(pixels, width * height); bitmap.UnlockBits(bitmapdata); g = Graphics.FromImage(bitmap); } catch(Exception e) { // Unable to make bitmap messages.Add(new LogMessage(ErrorType.Error, "Unable to load texture image \"" + this.Name + "\". " + e.GetType().Name + ": " + e.Message)); } int missingpatches = 0; //mxd if(patches.Count == 0) //mxd { //mxd. Empty image will suffice here, I suppose... if(nulltexture) { return new LocalLoadResult(bitmap, messages); } // No patches! messages.Add(new LogMessage(ErrorType.Error, "No patches are defined for texture \"" + this.Name + "\"")); } else if(!messages.Any(x => x.Type == ErrorType.Error)) { // Go for all patches foreach(TexturePatch p in patches) { //mxd. Some patches (like "TNT1A0") should be skipped if(p.Skip) continue; // Get the patch data stream string patchlocation = string.Empty; //mxd Stream patchdata = General.Map.Data.GetPatchData(p.LumpName, p.HasLongName, ref patchlocation); if(patchdata != null) { // Copy patch data to memory byte[] membytes = new byte[(int)patchdata.Length]; lock(patchdata) //mxd { patchdata.Seek(0, SeekOrigin.Begin); patchdata.Read(membytes, 0, (int)patchdata.Length); } MemoryStream mem = new MemoryStream(membytes); mem.Seek(0, SeekOrigin.Begin); Bitmap patchbmp = ImageDataFormat.TryLoadImage(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette); if(patchbmp == null) { //mxd. Probably that's a flat?.. if(General.Map.Config.MixTexturesFlats) { patchbmp = ImageDataFormat.TryLoadImage(mem, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette); } if(patchbmp == null) { // Data is in an unknown format! if(!nulltexture) messages.Add(new LogMessage(optional ? ErrorType.Warning : ErrorType.Error, "Patch lump \"" + Path.Combine(patchlocation, p.LumpName) + "\" data format could not be read, while loading texture \"" + this.Name + "\"")); missingpatches++; //mxd } } if(patchbmp != null) { //mxd. Apply transformations from TexturePatch patchbmp = TransformPatch(bitmap, p, patchbmp); // 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(); } // Done mem.Dispose(); } 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) && img != this) { //mxd. Apply transformations from TexturePatch. We don't want to modify the original bitmap here, so make a copy Bitmap bmp = new Bitmap(img.LocalGetBitmap()); Bitmap patchbmp = TransformPatch(bitmap, p, bmp); // 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! if(!nulltexture) messages.Add(new LogMessage(optional ? ErrorType.Warning : ErrorType.Error, "Missing patch lump \"" + p.LumpName + "\" while loading texture \"" + this.Name + "\"")); missingpatches++; //mxd } } } // Dispose bitmap if load failed if(!nulltexture && (bitmap != null) && (messages.Any(x => x.Type == ErrorType.Error) || missingpatches >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded { bitmap.Dispose(); bitmap = null; } return new LocalLoadResult(bitmap, messages); } //mxd private Bitmap TransformPatch(Bitmap bitmap, 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.RenderStyle != 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.BlendColor.r) * PixelColor.BYTE_TO_FLOAT); cp->g = (byte)((cp->g * p.BlendColor.g) * PixelColor.BYTE_TO_FLOAT); cp->b = (byte)((cp->b * p.BlendColor.b) * PixelColor.BYTE_TO_FLOAT); } } else if(p.BlendStyle == TexturePathBlendStyle.TINT) { float tintammount = p.BlendColor.a * PixelColor.BYTE_TO_FLOAT;// -0.1f; if(tintammount > 0) { float br = p.BlendColor.r * PixelColor.BYTE_TO_FLOAT * tintammount; float bg = p.BlendColor.g * PixelColor.BYTE_TO_FLOAT * tintammount; float bb = p.BlendColor.b * PixelColor.BYTE_TO_FLOAT * tintammount; float invtintammount = 1.0f - tintammount; for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) { cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invtintammount + br) * 255.0f); cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invtintammount + bg) * 255.0f); cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invtintammount + bb) * 255.0f); } } } //mxd. Apply RenderStyle if(p.RenderStyle == 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.RenderStyle != 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.RenderStyle) { 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.REVERSE_SUBTRACT: 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 } }