#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; #endregion namespace CodeImp.DoomBuilder.Data { public abstract unsafe class ImageData : IDisposable { #region ================== Constants #endregion #region ================== Variables // Properties private string name; private long longname; protected int width; protected int height; protected float scaledwidth; protected float scaledheight; // GDI bitmap protected Bitmap bitmap; // 2D rendering data private PixelColor* pixeldata = null; private uint pixeldatasize; // Direct3D texture private Texture texture; // Disposing protected bool isdisposed = false; #endregion #region ================== Properties public string Name { get { return name; } } public long LongName { get { return longname; } } public PixelColor* PixelData { get { return pixeldata; } } public Bitmap Bitmap { get { return bitmap; } } public Texture Texture { get { return texture; } } public bool IsLoaded { get { return (bitmap != null); } } public bool IsDisposed { get { return isdisposed; } } 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); } // Disposer public virtual void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up if(bitmap != null) bitmap.Dispose(); if(texture != null) texture.Dispose(); if(pixeldata != null) { General.VirtualFree((void*)pixeldata, new UIntPtr(pixeldatasize), General.MEM_RELEASE); pixeldata = null; GC.RemoveMemoryPressure(pixeldatasize); } // Done isdisposed = true; } } #endregion #region ================== Management // This sets the name protected void SetName(string name) { this.name = name; this.longname = Lump.MakeLongName(name); } // This requests loading the image public virtual void LoadImage() { } // This creates the 2D pixel data public virtual void CreatePixelData() { BitmapData bmpdata; // Clean up old memory if reserved if(pixeldata != null) { General.VirtualFree((void*)pixeldata, new UIntPtr(pixeldatasize), General.MEM_RELEASE); pixeldata = null; GC.RemoveMemoryPressure(pixeldatasize); } // 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); pixeldatasize = (uint)(bmpdata.Width * bmpdata.Height * sizeof(PixelColor)); pixeldata = (PixelColor*)General.VirtualAlloc(IntPtr.Zero, new UIntPtr(pixeldatasize), General.MEM_COMMIT, General.PAGE_READWRITE); General.CopyMemory((void*)pixeldata, bmpdata.Scan0.ToPointer(), new UIntPtr(pixeldatasize)); bitmap.UnlockBits(bmpdata); GC.AddMemoryPressure(pixeldatasize); } // This creates the Direct3D texture public virtual void CreateTexture() { MemoryStream memstream; // Only do this when texture is not created yet if(texture == null) { // 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, 0, Usage.None, Format.Unknown, Pool.Managed, Filter.Box, Filter.Box, 0); memstream.Dispose(); } } // This destroys the Direct3D texture public void ReleaseTexture() { // Trash it if(texture != null) texture.Dispose(); texture = null; } #endregion } }