#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 CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.IO; using System.IO; #endregion namespace CodeImp.DoomBuilder.Data { internal sealed unsafe class TextureImage : ImageData { #region ================== Variables private List patches; #endregion #region ================== Constructor / Disposer // Constructor public TextureImage(string name, int width, int height, float scalex, float scaley) { // Initialize this.width = width; this.height = height; this.scale.x = scalex; this.scale.y = scaley; this.patches = new List(); SetName(name); // We have no destructor GC.SuppressFinalize(this); } #endregion #region ================== Methods // 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 void LocalLoadImage() { IImageReader reader; BitmapData bitmapdata = null; MemoryStream mem; PixelColor* pixels = (PixelColor*)0; Stream patchdata; byte[] membytes; // Checks if(this.IsImageLoaded) return; if((width == 0) || (height == 0)) return; lock(this) { // Create texture bitmap try { if(bitmap != null) bitmap.Dispose(); bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb); bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb); pixels = (PixelColor*)bitmapdata.Scan0.ToPointer(); General.ZeroMemory(new IntPtr(pixels), width * height * sizeof(PixelColor)); } catch(Exception e) { // Unable to make bitmap General.ErrorLogger.Add(ErrorType.Error, "Unable to load texture image '" + this.Name + "'. " + e.GetType().Name + ": " + e.Message); loadfailed = true; } int failCount = 0; //mxd if(!loadfailed) { // Go for all patches foreach(TexturePatch p in patches) { // Get the patch data stream patchdata = General.Map.Data.GetPatchData(p.lumpname, p.haslongname); if(patchdata != null) { // Copy patch data to memory patchdata.Seek(0, SeekOrigin.Begin); membytes = new byte[(int)patchdata.Length]; patchdata.Read(membytes, 0, (int)patchdata.Length); mem = new MemoryStream(membytes); mem.Seek(0, SeekOrigin.Begin); // Get a reader for the data reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette); if(reader is UnknownImageReader) { //mxd. Probably that's a flat?.. if (General.Map.Config.MixTexturesFlats) { reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette); } if (reader is UnknownImageReader) { // Data is in an unknown format! General.ErrorLogger.Add(ErrorType.Error, "Patch lump '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'. Does this lump contain valid picture data at all?"); loadfailed = true; failCount++; //mxd } } if(!(reader is UnknownImageReader)) { // Draw the patch mem.Seek(0, SeekOrigin.Begin); try { reader.DrawToPixelData(mem, pixels, width, height, p.x, p.y); } catch(InvalidDataException) { // Data cannot be read! General.ErrorLogger.Add(ErrorType.Error, "Patch lump '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'. Does this lump contain valid picture data at all?"); loadfailed = true; failCount++; //mxd } } // Done mem.Dispose(); } else { // Missing a patch lump! General.ErrorLogger.Add(ErrorType.Error, "Missing patch lump '" + p.lumpname + "' while loading texture '" + this.Name + "'. Did you forget to include required resources?"); loadfailed = true; failCount++; //mxd } } // Done bitmap.UnlockBits(bitmapdata); } // Dispose bitmap if load failed if((bitmap != null) && (loadfailed || failCount >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded { bitmap.Dispose(); bitmap = null; loadfailed = true; } // Pass on to base base.LocalLoadImage(); } } #endregion } }