#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 CodeImp.DoomBuilder.Controls; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.Data { internal sealed unsafe class HighResImage : ImageData { #region ================== Variables private readonly List patches; //mxd #endregion #region ================== Constructor / Disposer // Constructor public HighResImage(string name, string virtualpath, int width, int height, float scalex, float scaley, bool worldpanning, bool isflat) { // Initialize this.width = width; this.height = height; this.scale.x = scalex; this.scale.y = scaley; this.worldpanning = worldpanning; this.patches = new List(1); //mxd SetName(name); this.virtualname = "[TEXTURES]/" + (!string.IsNullOrEmpty(virtualpath) ? virtualpath + "/" : "") + 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); if(General.Settings.CapitalizeTextureNames && !string.IsNullOrEmpty(this.displayname)) { this.displayname = this.displayname.ToUpperInvariant(); } if(this.displayname.Length > ImageBrowserItem.MAX_NAME_LENGTH) { this.displayname = this.displayname.Substring(0, ImageBrowserItem.MAX_NAME_LENGTH); } 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); } } // 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() { // Checks if(this.IsImageLoaded) return; if((width == 0) || (height == 0)) return; IImageReader reader; MemoryStream mem; byte[] membytes; Graphics g = null; lock(this) { // 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.ZeroMemory(new IntPtr(pixels), width * height * sizeof(PixelColor)); bitmap.UnlockBits(bitmapdata); g = Graphics.FromImage(bitmap); } 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 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 + "'"); failCount++; //mxd } } if(!(reader is UnknownImageReader)) { // Get the patch mem.Seek(0, SeekOrigin.Begin); Bitmap patchbmp = null; try { patchbmp = reader.ReadAsBitmap(mem); } 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 + "'"); failCount++; //mxd } if(patchbmp != null) { //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.style != 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.blend.r) * PixelColor.BYTE_TO_FLOAT); cp->g = (byte)((cp->g * p.blend.g) * PixelColor.BYTE_TO_FLOAT); cp->b = (byte)((cp->b * p.blend.b) * PixelColor.BYTE_TO_FLOAT); } } else if(p.blendstyle == TexturePathBlendStyle.Tint) { float tintammount = p.tintammount - 0.1f; if(tintammount > 0) { float br = p.blend.r * PixelColor.BYTE_TO_FLOAT * tintammount; float bg = p.blend.g * PixelColor.BYTE_TO_FLOAT * tintammount; float bb = p.blend.b * PixelColor.BYTE_TO_FLOAT * tintammount; float invTint = 1.0f - tintammount; for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) { cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invTint + br) * 255.0f); cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invTint + bg) * 255.0f); cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invTint + bb) * 255.0f); } } } //mxd. apply RenderStyle if(p.style == 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.style != 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.style) { 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.ReverseSubtract: 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); } } // 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 { // Missing a patch lump! General.ErrorLogger.Add(ErrorType.Error, "Missing patch lump '" + p.lumpname + "' while loading texture '" + this.Name + "'"); failCount++; //mxd } } } // 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 } }