#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.Drawing; using System.Drawing.Imaging; using CodeImp.DoomBuilder.Rendering; using System.IO; using System.Linq; #endregion namespace CodeImp.DoomBuilder.Data { internal sealed unsafe class TextureImage : ImageData { #region ================== Variables private List patches; #endregion #region ================== Constructor / Disposer // Constructor public TextureImage(string group, string name, int width, int height, float scalex, float scaley, bool worldpanning) { // Initialize this.width = width; this.height = height; this.scale.x = scalex; this.scale.y = scaley; this.worldpanning = worldpanning; //mxd this.texturenamespace = TextureNamespace.WALLTEXTURE; this.patches = new List(); SetName(name); virtualname = "[" + group + "]/" + this.name; //mxd // 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 LocalLoadResult LocalLoadImage() { // Checks if(width == 0 || height == 0) return new LocalLoadResult(null); BitmapData bitmapdata = null; PixelColor* pixels = (PixelColor*)0; Bitmap bitmap = null; List messages = new List(); int[] columnumpatches = new int[width]; BitArray columnmasked = new BitArray(width, false); Dictionary patchbmps = new Dictionary(); bool fixnegativeoffsets = General.Map.Config.Compatibility.FixNegativePatchOffsets; bool fixmaskedoffsets = General.Map.Config.Compatibility.FixMaskedPatchOffsets; // 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.ZeroPixels(pixels, width * height); } 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(!messages.Any(x => x.Type == ErrorType.Error)) { // Load all patch bitmaps, and see if the patch has a negative vertical offset foreach (TexturePatch p in patches) { // 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) { // Get a reader for the data Bitmap patchbmp = ImageDataFormat.TryLoadImage(patchdata, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette); if (patchbmp == null) { //mxd. Probably that's a flat?.. if (General.Map.Config.MixTexturesFlats) { patchbmp = ImageDataFormat.TryLoadImage(patchdata, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette); } if (patchbmp == null) { // Data is in an unknown format! messages.Add(new LogMessage(ErrorType.Error, "Patch lump \"" + Path.Combine(patchlocation, p.LumpName) + "\" data format could not be read, while loading texture \"" + this.Name + "\". Does this lump contain valid picture data at all?")); missingpatches++; //mxd } } // Store the bitmap patchbmps[p] = patchbmp; // Done patchdata.Dispose(); } else { // Missing a patch lump! messages.Add(new LogMessage(ErrorType.Error, "Missing patch lump \"" + p.LumpName + "\" while loading texture \"" + this.Name + "\". Did you forget to include required resources?")); missingpatches++; //mxd } } // There's a bug in vanilla Doom where negative patch offsets are ignored (the patch y offset is set to 0). If // the configuration is for an engine that doesn't fix the bug we have to emulate that behavior // See https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches if (!fixnegativeoffsets || !fixmaskedoffsets) { // Check which columns have more than one patch foreach(TexturePatch p in patches) { if (!patchbmps.ContainsKey(p) || patchbmps[p] == null) continue; bool ismaked = BitmapIsMasked(patchbmps[p]); for (int x = 0; x < patchbmps[p].Width; x++) { int ox = p.X + x; if (ox >= 0 && ox < columnumpatches.Length) { if(!fixnegativeoffsets) columnumpatches[ox]++; if (!fixmaskedoffsets && ismaked) columnmasked[ox] = true; } } } } // Go for all patches foreach(TexturePatch p in patches) { if(patchbmps.ContainsKey(p) && patchbmps[p] != null) { // Draw the patch DrawToPixelData(patchbmps[p], pixels, width, height, p.X, p.Y, fixnegativeoffsets, fixmaskedoffsets, columnumpatches, columnmasked); } } // Don't need the bitmaps anymore foreach (Bitmap bmp in patchbmps.Values) bmp?.Dispose(); // Done bitmap.UnlockBits(bitmapdata); } // Dispose bitmap if load failed if((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); } // This draws the picture to the given pixel color data static unsafe void DrawToPixelData(Bitmap bmp, PixelColor* target, int targetwidth, int targetheight, int x, int y, bool fixnegativeoffsets, bool fixmaskedoffsets, int[] columnumpatches, BitArray columnmasked) { // Get bitmap int width = bmp.Size.Width; int height = bmp.Size.Height; int patchy = y; // Lock bitmap pixels BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); PixelColor* pixels = (PixelColor*)bmpdata.Scan0.ToPointer(); // Go for all pixels in the original image for (int ox = 0; ox < width; ox++) { int tx = x + ox; int drawheight = height; // If we have to emulate the negative vertical offset bug we also have to recalculate the height of the // patch that is actually drawn, since it'll only draw as many pixels as it'd draw as if the negative // vertical offset was taken into account if ((patchy < 0 && !fixnegativeoffsets && tx < width && tx >= 0 && tx < columnumpatches.Length && columnumpatches[tx] > 1) && !(!fixmaskedoffsets && tx >= 0 && tx < columnmasked.Length && columnmasked[tx] == true)) drawheight = height + patchy; for (int oy = 0; oy < drawheight; oy++) { // Copy this pixel? if (pixels[oy * width + ox].a > 0.5f) { int realy = y; if (!fixmaskedoffsets && tx >= 0 && tx < columnmasked.Length && columnmasked[tx] == true) { if (tx >= 0 && tx < columnumpatches.Length && columnumpatches[tx] == 1) realy = 0; } else if (y < 0 && !fixnegativeoffsets) realy = 0; // Calculate target pixel and copy when within bounds int ty = realy + oy; if ((tx >= 0) && (tx < targetwidth) && (ty >= 0) && (ty < targetheight)) target[ty * targetwidth + tx] = pixels[oy * width + ox]; } } } // Done bmp.UnlockBits(bmpdata); } /// /// Checks if the given bitmap has masked pixels /// /// Bitmap to check /// true if masked, false if not masked internal static unsafe bool BitmapIsMasked(Bitmap bmp) { // Get bitmap int width = bmp.Size.Width; int height = bmp.Size.Height; // Lock bitmap pixels BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); PixelColor* pixels = (PixelColor*)bmpdata.Scan0.ToPointer(); for (int ox = 0; ox < width; ox++) { for (int oy = 0; oy < height; oy++) { if (pixels[oy * width + ox].a <= 0.5f) { bmp.UnlockBits(bmpdata); return true; } } } bmp.UnlockBits(bmpdata); return false; } #endregion } }