mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
a852719062
Changed: multi-part sectors are now better preserved after drawing new lines. Changed, TEXTURES parser: patch loading errors are now ignored for textures with "NullTexture" option. Changed, Game configurations: changed default door action arguments to better match vanilla ones. Fixed, Actions: in some cases keyboard shortcuts involving Ctrl/Alt/Shift modifier keys were displayed incorrectly. Fixed(?): probably fixed inability to save map wad in Slade 3. Updated ZDoom_ACS.cfg. Updated ZDoom_DECORATE.cfg. Updated ZDoom ACC.
429 lines
14 KiB
C#
429 lines
14 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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internal sealed unsafe class TEXTURESImage : ImageData
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{
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#region ================== Variables
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private readonly List<TexturePatch> patches; //mxd
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private readonly bool optional; //mxd
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private readonly bool nulltexture; //mxd
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public TEXTURESImage(string name, string virtualpath, int width, int height, float scalex, float scaley,
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bool worldpanning, bool isflat, bool optional, bool nulltexture)
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{
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// Initialize
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this.width = width;
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this.height = height;
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this.scale.x = scalex;
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this.scale.y = scaley;
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this.worldpanning = worldpanning;
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this.optional = optional; //mxd
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this.nulltexture = nulltexture; //mxd
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this.patches = new List<TexturePatch>(1);
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//mxd
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SetName(name);
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this.virtualname = (!string.IsNullOrEmpty(virtualpath) ? virtualpath : "[TEXTURES]") + Path.AltDirectorySeparatorChar + this.name;
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this.level = virtualname.Split(new[] { Path.AltDirectorySeparatorChar }).Length - 1;
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this.isFlat = isflat;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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#endregion
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#region ================== Methods
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//mxd
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protected override void SetName(string name)
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{
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if(!General.Map.Config.UseLongTextureNames)
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{
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if(name.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
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name = name.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
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name = name.ToUpperInvariant();
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}
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base.SetName(name);
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if(General.Settings.CapitalizeTextureNames && !string.IsNullOrEmpty(this.displayname))
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{
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this.displayname = this.displayname.ToUpperInvariant();
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}
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if(this.displayname.Length > ImageBrowserItem.MAX_NAME_LENGTH)
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{
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this.displayname = this.displayname.Substring(0, ImageBrowserItem.MAX_NAME_LENGTH);
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}
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this.shortname = this.displayname.ToUpperInvariant();
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if(this.shortname.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
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{
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this.shortname = this.shortname.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
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}
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}
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// This adds a patch to the texture
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public void AddPatch(TexturePatch patch)
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{
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// Add it
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patches.Add(patch);
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if(patch.LumpName == Name) hasPatchWithSameName = true; //mxd
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}
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// This loads the image
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protected override void LocalLoadImage()
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{
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// Checks
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if(this.IsImageLoaded || width == 0 || height == 0) return;
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Graphics g = null;
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lock(this)
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{
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// Create texture bitmap
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try
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{
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if(bitmap != null) bitmap.Dispose();
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bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
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BitmapData bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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PixelColor* pixels = (PixelColor*)bitmapdata.Scan0.ToPointer();
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General.ZeroMemory(new IntPtr(pixels), width * height * sizeof(PixelColor));
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bitmap.UnlockBits(bitmapdata);
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g = Graphics.FromImage(bitmap);
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}
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catch(Exception e)
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{
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// Unable to make bitmap
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General.ErrorLogger.Add(ErrorType.Error, "Unable to load texture image \"" + this.Name + "\". " + e.GetType().Name + ": " + e.Message);
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loadfailed = true;
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}
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int missingpatches = 0; //mxd
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if(patches.Count == 0) //mxd
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{
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//mxd. Empty image will suffice here, I suppose...
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if(nulltexture)
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{
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base.LocalLoadImage();
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return;
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}
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// No patches!
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General.ErrorLogger.Add(ErrorType.Warning, "No patches are defined for texture \"" + this.Name + "\"");
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loadfailed = true;
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}
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else if(!loadfailed)
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{
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// Go for all patches
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foreach(TexturePatch p in patches)
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{
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//mxd. Some patches (like "TNT1A0") should be skipped
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if(p.Skip) continue;
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// Get the patch data stream
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string patchlocation = string.Empty; //mxd
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Stream patchdata = General.Map.Data.GetPatchData(p.LumpName, p.HasLongName, ref patchlocation);
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if(patchdata != null)
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{
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// Copy patch data to memory
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patchdata.Seek(0, SeekOrigin.Begin);
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byte[] membytes = new byte[(int)patchdata.Length];
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patchdata.Read(membytes, 0, (int)patchdata.Length);
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MemoryStream mem = new MemoryStream(membytes);
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mem.Seek(0, SeekOrigin.Begin);
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// Get a reader for the data
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IImageReader reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
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if(reader is UnknownImageReader)
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{
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//mxd. Probably that's a flat?..
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if(General.Map.Config.MixTexturesFlats)
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{
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reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette);
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}
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if(reader is UnknownImageReader)
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{
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// Data is in an unknown format!
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if(!nulltexture) General.ErrorLogger.Add((optional ? ErrorType.Warning : ErrorType.Error), "Patch lump \"" + Path.Combine(patchlocation, p.LumpName) + "\" data format could not be read, while loading texture \"" + this.Name + "\"");
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missingpatches++; //mxd
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}
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}
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if(!(reader is UnknownImageReader))
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{
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// Get the patch
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mem.Seek(0, SeekOrigin.Begin);
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Bitmap patchbmp = null;
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try { patchbmp = reader.ReadAsBitmap(mem); }
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catch(InvalidDataException)
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{
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// Data cannot be read!
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if(!nulltexture) General.ErrorLogger.Add((optional ? ErrorType.Warning : ErrorType.Error), "Patch lump \"" + p.LumpName + "\" data format could not be read, while loading texture \"" + this.Name + "\"");
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missingpatches++; //mxd
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}
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if(patchbmp != null)
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{
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//mxd. Apply transformations from TexturePatch
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patchbmp = TransformPatch(p, patchbmp);
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// Draw the patch on the texture image
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Rectangle tgtrect = new Rectangle(p.X, p.Y, patchbmp.Size.Width, patchbmp.Size.Height);
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g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
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patchbmp.Dispose();
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}
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}
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// Done
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mem.Dispose();
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}
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else
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{
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//mxd. ZDoom can use any known graphic as patch
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if(General.Map.Config.MixTexturesFlats)
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{
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ImageData img = General.Map.Data.GetTextureImage(p.LumpName);
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if(!(img is UnknownImage) && img != this)
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{
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if(!img.IsImageLoaded) img.LoadImage();
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//mxd. Apply transformations from TexturePatch. We don't want to modify the original bitmap here, so make a copy
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Bitmap patchbmp = TransformPatch(p, new Bitmap(img.GetBitmap()));
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// Draw the patch on the texture image
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Rectangle tgtrect = new Rectangle(p.X, p.Y, patchbmp.Size.Width, patchbmp.Size.Height);
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g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
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patchbmp.Dispose();
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continue;
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}
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}
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// Missing a patch lump!
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if(!nulltexture) General.ErrorLogger.Add((optional ? ErrorType.Warning : ErrorType.Error), "Missing patch lump \"" + p.LumpName + "\" while loading texture \"" + this.Name + "\"");
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missingpatches++; //mxd
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}
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}
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}
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// Dispose bitmap if load failed
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if(!nulltexture && (bitmap != null) && (loadfailed || missingpatches >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded
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{
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bitmap.Dispose();
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bitmap = null;
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loadfailed = true;
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}
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// Pass on to base
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base.LocalLoadImage();
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}
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}
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//mxd
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private Bitmap TransformPatch(TexturePatch p, Bitmap patchbmp)
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{
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//mxd. Flip
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if(p.FlipX || p.FlipY)
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{
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RotateFlipType flip;
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if(p.FlipX && !p.FlipY) flip = RotateFlipType.RotateNoneFlipX;
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else if(!p.FlipX && p.FlipY) flip = RotateFlipType.RotateNoneFlipY;
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else flip = RotateFlipType.RotateNoneFlipXY;
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patchbmp.RotateFlip(flip);
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}
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//mxd. Then rotate. I do it this way because RotateFlip function rotates THEN flips, and GZDoom does it the other way around.
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if(p.Rotate != 0)
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{
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RotateFlipType rotate;
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switch(p.Rotate)
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{
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case 90: rotate = RotateFlipType.Rotate90FlipNone; break;
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case 180: rotate = RotateFlipType.Rotate180FlipNone; break;
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default: rotate = RotateFlipType.Rotate270FlipNone; break;
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}
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patchbmp.RotateFlip(rotate);
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}
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// Adjust patch alpha, apply tint or blend
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if(p.BlendStyle != TexturePathBlendStyle.NONE || p.RenderStyle != TexturePathRenderStyle.COPY)
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{
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BitmapData bmpdata = null;
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try
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{
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bmpdata = patchbmp.LockBits(new Rectangle(0, 0, patchbmp.Size.Width, patchbmp.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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}
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catch(Exception e)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock image \"" + p.LumpName + "\" for alpha adjustment. " + e.GetType().Name + ": " + e.Message);
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}
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if(bmpdata != null)
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{
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PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
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int numpixels = bmpdata.Width * bmpdata.Height;
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int patchalpha = (int)Math.Round(General.Clamp(p.Alpha, 0f, 1f) * 255); //convert alpha to [0-255] range
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//mxd. Blend/Tint support
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if(p.BlendStyle == TexturePathBlendStyle.BLEND)
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{
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)((cp->r * p.BlendColor.r) * PixelColor.BYTE_TO_FLOAT);
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cp->g = (byte)((cp->g * p.BlendColor.g) * PixelColor.BYTE_TO_FLOAT);
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cp->b = (byte)((cp->b * p.BlendColor.b) * PixelColor.BYTE_TO_FLOAT);
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}
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}
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else if(p.BlendStyle == TexturePathBlendStyle.TINT)
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{
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float tintammount = p.BlendColor.a * PixelColor.BYTE_TO_FLOAT;// -0.1f;
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if(tintammount > 0)
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{
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float br = p.BlendColor.r * PixelColor.BYTE_TO_FLOAT * tintammount;
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float bg = p.BlendColor.g * PixelColor.BYTE_TO_FLOAT * tintammount;
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float bb = p.BlendColor.b * PixelColor.BYTE_TO_FLOAT * tintammount;
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float invtintammount = 1.0f - tintammount;
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invtintammount + br) * 255.0f);
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cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invtintammount + bg) * 255.0f);
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cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invtintammount + bb) * 255.0f);
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}
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}
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}
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//mxd. Apply RenderStyle
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if(p.RenderStyle == TexturePathRenderStyle.BLEND)
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{
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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}
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//mxd. We need a copy of underlying part of texture for these styles
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else if(p.RenderStyle != TexturePathRenderStyle.COPY)
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{
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// Copy portion of texture
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int lockWidth = (p.X + patchbmp.Size.Width > bitmap.Width) ? bitmap.Width - p.X : patchbmp.Size.Width;
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int lockHeight = (p.Y + patchbmp.Size.Height > bitmap.Height) ? bitmap.Height - p.Y : patchbmp.Size.Height;
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Bitmap source = new Bitmap(patchbmp.Size.Width, patchbmp.Size.Height);
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using(Graphics sg = Graphics.FromImage(source))
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sg.DrawImageUnscaled(bitmap, new Rectangle(-p.X, -p.Y, lockWidth, lockHeight));
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// Lock texture
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BitmapData texturebmpdata = null;
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try
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{
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texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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}
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catch(Exception e)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture \"" + this.Name + "\" to apply render style. " + e.GetType().Name + ": " + e.Message);
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}
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if(texturebmpdata != null)
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{
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PixelColor* texturepixels = (PixelColor*)(texturebmpdata.Scan0.ToPointer());
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PixelColor* tcp = texturepixels + numpixels - 1;
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switch(p.RenderStyle)
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{
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case TexturePathRenderStyle.ADD:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Min(255, cp->r + tcp->r);
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cp->g = (byte)Math.Min(255, cp->g + tcp->g);
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cp->b = (byte)Math.Min(255, cp->b + tcp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.SUBTRACT:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Max(0, tcp->r - cp->r);
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cp->g = (byte)Math.Max(0, tcp->g - cp->g);
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cp->b = (byte)Math.Max(0, tcp->b - cp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.REVERSE_SUBTRACT:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)Math.Max(0, cp->r - tcp->r);
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cp->g = (byte)Math.Max(0, cp->g - tcp->g);
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cp->b = (byte)Math.Max(0, cp->b - tcp->b);
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cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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case TexturePathRenderStyle.MODULATE:
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for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
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{
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cp->r = (byte)((cp->r * tcp->r) * PixelColor.BYTE_TO_FLOAT);
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cp->g = (byte)((cp->g * tcp->g) * PixelColor.BYTE_TO_FLOAT);
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cp->b = (byte)((cp->b * tcp->b) * PixelColor.BYTE_TO_FLOAT);
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tcp--;
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}
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break;
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}
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source.UnlockBits(texturebmpdata);
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}
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}
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patchbmp.UnlockBits(bmpdata);
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}
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}
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return patchbmp;
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}
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#endregion
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}
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}
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