mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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146 lines
3.6 KiB
C#
146 lines
3.6 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Drawing;
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using SlimDX.Direct3D9;
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using System.Drawing.Imaging;
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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 unsafe abstract class ImageData : IDisposable
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Properties
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protected string name;
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// GDI bitmap
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protected Bitmap bitmap;
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// 2D rendering data
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private PixelColor* pixeldata;
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private uint pixeldatasize;
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// Direct3D texture
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protected Texture texture;
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// Disposing
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protected bool isdisposed = false;
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#endregion
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#region ================== Properties
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public string Name { get { return name; } }
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public PixelColor* PixelData { get { return pixeldata; } }
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public Bitmap Bitmap { get { return bitmap; } }
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public Texture Texture { get { return texture; } }
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public bool IsLoaded { get { return (bitmap == null); } }
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ImageData()
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{
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// Initialize
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public virtual void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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if(bitmap != null) bitmap.Dispose();
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if(texture != null) texture.Dispose();
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if(pixeldata != null) General.VirtualFree((void*)pixeldata, new UIntPtr(pixeldatasize), General.MEM_RELEASE);
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pixeldata = null;
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GC.RemoveMemoryPressure(pixeldatasize);
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Management
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// This loads the image resource
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public virtual void LoadImage()
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{
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BitmapData bmpdata;
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// Check if loading worked
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if(bitmap != null)
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{
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/*
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// Check if loaded in correct pixel format
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if(bitmap.PixelFormat != PixelFormat.Format32bppArgb)
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{
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// Cannot work with pixel formats any other than A8R8G8B8
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throw new Exception("Image in unsupported pixel format");
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}
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*/
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// Make a data copy of the bits for the 2D renderer
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bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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pixeldatasize = (uint)(bmpdata.Width * bmpdata.Height);
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pixeldata = (PixelColor*)General.VirtualAlloc(IntPtr.Zero, new UIntPtr(pixeldatasize), General.MEM_COMMIT, General.PAGE_READWRITE);
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General.CopyMemory((void*)pixeldata, bmpdata.Scan0.ToPointer(), new UIntPtr(pixeldatasize));
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bitmap.UnlockBits(bmpdata);
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GC.AddMemoryPressure(pixeldatasize);
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}
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}
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// This creates the Direct3D texture
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public void CreateTexture()
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{
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// TODO: Write to memory stream and read with Texture.FromStream
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}
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// This destroys the Direct3D texture
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public void ReleaseTexture()
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{
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// Trash it
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if(texture != null) texture.Dispose();
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texture = null;
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}
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#endregion
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}
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}
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