mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
508a3f2772
Things can now be rotated in visual mode. Added JPG and TGA image format support. Fixed: TEXTURES files with names other than "textures.ext" will now be loaded (as an example, files named like "textures.something.txt" or "textures_walls.ccp" will be loaded by (G)ZDoom, but not by Doom Builder 2 or previous versions of GZDB). Fixed: textures defined in TEXTURES have higher priority in (G)ZDoom than images with the same name in "textures" folder. Fixed another possible crash when MODELDEF is reloaded.
482 lines
14 KiB
C#
482 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;
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using System.Collections.Generic;
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using System.Drawing.Drawing2D;
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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 CodeImp.DoomBuilder.Geometry;
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using SlimDX;
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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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using CodeImp.DoomBuilder.IO;
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using System.IO;
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using System.Windows.Forms;
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using System.Runtime.InteropServices;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public abstract unsafe class ImageData
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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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private string name;
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private long longname;
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protected int width;
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protected int height;
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protected Vector2D scale;
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protected bool worldpanning;
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protected bool usecolorcorrection;
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protected string fullName; //mxd. name with path;
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// Loading
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private volatile ImageLoadState previewstate;
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private volatile ImageLoadState imagestate;
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private volatile int previewindex;
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protected volatile bool loadfailed;
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private volatile bool allowunload;
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// References
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private volatile bool usedinmap;
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private volatile int references;
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// GDI bitmap
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protected Bitmap bitmap;
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// Direct3D texture
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private int mipmaplevels = 0; // 0 = all mipmaps
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protected bool dynamictexture;
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private 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 long LongName { get { return longname; } }
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//mxd
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public string FullName { get { return fullName; } }
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public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } }
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public Texture Texture { get { lock(this) { return texture; } } }
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public bool IsPreviewLoaded { get { return (previewstate == ImageLoadState.Ready); } }
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public bool IsImageLoaded { get { return (imagestate == ImageLoadState.Ready); } }
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public bool LoadFailed { get { return loadfailed; } }
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public bool IsDisposed { get { return isdisposed; } }
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public bool AllowUnload { get { return allowunload; } set { allowunload = value; } }
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public ImageLoadState ImageState { get { return imagestate; } internal set { imagestate = value; } }
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public ImageLoadState PreviewState { get { return previewstate; } internal set { previewstate = value; } }
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public bool IsReferenced { get { return (references > 0) || usedinmap; } }
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public bool UsedInMap { get { return usedinmap; } }
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public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } }
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public int Width { get { return width; } }
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public int Height { get { return height; } }
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internal int PreviewIndex { get { return previewindex; } set { previewindex = value; } }
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public float ScaledWidth { get { return width * scale.x; } }
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public float ScaledHeight { get { return height * scale.y; } }
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public Vector2D Scale { get { return scale; } }
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public bool WorldPanning { get { return worldpanning; } }
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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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// Defaults
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usecolorcorrection = true;
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allowunload = true;
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}
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// Destructor
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~ImageData()
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{
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this.Dispose();
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}
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// Disposer
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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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lock(this)
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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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bitmap = null;
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texture = null;
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// Done
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usedinmap = false;
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imagestate = ImageLoadState.None;
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previewstate = ImageLoadState.None;
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isdisposed = true;
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}
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}
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}
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#endregion
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#region ================== Management
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// This sets the status of the texture usage in the map
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internal void SetUsedInMap(bool used)
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{
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if(used != usedinmap)
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{
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usedinmap = used;
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General.Map.Data.ProcessImage(this);
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}
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}
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// This adds a reference
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public void AddReference()
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{
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references++;
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if(references == 1) General.Map.Data.ProcessImage(this);
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}
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// This removes a reference
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public void RemoveReference()
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{
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references--;
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if(references < 0) General.Fail("FAIL! (references < 0) Somewhere this image is dereferenced more than it was referenced.");
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if(references == 0) General.Map.Data.ProcessImage(this);
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}
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// This sets the name
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protected void SetName(string name)
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{
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this.name = name;
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this.longname = Lump.MakeLongName(name);
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//mxd
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if (this.fullName == null)
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this.fullName = name;
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}
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// This unloads the image
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public virtual void UnloadImage()
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{
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lock(this)
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{
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if(bitmap != null) bitmap.Dispose();
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bitmap = null;
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imagestate = ImageLoadState.None;
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}
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}
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// This returns the bitmap image
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public Bitmap GetBitmap()
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{
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lock(this)
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{
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// Image loaded successfully?
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if(!loadfailed && (imagestate == ImageLoadState.Ready) && (bitmap != null))
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{
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return bitmap;
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}
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// Image loading failed?
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else if(loadfailed)
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{
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return Properties.Resources.Failed;
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}
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else
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{
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return Properties.Resources.Hourglass;
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}
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}
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}
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// This loads the image
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public void LoadImage()
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{
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// Do the loading
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LocalLoadImage();
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// Notify the main thread about the change so that sectors can update their buffers
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IntPtr strptr = Marshal.StringToCoTaskMemAuto(this.name);
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General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.ImageDataLoaded, strptr.ToInt32(), 0);
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}
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// This requests loading the image
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protected virtual void LocalLoadImage()
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{
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BitmapData bmpdata = null;
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lock(this)
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{
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// Bitmap loaded successfully?
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if(bitmap != null)
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{
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// Bitmap has incorrect format?
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if(bitmap.PixelFormat != PixelFormat.Format32bppArgb)
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{
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if(dynamictexture)
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throw new Exception("Dynamic images must be in 32 bits ARGB format.");
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//General.ErrorLogger.Add(ErrorType.Warning, "Image '" + name + "' does not have A8R8G8B8 pixel format. Conversion was needed.");
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Bitmap oldbitmap = bitmap;
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try
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{
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// Convert to desired pixel format
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bitmap = new Bitmap(oldbitmap.Size.Width, oldbitmap.Size.Height, PixelFormat.Format32bppArgb);
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Graphics g = Graphics.FromImage(bitmap);
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g.PageUnit = GraphicsUnit.Pixel;
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g.CompositingQuality = CompositingQuality.HighQuality;
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g.InterpolationMode = InterpolationMode.NearestNeighbor;
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g.SmoothingMode = SmoothingMode.None;
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g.PixelOffsetMode = PixelOffsetMode.None;
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g.Clear(Color.Transparent);
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g.DrawImage(oldbitmap, 0, 0, oldbitmap.Size.Width, oldbitmap.Size.Height);
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g.Dispose();
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oldbitmap.Dispose();
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}
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catch(Exception e)
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{
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bitmap = oldbitmap;
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General.ErrorLogger.Add(ErrorType.Warning, "Cannot lock image '" + name + "' for pixel format conversion. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message);
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}
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}
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// This applies brightness correction on the image
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if(usecolorcorrection)
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{
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try
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{
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// Try locking the bitmap
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bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.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.Warning, "Cannot lock image '" + name + "' for color correction. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message);
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}
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// Bitmap locked?
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if(bmpdata != null)
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{
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// Apply color correction
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PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
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General.Colors.ApplColorCorrection(pixels, bmpdata.Width * bmpdata.Height);
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bitmap.UnlockBits(bmpdata);
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}
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}
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}
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else
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{
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// Loading failed
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// We still mark the image as ready so that it will
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// not try loading again until Reload Resources is used
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loadfailed = true;
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bitmap = new Bitmap(Properties.Resources.Failed);
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}
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if(bitmap != null)
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{
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width = bitmap.Size.Width;
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height = bitmap.Size.Height;
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if(dynamictexture)
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{
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if((width != General.NextPowerOf2(width)) || (height != General.NextPowerOf2(height)))
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throw new Exception("Dynamic images must have a size in powers of 2.");
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}
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// Do we still have to set a scale?
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if((scale.x == 0.0f) && (scale.y == 0.0f))
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{
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if((General.Map != null) && (General.Map.Config != null))
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{
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scale.x = General.Map.Config.DefaultTextureScale;
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scale.y = General.Map.Config.DefaultTextureScale;
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}
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else
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{
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scale.x = 1.0f;
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scale.y = 1.0f;
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}
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}
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}
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// Image is ready
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imagestate = ImageLoadState.Ready;
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}
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}
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// This creates the Direct3D texture
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public virtual void CreateTexture()
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{
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MemoryStream memstream;
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lock(this)
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{
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// Only do this when texture is not created yet
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if(((texture == null) || (texture.Disposed)) && this.IsImageLoaded && !loadfailed)
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{
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Image img = bitmap;
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if(loadfailed) img = Properties.Resources.Failed;
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// Write to memory stream and read from memory
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memstream = new MemoryStream((img.Size.Width * img.Size.Height * 4) + 4096);
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img.Save(memstream, ImageFormat.Bmp);
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memstream.Seek(0, SeekOrigin.Begin);
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if(dynamictexture)
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{
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texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length,
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img.Size.Width, img.Size.Height, mipmaplevels, Usage.Dynamic, Format.A8R8G8B8,
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Pool.Default, General.Map.Graphics.PostFilter, General.Map.Graphics.MipGenerateFilter, 0);
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}
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else
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{
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texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length,
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img.Size.Width, img.Size.Height, mipmaplevels, Usage.None, Format.Unknown,
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Pool.Managed, General.Map.Graphics.PostFilter, General.Map.Graphics.MipGenerateFilter, 0);
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}
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memstream.Dispose();
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if(dynamictexture)
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{
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if((width != texture.GetLevelDescription(0).Width) || (height != texture.GetLevelDescription(0).Height))
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throw new Exception("Could not create a texture with the same size as the image.");
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}
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}
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}
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}
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// This updates a dynamic texture
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public void UpdateTexture()
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{
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if(!dynamictexture)
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throw new Exception("The image must be a dynamic image to support direct updating.");
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lock(this)
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{
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if((texture != null) && !texture.Disposed)
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{
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// Lock the bitmap and texture
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BitmapData bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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DataRectangle texdata = texture.LockRectangle(0, LockFlags.Discard);
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// Copy data
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int* bp = (int*)bmpdata.Scan0.ToPointer();
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int* tp = (int*)texdata.Data.DataPointer.ToPointer();
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for(int y = 0; y < bmpdata.Height; y++)
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{
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for(int x = 0; x < bmpdata.Width; x++)
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{
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*tp = *bp;
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bp++;
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tp++;
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}
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// Skip extra data in texture
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int extrapitch = (texdata.Pitch >> 2) - bmpdata.Width;
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tp += extrapitch;
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}
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// Unlock
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texture.UnlockRectangle(0);
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bitmap.UnlockBits(bmpdata);
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}
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}
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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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lock(this)
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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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}
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// This draws a preview
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public virtual void DrawPreview(Graphics target, Point targetpos)
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{
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lock(this)
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{
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// Preview ready?
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if(!loadfailed && (previewstate == ImageLoadState.Ready))
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{
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// Draw preview
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General.Map.Data.Previews.DrawPreview(previewindex, target, targetpos);
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}
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// Loading failed?
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else if(loadfailed)
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{
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// Draw error bitmap
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targetpos = new Point(targetpos.X + ((General.Map.Data.Previews.MaxImageWidth - Properties.Resources.Hourglass.Width) >> 1),
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targetpos.Y + ((General.Map.Data.Previews.MaxImageHeight - Properties.Resources.Hourglass.Height) >> 1));
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target.DrawImageUnscaled(Properties.Resources.Failed, targetpos);
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}
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else
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{
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// Draw loading bitmap
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targetpos = new Point(targetpos.X + ((General.Map.Data.Previews.MaxImageWidth - Properties.Resources.Hourglass.Width) >> 1),
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targetpos.Y + ((General.Map.Data.Previews.MaxImageHeight - Properties.Resources.Hourglass.Height) >> 1));
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target.DrawImageUnscaled(Properties.Resources.Hourglass, targetpos);
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}
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}
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}
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// This returns a preview image
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public virtual Image GetPreview()
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{
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lock(this)
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{
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// Preview ready?
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if(previewstate == ImageLoadState.Ready)
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{
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// Make a copy
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return General.Map.Data.Previews.GetPreviewCopy(previewindex);
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}
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// Loading failed?
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else if(loadfailed)
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{
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// Return error bitmap
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return Properties.Resources.Failed;
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}
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else
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{
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// Return loading bitmap
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return Properties.Resources.Hourglass;
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}
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}
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}
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#endregion
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}
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}
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