UltimateZoneBuilder/Source/Core/Data/ImageData.cs
2019-12-29 23:24:08 +01:00

640 lines
22 KiB
C#
Executable file

#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.Drawing2D;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public abstract unsafe class ImageData : IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
// Properties
protected string name;
protected long longname;
protected int width;
protected int height;
protected Vector2D scale;
protected bool worldpanning;
private bool usecolorcorrection;
protected string filepathname; //mxd. Absolute path to the image;
protected string shortname; //mxd. Name in uppercase and clamped to DataManager.CLASIC_IMAGE_NAME_LENGTH
protected string virtualname; //mxd. Path of this name is used in TextureBrowserForm
protected string displayname; //mxd. Name to display in TextureBrowserForm
protected bool isFlat; //mxd. If false, it's a texture
protected bool istranslucent; //mxd. If true, has pixels with alpha > 0 && < 255
protected bool ismasked; //mxd. If true, has pixels with zero alpha
protected bool hasLongName; //mxd. Texture name is longer than DataManager.CLASIC_IMAGE_NAME_LENGTH
protected bool hasPatchWithSameName; //mxd
protected int namewidth; // biwa
protected int shortnamewidth; // biwa
//mxd. Hashing
private static int hashcounter;
private readonly int hashcode;
// Loading
private ImageLoadState previewstate;
private ImageLoadState imagestate;
private bool loadfailed;
// GDI bitmap
private Bitmap bitmap;
private Bitmap previewbitmap;
// Direct3D texture
private int mipmaplevels; // 0 = all mipmaps
protected bool dynamictexture;
private Texture texture;
// Disposing
protected bool isdisposed;
#endregion
#region ================== Properties
public string Name { get { return name; } }
public long LongName { get { return longname; } }
public string ShortName { get { return shortname; } } //mxd
public string FilePathName { get { return filepathname; } } //mxd
public string VirtualName { get { return virtualname; } } //mxd
public string DisplayName { get { return displayname; } } //mxd
public bool IsFlat { get { return isFlat; } } //mxd
public bool IsTranslucent { get { return istranslucent; } } //mxd
public bool IsMasked { get { return ismasked; } } //mxd
public bool HasPatchWithSameName { get { return hasPatchWithSameName; } } //mxd
internal bool HasLongName { get { return hasLongName; } } //mxd
public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } }
public Texture Texture { get { return GetTexture(); } }
public bool IsPreviewLoaded { get { return (previewstate == ImageLoadState.Ready); } }
public bool IsImageLoaded { get { return (imagestate == ImageLoadState.Ready); } }
public bool LoadFailed { get { return loadfailed; } }
public bool IsDisposed { get { return isdisposed; } }
public bool AllowUnload { get; set; }
public ImageLoadState ImageState { get { return imagestate; } internal set { imagestate = value; } }
public ImageLoadState PreviewState { get { return previewstate; } internal set { previewstate = value; } }
public bool UsedInMap { get; internal set; }
public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } }
public virtual int Width { get { return width; } }
public virtual int Height { get { return height; } }
//mxd. Scaled texture size is integer in ZDoom.
public virtual float ScaledWidth { get { return (float)Math.Round(width * scale.x); } }
public virtual float ScaledHeight { get { return (float)Math.Round(height * scale.y); } }
public virtual Vector2D Scale { get { return scale; } }
public bool WorldPanning { get { return worldpanning; } }
public int NameWidth { get { return namewidth; } } // biwa
public int ShortNameWidth { get { return shortnamewidth; } } // biwa
#endregion
#region ================== Constructor / Disposer
// Constructor
protected ImageData()
{
// Defaults
usecolorcorrection = true;
AllowUnload = true;
//mxd. Hashing
hashcode = hashcounter++;
}
// Destructor
~ImageData()
{
this.Dispose();
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
bitmap?.Dispose();
texture?.Dispose();
bitmap = null;
texture = null;
// Done
imagestate = ImageLoadState.None;
previewstate = ImageLoadState.None;
isdisposed = true;
}
}
#endregion
#region ================== Management
// This adds a reference
// This sets the name
protected virtual void SetName(string name)
{
this.name = name;
this.filepathname = name; //mxd
this.shortname = name; //mxd
this.virtualname = name; //mxd
this.displayname = name; //mxd
this.longname = Lump.MakeLongName(name); //mxd
ComputeNamesWidth(); // biwa
}
// biwa. Computing the widths in the constructor of ImageBrowserItem accumulates to taking forever when loading many images,
// like when showing the texture browser of huge texture sets like OTEX
internal void ComputeNamesWidth()
{
//mxd. Calculate names width
namewidth = (int)Math.Ceiling(General.Interface.MeasureString(name, SystemFonts.MessageBoxFont, 10000, StringFormat.GenericTypographic).Width) + 6;
shortnamewidth = (int)Math.Ceiling(General.Interface.MeasureString(shortname, SystemFonts.MessageBoxFont, 10000, StringFormat.GenericTypographic).Width) + 6;
}
// This returns the bitmap image
public Bitmap GetBitmap()
{
// Image loaded successfully?
if(!loadfailed && (imagestate == ImageLoadState.Ready) && (bitmap != null))
return bitmap;
// Image loading failed?
return (loadfailed ? Properties.Resources.Failed : Properties.Resources.Hourglass);
}
// Loads the image directly. This is needed by the background loader for some patches.
public Bitmap LocalGetBitmap()
{
// Note: if this turns out to be too slow, do NOT try to make it use GetBitmap or bitmap.
// Create a cache for the local background loader thread instead.
LocalLoadResult result = LocalLoadImage();
if (result.messages.Any(x => x.Type == ErrorType.Error))
{
return Properties.Resources.Failed;
}
ConvertImageFormat(result);
return result.bitmap;
}
public void LoadImage()
{
LoadImage(true);
}
// This loads the image
public virtual void LoadImage(bool notify)
{
if (imagestate == ImageLoadState.Ready && previewstate != ImageLoadState.Loading)
return;
// Do the loading
LocalLoadResult loadResult = LocalLoadImage();
ConvertImageFormat(loadResult);
MakeImagePreview(loadResult);
General.MainWindow.RunOnUIThread(() =>
{
if (imagestate != ImageLoadState.Ready)
{
// Log errors and warnings
foreach (LogMessage message in loadResult.messages)
{
General.ErrorLogger.Add(message.Type, message.Text);
}
if (loadResult.messages.Any(x => x.Type == ErrorType.Error))
{
loadfailed = true;
}
bitmap?.Dispose();
texture?.Dispose();
imagestate = ImageLoadState.Ready;
bitmap = loadResult.bitmap;
if (loadResult.uiThreadWork != null)
loadResult.uiThreadWork();
}
else
{
loadResult.bitmap?.Dispose();
}
if (previewstate == ImageLoadState.Loading)
{
previewbitmap?.Dispose();
previewstate = ImageLoadState.Ready;
previewbitmap = loadResult.preview;
}
else
{
loadResult.preview?.Dispose();
}
});
// Notify the main thread about the change so that sectors can update their buffers
if (notify) General.MainWindow.ImageDataLoaded(this.name);
}
protected class LocalLoadResult
{
public LocalLoadResult(Bitmap bitmap, string error = null, Action uiThreadWork = null)
{
this.bitmap = bitmap;
messages = new List<LogMessage>();
if (error != null)
messages.Add(new LogMessage(ErrorType.Error, error));
this.uiThreadWork = uiThreadWork;
}
public LocalLoadResult(Bitmap bitmap, IEnumerable<LogMessage> messages, Action uiThreadWork = null)
{
this.bitmap = bitmap;
this.messages = messages.ToList();
this.uiThreadWork = uiThreadWork;
}
public Bitmap bitmap;
public Bitmap preview;
public List<LogMessage> messages;
public Action uiThreadWork;
}
protected abstract LocalLoadResult LocalLoadImage();
protected class LogMessage
{
public LogMessage(ErrorType type, string text) { Type = type; Text = text; }
public ErrorType Type { get; set; }
public string Text { get; set; }
}
void ConvertImageFormat(LocalLoadResult loadResult)
{
// Bitmap loaded successfully?
Bitmap bitmap = loadResult.bitmap;
if(bitmap != null)
{
// Bitmap has incorrect format?
if(bitmap.PixelFormat != PixelFormat.Format32bppArgb)
{
if(dynamictexture)
throw new Exception("Dynamic images must be in 32 bits ARGB format.");
//General.ErrorLogger.Add(ErrorType.Warning, "Image '" + name + "' does not have A8R8G8B8 pixel format. Conversion was needed.");
Bitmap oldbitmap = bitmap;
try
{
// Convert to desired pixel format
bitmap = new Bitmap(oldbitmap.Size.Width, oldbitmap.Size.Height, PixelFormat.Format32bppArgb);
Graphics g = Graphics.FromImage(bitmap);
g.PageUnit = GraphicsUnit.Pixel;
g.CompositingQuality = CompositingQuality.HighQuality;
g.InterpolationMode = InterpolationMode.NearestNeighbor;
g.SmoothingMode = SmoothingMode.None;
g.PixelOffsetMode = PixelOffsetMode.None;
g.Clear(Color.Transparent);
g.DrawImage(oldbitmap, 0, 0, oldbitmap.Size.Width, oldbitmap.Size.Height);
g.Dispose();
oldbitmap.Dispose();
}
catch(Exception e)
{
bitmap = oldbitmap;
loadResult.messages.Add(new LogMessage(ErrorType.Warning, "Cannot lock image \"" + name + "\" for pixel format conversion. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message));
}
}
// This applies brightness correction on the image
if(usecolorcorrection)
{
BitmapData bmpdata = null;
try
{
// Try locking the bitmap
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
loadResult.messages.Add(new LogMessage(ErrorType.Warning, "Cannot lock image \"" + name + "\" for color correction. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message));
}
// Bitmap locked?
if(bmpdata != null)
{
// Apply color correction
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
General.Colors.ApplyColorCorrection(pixels, bmpdata.Width * bmpdata.Height);
bitmap.UnlockBits(bmpdata);
}
}
}
else
{
// Loading failed
// We still mark the image as ready so that it will
// not try loading again until Reload Resources is used
bitmap = new Bitmap(Properties.Resources.Failed);
}
if(bitmap != null)
{
width = bitmap.Size.Width;
height = bitmap.Size.Height;
if(dynamictexture)
{
if((width != General.NextPowerOf2(width)) || (height != General.NextPowerOf2(height)))
throw new Exception("Dynamic images must have a size in powers of 2.");
}
// Do we still have to set a scale?
if((scale.x == 0.0f) && (scale.y == 0.0f))
{
if((General.Map != null) && (General.Map.Config != null))
{
scale.x = General.Map.Config.DefaultTextureScale;
scale.y = General.Map.Config.DefaultTextureScale;
}
else
{
scale.x = 1.0f;
scale.y = 1.0f;
}
}
if(!loadfailed)
{
//mxd. Check translucency and calculate average color?
if(General.Map != null && General.Map.Data != null && General.Map.Data.GlowingFlats != null &&
General.Map.Data.GlowingFlats.ContainsKey(longname) &&
General.Map.Data.GlowingFlats[longname].CalculateTextureColor)
{
BitmapData bmpdata = null;
try
{
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
loadResult.messages.Add(new LogMessage(ErrorType.Error, "Cannot lock image \"" + this.filepathname + "\" for glow color calculation. " + e.GetType().Name + ": " + e.Message));
}
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
int numpixels = bmpdata.Width * bmpdata.Height;
uint r = 0;
uint g = 0;
uint b = 0;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
r += cp->r;
g += cp->g;
b += cp->b;
// Also check alpha
if(cp->a > 0 && cp->a < 255) istranslucent = true;
else if(cp->a == 0) ismasked = true;
}
// Update glow data
int br = (int)(r / numpixels);
int bg = (int)(g / numpixels);
int bb = (int)(b / numpixels);
int max = Math.Max(br, Math.Max(bg, bb));
// Black can't glow...
if(max == 0)
{
General.Map.Data.GlowingFlats.Remove(longname);
}
else
{
// That's how it's done in GZDoom (and I may be totally wrong about this)
br = Math.Min(255, br * 153 / max);
bg = Math.Min(255, bg * 153 / max);
bb = Math.Min(255, bb * 153 / max);
General.Map.Data.GlowingFlats[longname].Color = new PixelColor(255, (byte)br, (byte)bg, (byte)bb);
General.Map.Data.GlowingFlats[longname].CalculateTextureColor = false;
if(!General.Map.Data.GlowingFlats[longname].Fullbright) General.Map.Data.GlowingFlats[longname].Brightness = (br + bg + bb) / 3;
}
// Release the data
bitmap.UnlockBits(bmpdata);
}
}
//mxd. Check if the texture is translucent
else
{
BitmapData bmpdata = null;
try
{
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
loadResult.messages.Add(new LogMessage(ErrorType.Error, "Cannot lock image \"" + this.filepathname + "\" for translucency check. " + e.GetType().Name + ": " + e.Message));
}
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
int numpixels = bmpdata.Width * bmpdata.Height;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
// Check alpha
if(cp->a > 0 && cp->a < 255) istranslucent = true;
else if(cp->a == 0) ismasked = true;
}
// Release the data
bitmap.UnlockBits(bmpdata);
}
}
}
}
loadResult.bitmap = bitmap;
}
// Dimensions of a single preview image
const int MAX_PREVIEW_SIZE = 256; //mxd
// This makes a preview for the given image and updates the image settings
private void MakeImagePreview(LocalLoadResult loadResult)
{
if (loadResult.bitmap == null)
return;
Bitmap image = loadResult.bitmap;
Bitmap preview;
int imagewidth = image.Width;
int imageheight = image.Height;
// Determine preview size
float scalex = (imagewidth > MAX_PREVIEW_SIZE) ? (MAX_PREVIEW_SIZE / (float)imagewidth) : 1.0f;
float scaley = (imageheight > MAX_PREVIEW_SIZE) ? (MAX_PREVIEW_SIZE / (float)imageheight) : 1.0f;
float scale = Math.Min(scalex, scaley);
int previewwidth = (int)(imagewidth * scale);
int previewheight = (int)(imageheight * scale);
if (previewwidth < 1) previewwidth = 1;
if (previewheight < 1) previewheight = 1;
//mxd. Expected and actual image sizes and format match?
if (previewwidth == imagewidth && previewheight == imageheight && image.PixelFormat == PixelFormat.Format32bppArgb)
{
preview = new Bitmap(image);
}
else
{
// Make new image
preview = new Bitmap(previewwidth, previewheight, PixelFormat.Format32bppArgb);
Graphics g = Graphics.FromImage(preview);
g.PageUnit = GraphicsUnit.Pixel;
//g.CompositingQuality = CompositingQuality.HighQuality; //mxd
g.InterpolationMode = InterpolationMode.NearestNeighbor;
//g.SmoothingMode = SmoothingMode.HighQuality; //mxd
g.PixelOffsetMode = PixelOffsetMode.None;
//g.Clear(Color.Transparent); //mxd
// Draw image onto atlas
Rectangle atlasrect = new Rectangle(0, 0, previewwidth, previewheight);
RectangleF imgrect = General.MakeZoomedRect(new Size(imagewidth, imageheight), atlasrect);
if (imgrect.Width < 1.0f)
{
imgrect.X -= 0.5f - imgrect.Width * 0.5f;
imgrect.Width = 1.0f;
}
if (imgrect.Height < 1.0f)
{
imgrect.Y -= 0.5f - imgrect.Height * 0.5f;
imgrect.Height = 1.0f;
}
g.DrawImage(image, imgrect);
g.Dispose();
}
loadResult.preview = preview;
}
Texture GetTexture()
{
if (texture != null)
return texture;
else if (imagestate == ImageLoadState.Loading)
return General.Map.Data.LoadingTexture;
else if (loadfailed)
return General.Map.Data.FailedTexture;
if (imagestate == ImageLoadState.None)
{
General.Map.Data.QueueLoadImage(this);
return General.Map.Data.LoadingTexture;
}
texture = new Texture(General.Map.Graphics, bitmap);
if (dynamictexture)
{
if ((width != texture.Width) || (height != texture.Height))
throw new Exception("Could not create a texture with the same size as the image.");
}
#if DEBUG
texture.Tag = name; //mxd. Helps with tracking undisposed resources...
#endif
return texture;
}
// This updates a dynamic texture
public void UpdateTexture()
{
if(!dynamictexture)
throw new Exception("The image must be a dynamic image to support direct updating.");
if((texture != null) && !texture.Disposed)
{
General.Map.Graphics.SetPixels(texture, bitmap);
}
}
// This destroys the Direct3D texture
public void ReleaseTexture()
{
texture?.Dispose();
texture = null;
}
// This returns a preview image
public virtual Image GetPreview()
{
// Preview ready?
if(previewstate == ImageLoadState.Ready)
{
// Make a copy
return new Bitmap(previewbitmap);
}
// Loading failed?
if(loadfailed)
{
// Return error bitmap
return Properties.Resources.Failed;
}
// Return loading bitmap
return Properties.Resources.Hourglass;
}
//mxd. This greatly speeds up Dictionary lookups
public override int GetHashCode()
{
return hashcode;
}
#endregion
}
}