UltimateZoneBuilder/Source/Plugins/BuilderModes/IO/ImageExporter.cs

598 lines
20 KiB
C#

#region ================== Copyright (c) 2020 Boris Iwanski
/*
* This program is free software: you can redistribute it and/or modify
*
* it under the terms of the GNU General Public License as published by
*
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program.If not, see<http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Drawing.Drawing2D;
using System.IO;
using System.Runtime.InteropServices;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using System.Diagnostics;
namespace CodeImp.DoomBuilder.BuilderModes.IO
{
#region ================== Structs
internal struct ImageExportSettings
{
public string Path;
public string Name;
public string Extension;
public bool Floor;
public bool Fullbright;
public bool ApplySectorColors;
public bool Brightmap;
public bool Tiles;
public PixelFormat PixelFormat;
public ImageFormat ImageFormat;
public float Scale;
public ImageExportSettings(string path, string name, string extension, bool floor, bool fullbright, bool applysectorcolors, bool brightmap, bool tiles, float scale, PixelFormat pformat, ImageFormat iformat)
{
Path = path;
Name = name;
Extension = extension;
Floor = floor;
Brightmap = brightmap;
Tiles = tiles;
Fullbright = fullbright;
ApplySectorColors = applysectorcolors;
PixelFormat = pformat;
ImageFormat = iformat;
Scale = scale;
}
}
#endregion
#region ================== Exceptions
[Serializable]
public class ImageExportCanceledException : Exception { }
[Serializable]
public class ImageExportImageTooBigException : Exception { }
#endregion
internal class ImageExporter
{
#region ================== Variables
private ICollection<Sector> sectors;
private ImageExportSettings settings;
private int numitems;
private int doneitems;
private int donepercent;
private Action addprogress;
private Action<string> showphase;
private Func<bool> checkcanelexport;
#endregion
#region ================== Constants
private const int TILE_SIZE = 64;
#endregion
#region ================== Constructors
public ImageExporter(ICollection<Sector> sectors, ImageExportSettings settings, Action addprogress, Action<string> showphase, Func<bool> checkcanelexport)
{
this.sectors = sectors;
this.settings = settings;
this.addprogress = addprogress;
this.showphase = showphase;
this.checkcanelexport = checkcanelexport;
}
#endregion
#region ================== Methods
/// <summary>
/// Exports the sectors to images
/// </summary>
public void Export()
{
Vector2D size;
Vector2D offset;
GetSizeAndOffset(out size, out offset);
// Count the number of triangles for reporting progress
numitems = 0;
doneitems = 0;
donepercent = 0;
foreach (Sector s in sectors)
numitems += s.Triangles.Vertices.Count / 3;
if (settings.Tiles)
numitems += GetNumTiles();
// If exporting a brightmap everything has to be done twice
if (settings.Brightmap)
numitems *= 2;
// Use the same image for the normal texture and the brightmap because of memory concerns
showphase("Preparing");
using (Bitmap image = new Bitmap((int)(size.x * settings.Scale), (int)(size.y * settings.Scale), settings.PixelFormat))
{
showphase("Creating normal image");
// Normal texture image
CreateImage(image, offset, settings.Scale, false);
if (settings.Tiles)
{
showphase("Saving 64x64 tile images (" + GetNumTiles() + ")");
SaveImageAsTiles(image);
}
else
{
showphase("Saving normal image");
try
{
image.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
}
catch(ExternalException)
{
throw new ImageExportImageTooBigException();
}
}
// The brightmap
if (settings.Brightmap)
{
showphase("Creating brightmap image");
CreateImage(image, offset, settings.Scale, true);
showphase("Saving brightmap image");
if (settings.Tiles)
{
showphase("Saving 64x64 tile images (" + GetNumTiles() + ")");
SaveImageAsTiles(image, "_brightmap");
}
else
{
image.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
showphase("Saving normal image");
}
}
}
}
/// <summary>
/// Create the image ready to be exported
/// </summary>
/// <param name="texturebitmap">The image the graphics will be drawn to</param>
/// <param name="offset">The offset of the selection in map space</param>
/// <param name="asbrightmap">True if the image should be a brightmap, false if normally textured</param>
/// <returns>The image to be exported</returns>
private void CreateImage(Bitmap texturebitmap, Vector2D offset, float scale, bool asbrightmap)
{
// The texture
using (Graphics gtexture = Graphics.FromImage(texturebitmap))
{
gtexture.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
gtexture.InterpolationMode = InterpolationMode.HighQualityBilinear;
gtexture.CompositingQuality = CompositingQuality.HighQuality;
gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality;
gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
using (GraphicsPath gpath = new GraphicsPath())
{
foreach (Sector s in sectors)
{
float rotation = (float)s.Fields.GetValue("rotationfloor", 0.0);
// If a sector is rotated any offset is on the rotated axes. But we need to offset by
// map coordinates. We'll use this vector to compute that offset
Vector2D rotationvector = Vector2D.FromAngle(Angle2D.DegToRad(rotation) + Angle2D.PIHALF);
// Sectors are triangulated, so draw every triangle
for (int i = 0; i < s.Triangles.Vertices.Count / 3; i++)
{
// The GDI image has the 0/0 coordinate in the top left, so invert the y component
Vector2D v1 = (s.Triangles.Vertices[i * 3] - offset) * scale; v1.y *= -1.0;
Vector2D v2 = (s.Triangles.Vertices[i * 3 + 1] - offset) * scale; v2.y *= -1.0;
Vector2D v3 = (s.Triangles.Vertices[i * 3 + 2] - offset) * scale; v3.y *= -1.0;
gpath.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
gpath.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
gpath.CloseFigure();
doneitems++;
int newpercent = (int)(((double)doneitems / numitems) * 100);
if (newpercent > donepercent)
{
donepercent = newpercent;
addprogress();
if (checkcanelexport())
throw new ImageExportCanceledException();
}
}
if (asbrightmap)
{
// Create the brightmap based on the sector brightness
int brightness = General.Clamp(s.Brightness, 0, 255);
using (SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, brightness, brightness, brightness)))
gtexture.FillPath(sbrush, gpath);
}
else
{
Bitmap brushtexture;
Vector2D textureoffset = new Vector2D();
Vector2D texturescale = new Vector2D();
if (settings.Floor)
{
// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
// but doesn't applie the color correction if we set UseColorCorrection to false first
ImageData imagedata = General.Map.Data.GetFlatImage(s.FloorTexture);
brushtexture = new Bitmap(imagedata.LocalGetBitmap(false));
textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0) * scale;
textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0) * scale;
// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
texturescale.x = 1.0 / s.Fields.GetValue("xscalefloor", 1.0);
texturescale.y = 1.0 / s.Fields.GetValue("yscalefloor", 1.0);
// Take texture scale (for example from the TEXTURES lump) into account
texturescale *= 1.0 / imagedata.Scale;
}
else
{
// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
// but doesn't applie the color correction if we set UseColorCorrection to false first
ImageData imagedata = General.Map.Data.GetFlatImage(s.CeilTexture);
brushtexture = new Bitmap(imagedata.LocalGetBitmap(false));
textureoffset.x = s.Fields.GetValue("xpanningceiling", 0.0) * scale;
textureoffset.y = s.Fields.GetValue("ypanningceiling", 0.0) * scale;
// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
texturescale.x = 1.0 / s.Fields.GetValue("xscaleceiling", 1.0);
texturescale.y = 1.0 / s.Fields.GetValue("yscaleceiling", 1.0);
// Take texture scale (for example from the TEXTURES lump) into account
texturescale *= 1.0 / imagedata.Scale;
}
// Create the transformation matrix
Matrix matrix = new Matrix();
matrix.Rotate(rotation);
matrix.Translate((float)(-offset.x * scale * rotationvector.x), (float)(offset.x * scale * rotationvector.y)); // Left/right offset from the map origin
matrix.Translate((float)(offset.y * scale * rotationvector.y), (float)(offset.y * scale * rotationvector.x)); // Up/down offset from the map origin
matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
// Resize the brush texture if the texture is scaled
if (texturescale.x != 1.0 || texturescale.y != 1.0)
ResizeImage(ref brushtexture, (int)(brushtexture.Width * texturescale.x), (int)(brushtexture.Height * texturescale.y));
if (!settings.Fullbright)
{
int brightness = General.Clamp(s.Brightness, 0, 255);
AdjustBrightness(ref brushtexture, brightness > 0 ? brightness / 255.0f : 0.0f);
}
// Take sector colors into account
if (settings.ApplySectorColors)
{
int lightcolor = s.Fields.GetValue("lightcolor", 0xffffff);
int surfacecolor = settings.Floor ? s.Fields.GetValue("color_floor", 0xffffff) : s.Fields.GetValue("color_ceiling", 0xffffff);
Rendering.Color4 color = Rendering.PixelColor.Modulate(Rendering.PixelColor.FromInt(lightcolor), Rendering.PixelColor.FromInt(surfacecolor)).ToColorValue();
Colorize(ref brushtexture, color.Red, color.Green, color.Blue);
}
if (scale > 1.0f)
ResizeImage(ref brushtexture, brushtexture.Width * (int)scale, brushtexture.Height * (int)scale);
// Create the texture brush and apply the matrix
TextureBrush tbrush = new TextureBrush(brushtexture);
tbrush.Transform = matrix;
// Draw the islands of the sector
gtexture.FillPath(tbrush, gpath);
// Dispose unneeded objects
brushtexture.Dispose();
tbrush.Dispose();
matrix.Dispose();
}
// Reset the graphics path
gpath.Reset();
}
}
}
}
/// <summary>
/// Saves the image in several uniform sized tiles. It will add numbers starting from 1, going from top left to bottom right, to the filename
/// </summary>
/// <param name="image">the image to split into tiles</param>
/// <param name="suffix">additional suffix for filenames</param>
private void SaveImageAsTiles(Bitmap image, string suffix="")
{
int xnum = (int)Math.Ceiling(image.Size.Width / (double)TILE_SIZE);
int ynum = (int)Math.Ceiling(image.Size.Height / (double)TILE_SIZE);
int imagenum = 1;
for (int y = 0; y < ynum; y++)
{
for (int x = 0; x < xnum; x++)
{
int width = TILE_SIZE;
int height = TILE_SIZE;
// If the width and height are not divisible without remainder make sure only part of the source image is copied
if (x * TILE_SIZE + TILE_SIZE > image.Size.Width)
width = image.Size.Width - (x * TILE_SIZE);
if(y * TILE_SIZE + TILE_SIZE > image.Size.Height)
height = image.Size.Height - (y * TILE_SIZE);
using (Bitmap bitmap = new Bitmap(TILE_SIZE, TILE_SIZE))
using (Graphics g = Graphics.FromImage(bitmap))
{
g.Clear(Color.Black);
g.DrawImage(image, new Rectangle(0, 0, width, height), new Rectangle(x * TILE_SIZE, y * TILE_SIZE, width, height), GraphicsUnit.Pixel);
bitmap.Save(string.Format("{0}{1}{2}{3}", Path.Combine(settings.Path, settings.Name), suffix, imagenum, settings.Extension));
}
imagenum++;
doneitems++;
int newpercent = (int)(((double)doneitems / numitems) * 100);
if (newpercent > donepercent)
{
donepercent = newpercent;
addprogress();
if (checkcanelexport())
throw new ImageExportCanceledException();
}
if (checkcanelexport())
throw new ImageExportCanceledException();
}
}
}
/// <summary>
/// Generates a list of images file names that will be creates
/// </summary>
/// <returns>List of image file names</returns>
public List<string> GetImageNames()
{
List<string> imagenames = new List<string>();
Vector2D offset;
Vector2D size;
GetSizeAndOffset(out size, out offset);
if(settings.Tiles)
{
int x = (int)Math.Ceiling(size.x / TILE_SIZE);
int y = (int)Math.Ceiling(size.y / TILE_SIZE);
for (int i = 1; i <= x * y; i++)
imagenames.Add(string.Format("{0}{1}{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
if(settings.Brightmap)
for (int i = 1; i <= x * y; i++)
imagenames.Add(string.Format("{0}{1}_brightmap{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
}
else
{
imagenames.Add(string.Format("{0}{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
if(settings.Brightmap)
imagenames.Add(string.Format("{0}_brightmap{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
}
return imagenames;
}
/// <summary>
/// Gets the total number of tiles
/// </summary>
/// <returns>Number of tiles</returns>
public int GetNumTiles()
{
Vector2D size;
Vector2D offset;
GetSizeAndOffset(out size, out offset);
int xnum = (int)Math.Ceiling(size.x * settings.Scale / (double)TILE_SIZE);
int ynum = (int)Math.Ceiling(size.y * settings.Scale / (double)TILE_SIZE);
return xnum * ynum;
}
/// <summary>
/// Gets the size of the image, based on the sectors, and the offset from the map origin
/// </summary>
/// <param name="size">stores the size of the size of the image</param>
/// <param name="offset">stores the offset from the map origin</param>
private void GetSizeAndOffset(out Vector2D size, out Vector2D offset)
{
offset = new Vector2D(double.MaxValue, double.MinValue);
size = new Vector2D(double.MinValue, double.MaxValue);
// Find the top left and bottom right corners of the selection
foreach (Sector s in sectors)
{
foreach (Sidedef sd in s.Sidedefs)
{
foreach (Vertex v in new Vertex[] { sd.Line.Start, sd.Line.End })
{
if (v.Position.x < offset.x)
offset.x = v.Position.x;
if (v.Position.x > size.x)
size.x = v.Position.x;
if (v.Position.y > offset.y)
offset.y = v.Position.y;
if (v.Position.y < size.y)
size.y = v.Position.y;
}
}
}
// Right now "size" is the bottom right corener of the selection, so subtract the offset
// (top left corner of the selection). y will always be negative, so make it positive
size -= offset;
size.y *= -1.0;
}
/// <summary>
/// Adjusts the brightness of an image. Code by Rod Stephens http://csharphelper.com/blog/2014/10/use-an-imageattributes-object-to-adjust-an-images-brightness-in-c/
/// </summary>
/// <param name="image">The image to adjust</param>
/// <param name="brightness">Brightness between 0.0f and 1.0f</param>
private void AdjustBrightness(ref Bitmap image, float brightness)
{
// Make the ColorMatrix.
float b = brightness;
ColorMatrix cm = new ColorMatrix(new float[][] {
new float[] {b, 0, 0, 0, 0},
new float[] {0, b, 0, 0, 0},
new float[] {0, 0, b, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {0, 0, 0, 0, 1},
});
ImageAttributes attributes = new ImageAttributes();
attributes.SetColorMatrix(cm);
// Draw the image onto the new bitmap while applying the new ColorMatrix.
Point[] points = {
new Point(0, 0),
new Point(image.Width, 0),
new Point(0, image.Height),
};
Rectangle rect = new Rectangle(0, 0, image.Width, image.Height);
// Make the result bitmap.
Bitmap bm = new Bitmap(image.Width, image.Height);
using (Graphics gr = Graphics.FromImage(bm))
{
gr.DrawImage(image, points, rect, GraphicsUnit.Pixel, attributes);
}
// Dispose the original...
image.Dispose();
// ... and set it as the adjusted image
image = bm;
}
private void Colorize(ref Bitmap image, float r, float g, float b)
{
// Make the ColorMatrix.
ColorMatrix cm = new ColorMatrix(new float[][] {
new float[] {r, 0, 0, 0, 0},
new float[] {0, g, 0, 0, 0},
new float[] {0, 0, b, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {0, 0, 0, 0, 1},
});
ImageAttributes attributes = new ImageAttributes();
attributes.SetColorMatrix(cm);
// Draw the image onto the new bitmap while applying the new ColorMatrix.
Point[] points = {
new Point(0, 0),
new Point(image.Width, 0),
new Point(0, image.Height),
};
Rectangle rect = new Rectangle(0, 0, image.Width, image.Height);
// Make the result bitmap.
Bitmap bm = new Bitmap(image.Width, image.Height);
using (Graphics gr = Graphics.FromImage(bm))
{
gr.DrawImage(image, points, rect, GraphicsUnit.Pixel, attributes);
}
// Dispose the original...
image.Dispose();
// ... and set it as the adjusted image
image = bm;
}
/// <summary>
/// Resize the image to the specified width and height. Taken from https://stackoverflow.com/a/24199315 (with some modifications)
/// </summary>
/// <param name="image">The image to resize.</param>
/// <param name="width">The width to resize to.</param>
/// <param name="height">The height to resize to.</param>
/// <returns>The resized image.</returns>
private void ResizeImage(ref Bitmap image, int width, int height)
{
var destRect = new Rectangle(0, 0, width, height);
var destImage = new Bitmap(width, height);
destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
using (var graphics = Graphics.FromImage(destImage))
{
graphics.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.InterpolationMode = InterpolationMode.NearestNeighbor;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
using (var wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
}
}
image.Dispose();
image = destImage;
}
#endregion
}
}