mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-19 08:31:01 +00:00
fbb30f6f91
Changed, "Open map in current wad" action: current map resources are now carried over to the map being switched to.
2918 lines
89 KiB
C#
2918 lines
89 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.Drawing2D;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Threading;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.GZDoom;
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using CodeImp.DoomBuilder.GZBuilder.MD3;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.ZDoom;
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using SlimDX;
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using SlimDX.Direct3D9;
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using Matrix = SlimDX.Matrix;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public sealed class DataManager
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{
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#region ================== Constants
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public const string INTERNAL_PREFIX = "internal:";
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public const int CLASIC_IMAGE_NAME_LENGTH = 8; //mxd
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#endregion
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#region ================== Variables
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// Data containers
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private List<DataReader> containers;
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private DataReader currentreader;
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// Palette
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private Playpal palette;
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// Textures, Flats and Sprites
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private Dictionary<long, ImageData> textures;
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private Dictionary<long, long> texturenamesshorttofull; //mxd
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private List<string> texturenames;
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private Dictionary<long, ImageData> flats;
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private Dictionary<long, long> flatnamesshorttofull; //mxd
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private List<string> flatnames;
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private Dictionary<long, ImageData> sprites;
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private List<MatchingTextureSet> texturesets;
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private List<ResourceTextureSet> resourcetextures;
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private AllTextureSet alltextures;
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//mxd
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private Dictionary<int, ModelData> modeldefentries; //Thing.Type, Model entry
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private readonly Dictionary<int, DynamicLightData> gldefsentries; //Thing.Type, Light entry
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private MapInfo mapinfo;
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private Dictionary<string, KeyValuePair<int, int>> reverbs; //<name, <arg1, arg2>
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private Dictionary<long, GlowingFlatData> glowingflats; // Texture name hash, Glowing Flat Data
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private Dictionary<string, SkyboxInfo> skyboxes;
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private List<string> soundsequences;
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// Background loading
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private Queue<ImageData> imageque;
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private Thread backgroundloader;
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private volatile bool updatedusedtextures;
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private bool notifiedbusy;
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// Image previews
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private PreviewManager previews;
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// Special images
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private ImageData missingtexture3d;
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private ImageData unknowntexture3d;
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private UnknownImage unknownimage; //mxd
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private ImageData hourglass3d;
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private ImageData crosshair;
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private ImageData crosshairbusy;
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private Dictionary<string, ImageData> internalsprites;
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private ImageData whitetexture;
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private ImageData blacktexture; //mxd
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//mxd. Sky textures
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private CubeTexture skybox; // GZDoom skybox
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//mxd. Comment icons
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private ImageData[] commenttextures;
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// Used images
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private Dictionary<long, long> usedtextures; //mxd
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private Dictionary<long, long> usedflats; //mxd. Used only when MixTextursFlats is disabled
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// Things combined with things created from Decorate
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private DecorateParser decorate;
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private List<ThingCategory> thingcategories;
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private Dictionary<int, ThingTypeInfo> thingtypes;
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// Timing
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private float loadstarttime;
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private float loadfinishtime;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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//mxd
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internal Dictionary<int, ModelData> ModeldefEntries { get { return modeldefentries; } }
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internal Dictionary<int, DynamicLightData> GldefsEntries { get { return gldefsentries; } }
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public MapInfo MapInfo { get { return mapinfo; } }
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public Dictionary<string, KeyValuePair<int, int>> Reverbs { get { return reverbs; } }
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public Dictionary<long, GlowingFlatData> GlowingFlats { get { return glowingflats; } }
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public List<string> SoundSequences { get { return soundsequences; } }
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internal List<DataReader> Containers { get { return containers; } } //mxd
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public Playpal Palette { get { return palette; } }
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public PreviewManager Previews { get { return previews; } }
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public ICollection<ImageData> Textures { get { return textures.Values; } }
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public ICollection<ImageData> Flats { get { return flats.Values; } }
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public List<string> TextureNames { get { return texturenames; } }
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public List<string> FlatNames { get { return flatnames; } }
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public bool IsDisposed { get { return isdisposed; } }
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public ImageData MissingTexture3D { get { return missingtexture3d; } }
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public ImageData UnknownTexture3D { get { return unknowntexture3d; } }
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public ImageData Hourglass3D { get { return hourglass3d; } }
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public ImageData Crosshair3D { get { return crosshair; } }
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public ImageData CrosshairBusy3D { get { return crosshairbusy; } }
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public ImageData WhiteTexture { get { return whitetexture; } }
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public ImageData BlackTexture { get { return blacktexture; } } //mxd
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public ImageData[] CommentTextures { get { return commenttextures; } } //mxd
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internal CubeTexture SkyBox { get { return skybox; } } //mxd
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public List<ThingCategory> ThingCategories { get { return thingcategories; } }
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public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
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public DecorateParser Decorate { get { return decorate; } }
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internal ICollection<MatchingTextureSet> TextureSets { get { return texturesets; } }
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internal ICollection<ResourceTextureSet> ResourceTextureSets { get { return resourcetextures; } }
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internal AllTextureSet AllTextureSet { get { return alltextures; } }
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public bool IsLoading
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{
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get
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{
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if(imageque != null)
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return (backgroundloader != null) && backgroundloader.IsAlive && ((imageque.Count > 0) || previews.IsLoading);
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return false;
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal DataManager()
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{
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// We have no destructor
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GC.SuppressFinalize(this);
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//mxd.
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modeldefentries = new Dictionary<int, ModelData>();
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gldefsentries = new Dictionary<int, DynamicLightData>();
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reverbs = new Dictionary<string, KeyValuePair<int, int>>(StringComparer.Ordinal);
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glowingflats = new Dictionary<long, GlowingFlatData>();
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skyboxes = new Dictionary<string, SkyboxInfo>(StringComparer.Ordinal);
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soundsequences = new List<string>();
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// Load special images (mxd: the rest is loaded in LoadInternalTextures())
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whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png") { UseColorCorrection = false };
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whitetexture.LoadImage();
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whitetexture.CreateTexture();
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blacktexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Black.png") { UseColorCorrection = false }; //mxd
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blacktexture.LoadImage(); //mxd
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blacktexture.CreateTexture(); //mxd
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unknownimage = new UnknownImage(Properties.Resources.UnknownImage); //mxd. There should be only one!
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//mxd. Create comment icons
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commenttextures = new ImageData[]
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{
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentRegular.png"),
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentInfo.png"),
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentQuestion.png"),
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentProblem.png"),
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new ResourceImage("CodeImp.DoomBuilder.Resources.CommentSmile.png"),
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};
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//mxd. Load comment icons
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foreach(ImageData data in commenttextures)
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{
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data.LoadImage();
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data.CreateTexture();
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}
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}
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// Disposer
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internal 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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Unload();
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missingtexture3d.Dispose();
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missingtexture3d = null;
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unknowntexture3d.Dispose();
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unknowntexture3d = null;
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hourglass3d.Dispose();
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hourglass3d = null;
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crosshair.Dispose();
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crosshair = null;
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crosshairbusy.Dispose();
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crosshairbusy = null;
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whitetexture.Dispose();
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whitetexture = null;
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blacktexture.Dispose(); //mxd
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blacktexture = null; //mxd
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unknownimage.Dispose(); //mxd
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unknownimage = null; //mxd
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for(int i = 0; i < commenttextures.Length; i++) //mxd
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{
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commenttextures[i].Dispose();
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commenttextures[i] = null;
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}
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commenttextures = null;
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if(skybox != null) //mxd
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{
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skybox.Dispose();
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skybox = null;
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}
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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 ================== Loading / Unloading
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// This loads all data resources
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internal void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation)
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{
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DataLocationList all = DataLocationList.Combined(configlist, maplist);
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all.Add(maplocation);
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Load(all);
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}
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// This loads all data resources
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internal void Load(DataLocationList configlist, DataLocationList maplist)
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{
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DataLocationList all = DataLocationList.Combined(configlist, maplist);
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Load(all);
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}
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// This loads all data resources
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private void Load(DataLocationList locations)
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{
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Dictionary<long, ImageData> texturesonly = new Dictionary<long, ImageData>();
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Dictionary<long, ImageData> colormapsonly = new Dictionary<long, ImageData>();
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Dictionary<long, ImageData> flatsonly = new Dictionary<long, ImageData>();
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// Create collections
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containers = new List<DataReader>();
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textures = new Dictionary<long, ImageData>();
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flats = new Dictionary<long, ImageData>();
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sprites = new Dictionary<long, ImageData>();
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texturenames = new List<string>();
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flatnames = new List<string>();
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texturenamesshorttofull = new Dictionary<long, long>(); //mxd
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flatnamesshorttofull = new Dictionary<long, long>(); //mxd
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imageque = new Queue<ImageData>();
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previews = new PreviewManager();
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texturesets = new List<MatchingTextureSet>();
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usedtextures = new Dictionary<long, long>(); //mxd
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usedflats = new Dictionary<long, long>(); //mxd
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internalsprites = new Dictionary<string, ImageData>(StringComparer.Ordinal);
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thingcategories = General.Map.Config.GetThingCategories();
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thingtypes = General.Map.Config.GetThingTypes();
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// Load texture sets
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foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets)
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texturesets.Add(new MatchingTextureSet(ts));
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// Sort the texture sets
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texturesets.Sort();
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// Special textures sets
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alltextures = new AllTextureSet();
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resourcetextures = new List<ResourceTextureSet>();
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// Go for all locations
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foreach(DataLocation dl in locations)
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{
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// Nothing chosen yet
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DataReader c = null;
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// TODO: Make this work more elegant using reflection.
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// Make DataLocation.type of type Type and assign the
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// types of the desired reader classes.
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try
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{
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// Choose container type
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switch(dl.type)
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{
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// WAD file container
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case DataLocation.RESOURCE_WAD:
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c = new WADReader(dl);
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break;
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// Directory container
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case DataLocation.RESOURCE_DIRECTORY:
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c = new DirectoryReader(dl);
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break;
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// PK3 file container
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case DataLocation.RESOURCE_PK3:
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c = new PK3Reader(dl);
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break;
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}
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}
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catch(Exception e)
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{
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// Unable to load resource
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General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + dl.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when creating data reader: " + e.Message);
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General.WriteLogLine(e.StackTrace);
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continue;
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}
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// Add container
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if(c != null)
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{
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containers.Add(c);
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resourcetextures.Add(c.TextureSet);
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}
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}
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// Load stuff
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LoadPalette();
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int texcount = LoadTextures(texturesonly, texturenamesshorttofull);
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int flatcount = LoadFlats(flatsonly, flatnamesshorttofull);
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int colormapcount = LoadColormaps(colormapsonly);
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LoadSprites();
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//mxd. Load MAPINFO. Should happen before parisng DECORATE
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Dictionary<int, string> spawnnums, doomednums;
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LoadMapInfo(out spawnnums, out doomednums);
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int thingcount = LoadDecorateThings(spawnnums, doomednums);
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int spritecount = LoadThingSprites();
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LoadInternalSprites();
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LoadInternalTextures(); //mxd
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//mxd. Load more stuff
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LoadReverbs();
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LoadSndSeq();
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LoadVoxels();
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Dictionary<string, int> actorsbyclass = CreateActorsByClassList();
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LoadModeldefs(actorsbyclass);
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foreach(Thing t in General.Map.Map.Things) t.UpdateCache();
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General.MainWindow.DisplayReady();
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// Process colormaps (we just put them in as textures)
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foreach(KeyValuePair<long, ImageData> t in colormapsonly)
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{
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textures.Add(t.Key, t.Value);
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texturenames.Add(t.Value.Name);
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}
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// Process textures
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foreach(KeyValuePair<long, ImageData> t in texturesonly)
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{
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if(!textures.ContainsKey(t.Key))
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{
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textures.Add(t.Key, t.Value);
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//mxd. Add both short and long names?
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if(t.Value.HasLongName) texturenames.Add(t.Value.ShortName);
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texturenames.Add(t.Value.Name);
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}
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}
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// Process flats
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foreach(KeyValuePair<long, ImageData> f in flatsonly)
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{
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flats.Add(f.Key, f.Value);
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//mxd. Add both short and long names?
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if(f.Value.HasLongName) flatnames.Add(f.Value.ShortName);
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flatnames.Add(f.Value.Name);
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}
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// Mixed textures and flats?
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if(General.Map.Config.MixTexturesFlats)
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{
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// Add textures to flats
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foreach(KeyValuePair<long, ImageData> t in texturesonly)
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{
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if(!flats.ContainsKey(t.Key))
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{
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flats.Add(t.Key, t.Value);
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//mxd. Add both short and long names?
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if(t.Value.HasLongName) flatnames.Add(t.Value.ShortName);
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flatnames.Add(t.Value.Name);
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}
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else if(t.Value is HighResImage || t.Value is SimpleTextureImage) //mxd. Textures defined in TEXTURES or placed between TX_START and TX_END markers override "regular" flats in ZDoom
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{
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//TODO: check this!
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flats[t.Key] = t.Value;
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}
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}
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//mxd
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foreach(KeyValuePair<long, long> t in texturenamesshorttofull)
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if(!flatnamesshorttofull.ContainsKey(t.Key)) flatnamesshorttofull.Add(t.Key, t.Value);
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// Add flats to textures
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foreach(KeyValuePair<long, ImageData> f in flatsonly)
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{
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if(!textures.ContainsKey(f.Key))
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{
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textures.Add(f.Key, f.Value);
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//mxd. Add both short and long names?
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if(f.Value.HasLongName) texturenames.Add(f.Value.ShortName);
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texturenames.Add(f.Value.Name);
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}
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}
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//mxd
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foreach(KeyValuePair<long, long> t in flatnamesshorttofull)
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if(!texturenamesshorttofull.ContainsKey(t.Key)) texturenamesshorttofull.Add(t.Key, t.Value);
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// Do the same on the data readers
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foreach(DataReader dr in containers)
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dr.TextureSet.MixTexturesAndFlats();
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}
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//mxd. Should be done after loading textures...
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LoadGldefs(actorsbyclass);
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//mxd. Create camera textures. Should be done after loading textures.
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LoadAnimdefs();
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// Sort names
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texturenames.Sort();
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flatnames.Sort();
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// Sort things
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foreach(ThingCategory tc in thingcategories) tc.SortIfNeeded();
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Add texture names to texture sets
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foreach(KeyValuePair<long, ImageData> img in textures)
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{
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// Add to all sets
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foreach(MatchingTextureSet ms in texturesets)
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ms.AddTexture(img.Value);
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// Add to all
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alltextures.AddTexture(img.Value);
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}
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// Add flat names to texture sets
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foreach(KeyValuePair<long, ImageData> img in flats)
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{
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// Add to all sets
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foreach(MatchingTextureSet ms in texturesets)
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ms.AddFlat(img.Value);
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// Add to all
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alltextures.AddFlat(img.Value);
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}
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//mxd. Create skybox texture(s)
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SetupSkybox();
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// Start background loading
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StartBackgroundLoader();
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// Output info
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General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " +
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colormapcount + " colormaps, " + spritecount + " sprites, " +
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thingcount + " decorate things, " + modeldefentries.Count + " model/voxel deinitions, " +
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gldefsentries.Count + " dynamic light definitions, " +
|
|
glowingflats.Count + " glowing flat definitions, " + skyboxes.Count + " skybox definitions, " +
|
|
reverbs.Count + " sound environment definitions");
|
|
}
|
|
|
|
// This unloads all data
|
|
private void Unload()
|
|
{
|
|
// Stop background loader
|
|
StopBackgroundLoader();
|
|
|
|
// Dispose preview manager
|
|
previews.Dispose();
|
|
previews = null;
|
|
|
|
// Dispose decorate
|
|
decorate.Dispose();
|
|
|
|
// Dispose resources
|
|
foreach(KeyValuePair<long, ImageData> i in textures) i.Value.Dispose();
|
|
foreach(KeyValuePair<long, ImageData> i in flats) i.Value.Dispose();
|
|
foreach(KeyValuePair<long, ImageData> i in sprites) i.Value.Dispose();
|
|
palette = null;
|
|
|
|
//mxd. Dispose models
|
|
foreach(KeyValuePair<int, ModelData> i in modeldefentries) i.Value.Dispose();
|
|
|
|
// Dispose containers
|
|
foreach(DataReader c in containers) c.Dispose();
|
|
containers.Clear();
|
|
|
|
// Trash collections
|
|
decorate = null;
|
|
containers = null;
|
|
textures = null;
|
|
flats = null;
|
|
sprites = null;
|
|
modeldefentries = null;//mxd
|
|
texturenames = null;
|
|
flatnames = null;
|
|
imageque = null;
|
|
internalsprites = null;
|
|
mapinfo = null; //mxd
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Suspend / Resume
|
|
|
|
// This suspends data resources
|
|
internal void Suspend()
|
|
{
|
|
// Stop background loader
|
|
StopBackgroundLoader();
|
|
|
|
// Go for all containers
|
|
foreach(DataReader d in containers)
|
|
{
|
|
// Suspend
|
|
General.WriteLogLine("Suspended data resource '" + d.Location.location + "'");
|
|
d.Suspend();
|
|
}
|
|
}
|
|
|
|
// This resumes data resources
|
|
internal void Resume()
|
|
{
|
|
// Go for all containers
|
|
foreach(DataReader d in containers)
|
|
{
|
|
try
|
|
{
|
|
// Resume
|
|
General.WriteLogLine("Resumed data resource '" + d.Location.location + "'");
|
|
d.Resume();
|
|
}
|
|
catch(Exception e)
|
|
{
|
|
// Unable to load resource
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + d.Location.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when resuming data reader: " + e.Message + ")");
|
|
General.WriteLogLine(e.StackTrace);
|
|
}
|
|
}
|
|
|
|
// Start background loading
|
|
StartBackgroundLoader();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Background Loading
|
|
|
|
// This starts background loading
|
|
private void StartBackgroundLoader()
|
|
{
|
|
// Timing
|
|
loadstarttime = Clock.CurrentTime;
|
|
loadfinishtime = 0;
|
|
|
|
// If a loader is already running, stop it first
|
|
if(backgroundloader != null) StopBackgroundLoader();
|
|
|
|
// Start a low priority thread to load images in background
|
|
General.WriteLogLine("Starting background resource loading...");
|
|
backgroundloader = new Thread(BackgroundLoad);
|
|
backgroundloader.Name = "Background Loader";
|
|
backgroundloader.Priority = ThreadPriority.Lowest;
|
|
backgroundloader.IsBackground = true;
|
|
backgroundloader.Start();
|
|
}
|
|
|
|
// This stops background loading
|
|
private void StopBackgroundLoader()
|
|
{
|
|
General.WriteLogLine("Stopping background resource loading...");
|
|
if(backgroundloader != null)
|
|
{
|
|
// Stop the thread and wait for it to end
|
|
backgroundloader.Interrupt();
|
|
backgroundloader.Join();
|
|
|
|
// Reset load states on all images in the list
|
|
while(imageque.Count > 0)
|
|
{
|
|
ImageData img = imageque.Dequeue();
|
|
|
|
switch(img.ImageState)
|
|
{
|
|
case ImageLoadState.Loading:
|
|
img.ImageState = ImageLoadState.None;
|
|
break;
|
|
|
|
case ImageLoadState.Unloading:
|
|
img.ImageState = ImageLoadState.Ready;
|
|
break;
|
|
}
|
|
|
|
switch(img.PreviewState)
|
|
{
|
|
case ImageLoadState.Loading:
|
|
img.PreviewState = ImageLoadState.None;
|
|
break;
|
|
|
|
case ImageLoadState.Unloading:
|
|
img.PreviewState = ImageLoadState.Ready;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Done
|
|
notifiedbusy = false;
|
|
backgroundloader = null;
|
|
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
|
|
}
|
|
}
|
|
|
|
// The background loader
|
|
private void BackgroundLoad()
|
|
{
|
|
try
|
|
{
|
|
do
|
|
{
|
|
// Do we have to update the used-in-map status?
|
|
if(updatedusedtextures) BackgroundUpdateUsedTextures();
|
|
|
|
// Get next item
|
|
ImageData image = null;
|
|
lock(imageque)
|
|
{
|
|
// Fetch next image to process
|
|
if(imageque.Count > 0) image = imageque.Dequeue();
|
|
}
|
|
|
|
// Any image to process?
|
|
if(image != null)
|
|
{
|
|
// Load this image?
|
|
if(image.IsReferenced && (image.ImageState != ImageLoadState.Ready))
|
|
{
|
|
image.LoadImage();
|
|
}
|
|
// Unload this image?
|
|
else if(!image.IsReferenced && image.AllowUnload && (image.ImageState != ImageLoadState.None))
|
|
{
|
|
// Still unreferenced?
|
|
image.UnloadImage();
|
|
}
|
|
}
|
|
|
|
// Doing something?
|
|
if(image != null)
|
|
{
|
|
// Wait a bit and update icon
|
|
if(!notifiedbusy)
|
|
{
|
|
notifiedbusy = true;
|
|
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
|
|
}
|
|
Thread.Sleep(0);
|
|
}
|
|
else
|
|
{
|
|
// Process previews only when we don't have images to process
|
|
// because these are lower priority than the actual images
|
|
if(previews.BackgroundLoad())
|
|
{
|
|
// Wait a bit and update icon
|
|
if(!notifiedbusy)
|
|
{
|
|
notifiedbusy = true;
|
|
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
|
|
}
|
|
Thread.Sleep(0);
|
|
}
|
|
else
|
|
{
|
|
if(notifiedbusy)
|
|
{
|
|
notifiedbusy = false;
|
|
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
|
|
}
|
|
|
|
// Timing
|
|
if(loadfinishtime == 0)
|
|
{
|
|
//mxd. Release PK3 files
|
|
foreach(DataReader reader in containers)
|
|
{
|
|
if(reader is PK3Reader) (reader as PK3Reader).BathMode = false;
|
|
}
|
|
|
|
loadfinishtime = Clock.CurrentTime;
|
|
float deltatimesec = (loadfinishtime - loadstarttime) / 1000.0f;
|
|
General.WriteLogLine("Resources loading took " + deltatimesec.ToString("########0.00") + " seconds");
|
|
}
|
|
|
|
// Wait longer to release CPU resources
|
|
Thread.Sleep(50);
|
|
}
|
|
}
|
|
}
|
|
while(true);
|
|
}
|
|
catch(ThreadInterruptedException)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// This adds an image for background loading or unloading
|
|
internal void ProcessImage(ImageData img)
|
|
{
|
|
// Load this image?
|
|
if((img.ImageState == ImageLoadState.None) && img.IsReferenced)
|
|
{
|
|
// Add for loading
|
|
img.ImageState = ImageLoadState.Loading;
|
|
lock(imageque) { imageque.Enqueue(img); }
|
|
}
|
|
|
|
// Unload this image?
|
|
if((img.ImageState == ImageLoadState.Ready) && !img.IsReferenced && img.AllowUnload)
|
|
{
|
|
// Add for unloading
|
|
img.ImageState = ImageLoadState.Unloading;
|
|
lock(imageque) { imageque.Enqueue(img); }
|
|
}
|
|
|
|
// Update icon
|
|
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
|
|
}
|
|
|
|
//mxd. This loads a model
|
|
internal bool ProcessModel(int type)
|
|
{
|
|
if(modeldefentries[type].LoadState != ModelLoadState.None) return true;
|
|
|
|
//create models
|
|
ModelReader.Load(modeldefentries[type], containers, General.Map.Graphics.Device);
|
|
|
|
if(modeldefentries[type].Model != null)
|
|
{
|
|
modeldefentries[type].LoadState = ModelLoadState.Ready;
|
|
return true;
|
|
}
|
|
|
|
modeldefentries.Remove(type);
|
|
return false;
|
|
}
|
|
|
|
// This updates the used-in-map status on all textures and flats
|
|
private void BackgroundUpdateUsedTextures()
|
|
{
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
lock(usedtextures)
|
|
{
|
|
// Set used on all textures
|
|
foreach(KeyValuePair<long, ImageData> i in textures)
|
|
{
|
|
i.Value.SetUsedInMap(usedtextures.ContainsKey(i.Key));
|
|
if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
|
|
}
|
|
|
|
// Set used on all flats
|
|
foreach(KeyValuePair<long, ImageData> i in flats)
|
|
{
|
|
i.Value.SetUsedInMap(usedtextures.ContainsKey(i.Key));
|
|
if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
|
|
}
|
|
|
|
// Done
|
|
updatedusedtextures = false;
|
|
}
|
|
}
|
|
//mxd. Use separate collections
|
|
else
|
|
{
|
|
lock(usedtextures)
|
|
{
|
|
// Set used on all textures
|
|
foreach(KeyValuePair<long, ImageData> i in textures)
|
|
{
|
|
i.Value.SetUsedInMap(usedtextures.ContainsKey(i.Key));
|
|
if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
|
|
}
|
|
}
|
|
|
|
lock(usedflats)
|
|
{
|
|
// Set used on all flats
|
|
foreach(KeyValuePair<long, ImageData> i in flats)
|
|
{
|
|
i.Value.SetUsedInMap(usedflats.ContainsKey(i.Key));
|
|
if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
|
|
}
|
|
}
|
|
|
|
// Done
|
|
updatedusedtextures = false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Palette
|
|
|
|
// This loads the PLAYPAL palette
|
|
private void LoadPalette()
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// Load palette
|
|
palette = containers[i].LoadPalette();
|
|
if(palette != null) break;
|
|
}
|
|
|
|
// Make empty palette when still no palette found
|
|
if(palette == null)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "None of the loaded resources define a color palette. Did you forget to configure an IWAD for this game configuration?");
|
|
palette = new Playpal();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Colormaps
|
|
|
|
// This loads the colormaps
|
|
private int LoadColormaps(Dictionary<long, ImageData> list)
|
|
{
|
|
int counter = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load colormaps
|
|
ICollection<ImageData> images = dr.LoadColormaps();
|
|
if(images != null)
|
|
{
|
|
// Go for all colormaps
|
|
foreach(ImageData img in images)
|
|
{
|
|
// Add or replace in flats list
|
|
list.Remove(img.LongName);
|
|
list.Add(img.LongName, img);
|
|
counter++;
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(img);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific colormap stream
|
|
internal Stream GetColormapData(string pname)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this flat?
|
|
Stream colormap = containers[i].GetColormapData(pname);
|
|
if(colormap != null) return colormap;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Textures
|
|
|
|
// This loads the textures
|
|
private int LoadTextures(Dictionary<long, ImageData> list, Dictionary<long, long> nametranslation)
|
|
{
|
|
PatchNames pnames = new PatchNames();
|
|
int counter = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load PNAMES info
|
|
// Note that pnames is NOT set to null in the loop
|
|
// because if a container has no pnames, the pnames
|
|
// of the previous (higher) container should be used.
|
|
PatchNames newpnames = dr.LoadPatchNames();
|
|
if(newpnames != null) pnames = newpnames;
|
|
|
|
// Load textures
|
|
ICollection<ImageData> images = dr.LoadTextures(pnames);
|
|
if(images != null)
|
|
{
|
|
// Go for all textures
|
|
foreach(ImageData img in images)
|
|
{
|
|
// Add or replace in textures list
|
|
list.Remove(img.LongName);
|
|
list.Add(img.LongName, img);
|
|
counter++;
|
|
|
|
//mxd. Also add as short name when texture name is longer than 8 chars
|
|
// Or remove when a wad image with short name overrides previously added
|
|
// resource image with long name
|
|
if(img.HasLongName)
|
|
{
|
|
long longshortname = Lump.MakeLongName(Path.GetFileNameWithoutExtension(img.Name), false);
|
|
nametranslation.Remove(longshortname);
|
|
nametranslation.Add(longshortname, img.LongName);
|
|
}
|
|
else if(img is TextureImage && nametranslation.ContainsKey(img.LongName))
|
|
{
|
|
nametranslation.Remove(img.LongName);
|
|
}
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(img);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific patch stream
|
|
internal Stream GetPatchData(string pname, bool longname)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i > -1; i--)
|
|
{
|
|
// This contain provides this patch?
|
|
Stream patch = containers[i].GetPatchData(pname, longname);
|
|
if(patch != null) return patch;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This returns a specific texture stream
|
|
internal Stream GetTextureData(string pname, bool longname)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container provides this patch?
|
|
Stream patch = containers[i].GetTextureData(pname, longname);
|
|
if(patch != null) return patch;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This checks if a given texture is known
|
|
public bool GetTextureExists(string name)
|
|
{
|
|
return GetTextureExists(Lump.MakeLongName(name)); //mxd
|
|
}
|
|
|
|
// This checks if a given texture is known
|
|
public bool GetTextureExists(long longname)
|
|
{
|
|
return textures.ContainsKey(longname) || texturenamesshorttofull.ContainsKey(longname);
|
|
}
|
|
|
|
// This returns an image by string
|
|
public ImageData GetTextureImage(string name)
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
return GetTextureImage(longname);
|
|
}
|
|
|
|
// This returns an image by long
|
|
public ImageData GetTextureImage(long longname)
|
|
{
|
|
// Does this texture exist?
|
|
if(textures.ContainsKey(longname) && textures[longname] is HighResImage) return textures[longname]; //TEXTURES textures should still override regular ones...
|
|
if(texturenamesshorttofull.ContainsKey(longname)) return textures[texturenamesshorttofull[longname]]; //mxd
|
|
if(textures.ContainsKey(longname)) return textures[longname];
|
|
|
|
// Return null image
|
|
return unknownimage; //mxd
|
|
}
|
|
|
|
//mxd. This tries to find and load any image with given name
|
|
internal Bitmap GetTextureBitmap(string name)
|
|
{
|
|
// Check the textures first...
|
|
ImageData img = GetTextureImage(name);
|
|
if(img is UnknownImage && !General.Map.Config.MixTexturesFlats)
|
|
img = GetFlatImage(name);
|
|
|
|
if(!(img is UnknownImage))
|
|
{
|
|
if(!img.IsImageLoaded) img.LoadImage();
|
|
if(!img.LoadFailed)
|
|
{
|
|
return new Bitmap(img.GetBitmap());
|
|
}
|
|
}
|
|
|
|
// Try to find any image...
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container has a lump with given name?
|
|
if(containers[i] is PK3StructuredReader)
|
|
{
|
|
string foundname = ((PK3StructuredReader)containers[i]).FindFirstFile(name, true);
|
|
if(string.IsNullOrEmpty(foundname)) continue;
|
|
name = foundname;
|
|
}
|
|
else if(!(containers[i] is WADReader))
|
|
{
|
|
throw new NotImplementedException("Unsupported container type!");
|
|
}
|
|
|
|
if(!containers[i].FileExists(name)) continue;
|
|
MemoryStream mem = containers[i].LoadFile(name);
|
|
if(mem == null) continue;
|
|
|
|
// Is it an image?
|
|
IImageReader reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
|
|
if(!(reader is UnknownImageReader))
|
|
{
|
|
// Load the image
|
|
mem.Seek(0, SeekOrigin.Begin);
|
|
Bitmap result;
|
|
try { result = reader.ReadAsBitmap(mem); }
|
|
catch(InvalidDataException)
|
|
{
|
|
// Data cannot be read!
|
|
result = null;
|
|
}
|
|
|
|
// Found it?
|
|
if(result != null) return result;
|
|
}
|
|
}
|
|
|
|
// No such image found
|
|
return null;
|
|
}
|
|
|
|
//mxd
|
|
public string GetFullTextureName(string name)
|
|
{
|
|
if(string.IsNullOrEmpty(name)) return name;
|
|
if(Path.GetFileNameWithoutExtension(name) == name && name.Length > CLASIC_IMAGE_NAME_LENGTH)
|
|
name = name.Substring(0, CLASIC_IMAGE_NAME_LENGTH);
|
|
long hash = MurmurHash2.Hash(name.Trim().ToUpperInvariant());
|
|
|
|
if(textures.ContainsKey(hash) && textures[hash] is HighResImage) return textures[hash].Name; //TEXTURES textures should still override regular ones...
|
|
if(texturenamesshorttofull.ContainsKey(hash)) return textures[texturenamesshorttofull[hash]].Name;
|
|
if(textures.ContainsKey(hash)) return textures[hash].Name;
|
|
return name;
|
|
}
|
|
|
|
//mxd
|
|
internal long GetFullLongTextureName(long hash)
|
|
{
|
|
if(textures.ContainsKey(hash) && textures[hash] is HighResImage) return hash; //TEXTURES textures should still override regular ones...
|
|
return (General.Map.Config.UseLongTextureNames && texturenamesshorttofull.ContainsKey(hash) ? texturenamesshorttofull[hash] : hash);
|
|
}
|
|
|
|
//mxd
|
|
private void LoadInternalTextures()
|
|
{
|
|
missingtexture3d = LoadInternalTexture("MissingTexture3D.png"); //mxd
|
|
unknowntexture3d = LoadInternalTexture("UnknownTexture3D.png"); //mxd
|
|
hourglass3d = LoadInternalTexture("Hourglass3D.png"); //mxd
|
|
crosshair = LoadInternalTexture("Crosshair.png"); //mxd
|
|
crosshairbusy = LoadInternalTexture("CrosshairBusy.png"); //mxd
|
|
}
|
|
|
|
//mxd
|
|
private static ImageData LoadInternalTexture(string name)
|
|
{
|
|
ImageData result;
|
|
string path = Path.Combine(General.TexturesPath, name);
|
|
if(File.Exists(path))
|
|
{
|
|
result = new FileImage(name, path) { AllowUnload = false };
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Unable to load editor texture '" + name + "'. Using built-in one instead.");
|
|
result = new ResourceImage("CodeImp.DoomBuilder.Resources." + name);
|
|
}
|
|
|
|
result.LoadImage();
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Flats
|
|
|
|
// This loads the flats
|
|
private int LoadFlats(Dictionary<long, ImageData> list, Dictionary<long, long> nametranslation)
|
|
{
|
|
int counter = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load flats
|
|
ICollection<ImageData> images = dr.LoadFlats();
|
|
if(images != null)
|
|
{
|
|
// Go for all flats
|
|
foreach(ImageData img in images)
|
|
{
|
|
// Add or replace in flats list
|
|
list.Remove(img.LongName);
|
|
list.Add(img.LongName, img);
|
|
counter++;
|
|
|
|
//mxd. Also add as short name when texture name is longer than 8 chars
|
|
// Or remove when a wad image with short name overrides previously added
|
|
// resource image with long name
|
|
if(img.HasLongName)
|
|
{
|
|
long longshortname = Lump.MakeLongName(Path.GetFileNameWithoutExtension(img.Name), false);
|
|
nametranslation.Remove(longshortname);
|
|
nametranslation.Add(longshortname, img.LongName);
|
|
}
|
|
else if(img is FlatImage && nametranslation.ContainsKey(img.LongName))
|
|
{
|
|
nametranslation.Remove(img.LongName);
|
|
}
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(img);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific flat stream
|
|
internal Stream GetFlatData(string pname, bool longname)
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this flat?
|
|
Stream flat = containers[i].GetFlatData(pname, longname);
|
|
if(flat != null) return flat;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This checks if a flat is known
|
|
public bool GetFlatExists(string name)
|
|
{
|
|
return GetFlatExists(Lump.MakeLongName(name)); //mxd
|
|
}
|
|
|
|
// This checks if a flat is known
|
|
public bool GetFlatExists(long longname)
|
|
{
|
|
return flats.ContainsKey(longname) || flatnamesshorttofull.ContainsKey(longname);
|
|
}
|
|
|
|
// This returns an image by string
|
|
public ImageData GetFlatImage(string name)
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
return GetFlatImage(longname);
|
|
}
|
|
|
|
// This returns an image by long
|
|
public ImageData GetFlatImage(long longname)
|
|
{
|
|
// Does this flat exist?
|
|
if(flats.ContainsKey(longname) && flats[longname] is HighResImage) return flats[longname]; //TEXTURES flats should still override regular ones...
|
|
if(flatnamesshorttofull.ContainsKey(longname)) return flats[flatnamesshorttofull[longname]]; //mxd
|
|
if(flats.ContainsKey(longname)) return flats[longname];
|
|
|
|
// Return null image
|
|
return unknownimage; //mxd
|
|
}
|
|
|
|
// This returns an image by long and doesn't check if it exists
|
|
/*public ImageData GetFlatImageKnown(long longname)
|
|
{
|
|
// Return flat
|
|
return flatnamesshorttofull.ContainsKey(longname) ? flats[flatnamesshorttofull[longname]] : flats[longname]; //mxd
|
|
}*/
|
|
|
|
//mxd. Gets full flat name by short flat name
|
|
public string GetFullFlatName(string name)
|
|
{
|
|
if(Path.GetFileNameWithoutExtension(name) == name && name.Length > CLASIC_IMAGE_NAME_LENGTH)
|
|
name = name.Substring(0, CLASIC_IMAGE_NAME_LENGTH);
|
|
long hash = MurmurHash2.Hash(name.ToUpperInvariant());
|
|
|
|
if(flats.ContainsKey(hash) && flats[hash] is HighResImage) return flats[hash].Name; //TEXTURES flats should still override regular ones...
|
|
if(flatnamesshorttofull.ContainsKey(hash)) return flats[flatnamesshorttofull[hash]].Name;
|
|
if(flats.ContainsKey(hash)) return flats[hash].Name;
|
|
return name;
|
|
}
|
|
|
|
//mxd
|
|
internal long GetFullLongFlatName(long hash)
|
|
{
|
|
if(flats.ContainsKey(hash) && flats[hash] is HighResImage) return hash; //TEXTURES flats should still override regular ones...
|
|
return (General.Map.Config.UseLongTextureNames && flatnamesshorttofull.ContainsKey(hash) ? flatnamesshorttofull[hash] : hash);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Sprites
|
|
|
|
// This loads the hard defined sprites (not all the lumps, we do that on a need-to-know basis, see LoadThingSprites)
|
|
private int LoadSprites()
|
|
{
|
|
int counter = 0;
|
|
|
|
// Load all defined sprites. Note that we do not use all sprites,
|
|
// so we don't add them for previews just yet.
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load sprites
|
|
ICollection<ImageData> images = dr.LoadSprites();
|
|
if(images != null)
|
|
{
|
|
// Add or replace in sprites list
|
|
foreach(ImageData img in images)
|
|
{
|
|
sprites[img.LongName] = img;
|
|
counter++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This loads the sprites that we really need for things
|
|
private int LoadThingSprites()
|
|
{
|
|
// Go for all things
|
|
foreach(ThingTypeInfo ti in General.Map.Data.ThingTypes)
|
|
{
|
|
// Valid sprite name?
|
|
if(ti.Sprite.Length == 0 || ti.Sprite.Length > CLASIC_IMAGE_NAME_LENGTH) continue; //mxd
|
|
|
|
ImageData image = null;
|
|
|
|
// Sprite not in our collection yet?
|
|
if(!sprites.ContainsKey(ti.SpriteLongName))
|
|
{
|
|
// Find sprite data
|
|
Stream spritedata = GetSpriteData(ti.Sprite);
|
|
if(spritedata != null)
|
|
{
|
|
// Make new sprite image
|
|
image = new SpriteImage(ti.Sprite);
|
|
|
|
// Add to collection
|
|
sprites.Add(ti.SpriteLongName, image);
|
|
}
|
|
else //mxd
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Missing sprite lump '" + ti.Sprite + "'. Forgot to include required resources?");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
image = sprites[ti.SpriteLongName];
|
|
}
|
|
|
|
// Add to preview manager
|
|
if(image != null) previews.AddImage(image);
|
|
}
|
|
|
|
// Output info
|
|
return sprites.Count;
|
|
}
|
|
|
|
// This returns a specific patch stream
|
|
internal Stream GetSpriteData(string pname)
|
|
{
|
|
if(!string.IsNullOrEmpty(pname))
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this patch?
|
|
Stream spritedata = containers[i].GetSpriteData(pname);
|
|
if(spritedata != null) return spritedata;
|
|
}
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This tests if a given sprite can be found
|
|
internal bool GetSpriteExists(string pname)
|
|
{
|
|
if(!string.IsNullOrEmpty(pname))
|
|
{
|
|
long longname = Lump.MakeLongName(pname);
|
|
if(sprites.ContainsKey(longname)) return true;
|
|
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this patch?
|
|
if(containers[i].GetSpriteExists(pname)) return true;
|
|
}
|
|
}
|
|
|
|
// No such patch found
|
|
return false;
|
|
}
|
|
|
|
// This loads the internal sprites
|
|
private void LoadInternalSprites()
|
|
{
|
|
// Add sprite icon files from directory
|
|
string[] files = Directory.GetFiles(General.SpritesPath, "*.png", SearchOption.TopDirectoryOnly);
|
|
foreach(string spritefile in files)
|
|
{
|
|
ImageData img = new FileImage(Path.GetFileNameWithoutExtension(spritefile).ToLowerInvariant(), spritefile);
|
|
img.LoadImage();
|
|
img.AllowUnload = false;
|
|
internalsprites.Add(img.Name, img);
|
|
}
|
|
|
|
// Add some internal resources
|
|
if(!internalsprites.ContainsKey("nothing"))
|
|
{
|
|
ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.Nothing.png");
|
|
img.LoadImage();
|
|
img.AllowUnload = false;
|
|
internalsprites.Add("nothing", img);
|
|
}
|
|
|
|
if(!internalsprites.ContainsKey("unknownthing"))
|
|
{
|
|
ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownThing.png");
|
|
img.LoadImage();
|
|
img.AllowUnload = false;
|
|
internalsprites.Add("unknownthing", img);
|
|
}
|
|
|
|
//mxd
|
|
if(!internalsprites.ContainsKey("missingthing"))
|
|
{
|
|
ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.MissingThing.png");
|
|
img.LoadImage();
|
|
img.AllowUnload = false;
|
|
internalsprites.Add("missingthing", img);
|
|
}
|
|
}
|
|
|
|
// This returns an image by name
|
|
public ImageData GetSpriteImage(string name)
|
|
{
|
|
// Is this referring to an internal sprite image?
|
|
if((name.Length > INTERNAL_PREFIX.Length) && name.ToLowerInvariant().StartsWith(INTERNAL_PREFIX))
|
|
{
|
|
// Get the internal sprite
|
|
string internalname = name.Substring(INTERNAL_PREFIX.Length).ToLowerInvariant();
|
|
if(internalsprites.ContainsKey(internalname))
|
|
return internalsprites[internalname];
|
|
|
|
return internalsprites["unknownthing"]; //mxd
|
|
}
|
|
else
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
|
|
// Sprite already loaded?
|
|
if(sprites.ContainsKey(longname))
|
|
{
|
|
// Return exiting sprite
|
|
return sprites[longname];
|
|
}
|
|
else
|
|
{
|
|
Stream spritedata = null;
|
|
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This container provides this sprite?
|
|
spritedata = containers[i].GetSpriteData(name);
|
|
if(spritedata != null) break;
|
|
}
|
|
|
|
// Found anything?
|
|
if(spritedata != null)
|
|
{
|
|
// Make new sprite image
|
|
SpriteImage image = new SpriteImage(name);
|
|
|
|
// Add to collection
|
|
sprites.Add(longname, image);
|
|
|
|
// Return result
|
|
return image;
|
|
}
|
|
else //mxd
|
|
{
|
|
ImageData img = string.IsNullOrEmpty(name) ? internalsprites["unknownthing"] : internalsprites["missingthing"];
|
|
|
|
// Add to collection
|
|
sprites.Add(longname, img);
|
|
|
|
// Return image
|
|
return img;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Things
|
|
|
|
// This loads the things from Decorate
|
|
private int LoadDecorateThings(Dictionary<int, string> spawnnumsoverride, Dictionary<int, string> doomednumsoverride)
|
|
{
|
|
int counter = 0;
|
|
char[] catsplitter = new[] {Path.AltDirectorySeparatorChar}; //mxd
|
|
|
|
// Create new parser
|
|
decorate = new DecorateParser { OnInclude = LoadDecorateFromLocation };
|
|
|
|
// Only load these when the game configuration supports the use of decorate
|
|
if(!string.IsNullOrEmpty(General.Map.Config.DecorateGames))
|
|
{
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load Decorate info cumulatively (the last Decorate is added to the previous)
|
|
// I'm not sure if this is the right thing to do though.
|
|
currentreader = dr;
|
|
Dictionary<string, Stream> decostreams = dr.GetDecorateData("DECORATE");
|
|
foreach(KeyValuePair<string, Stream> group in decostreams)
|
|
{
|
|
// Parse the data
|
|
group.Value.Seek(0, SeekOrigin.Begin);
|
|
decorate.Parse(group.Value, group.Key, true);
|
|
|
|
//mxd. DECORATE lumps are interdepandable. Can't carry on...
|
|
if(decorate.HasError)
|
|
{
|
|
decorate.LogError(); //mxd
|
|
return counter;
|
|
}
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
|
|
if(!decorate.HasError)
|
|
{
|
|
// Step 1. Go for all actors in the decorate to make things or update things
|
|
foreach(ActorStructure actor in decorate.Actors)
|
|
{
|
|
// Check if we want to add this actor
|
|
if(actor.DoomEdNum > 0)
|
|
{
|
|
string catname = ZDTextParser.StripQuotes(actor.GetPropertyAllValues("$category"));
|
|
string[] catnames; //mxd
|
|
if(string.IsNullOrEmpty(catname.Trim()))
|
|
catnames = new[] { "decorate" };
|
|
else
|
|
catnames = catname.Split(catsplitter, StringSplitOptions.RemoveEmptyEntries); //mxd
|
|
|
|
// Check if we can find this thing in our existing collection
|
|
if(thingtypes.ContainsKey(actor.DoomEdNum))
|
|
{
|
|
// Update the thing
|
|
thingtypes[actor.DoomEdNum].ModifyByDecorateActor(actor);
|
|
}
|
|
else
|
|
{
|
|
// Find the category to put the actor in
|
|
ThingCategory cat = GetThingCategory(null, thingcategories, catnames); //mxd
|
|
|
|
// Add new thing
|
|
ThingTypeInfo t = new ThingTypeInfo(cat, actor);
|
|
cat.AddThing(t);
|
|
thingtypes.Add(t.Index, t);
|
|
}
|
|
|
|
// Count
|
|
counter++;
|
|
}
|
|
}
|
|
|
|
//mxd. Step 2. Apply DoomEdNum MAPINFO overrides, remove actors disabled in MAPINFO
|
|
if(doomednumsoverride.Count > 0)
|
|
{
|
|
List<int> toremove = new List<int>();
|
|
Dictionary<string, ThingTypeInfo> thingtypesbyclass = new Dictionary<string, ThingTypeInfo>();
|
|
foreach(KeyValuePair<int, ThingTypeInfo> group in thingtypes)
|
|
{
|
|
if(string.IsNullOrEmpty(group.Value.ClassName)) continue;
|
|
thingtypesbyclass[group.Value.ClassName.ToLowerInvariant()] = group.Value;
|
|
}
|
|
|
|
foreach(KeyValuePair<int, string> group in doomednumsoverride)
|
|
{
|
|
// Remove thing from the list?
|
|
if(group.Value == "none")
|
|
{
|
|
toremove.Add(group.Key);
|
|
continue;
|
|
}
|
|
|
|
// Skip if already added.
|
|
if(thingtypes.ContainsKey(group.Key) && thingtypes[group.Key].ClassName.ToLowerInvariant() == group.Value)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Try to find the actor...
|
|
ActorStructure actor = null;
|
|
|
|
//... in ActorsByClass
|
|
if(decorate.ActorsByClass.ContainsKey(group.Value))
|
|
{
|
|
actor = decorate.ActorsByClass[group.Value];
|
|
}
|
|
// Try finding in ArchivedActors
|
|
else if(decorate.AllActorsByClass.ContainsKey(group.Value))
|
|
{
|
|
actor = decorate.AllActorsByClass[group.Value];
|
|
}
|
|
|
|
if(actor != null)
|
|
{
|
|
// Find the category to put the actor in
|
|
string catname = ZDTextParser.StripQuotes(actor.GetPropertyAllValues("$category"));
|
|
string[] catnames; //mxd
|
|
if(string.IsNullOrEmpty(catname.Trim()))
|
|
catnames = new[] { "decorate" };
|
|
else
|
|
catnames = catname.Split(catsplitter, StringSplitOptions.RemoveEmptyEntries); //mxd
|
|
|
|
ThingCategory cat = GetThingCategory(null, thingcategories, catnames); //mxd
|
|
|
|
// Add a new ThingTypeInfo, replacing already existing one if necessary
|
|
ThingTypeInfo info = new ThingTypeInfo(cat, actor, group.Key);
|
|
thingtypes[group.Key] = info;
|
|
cat.AddThing(info);
|
|
}
|
|
// Check thingtypes...
|
|
else if(thingtypesbyclass.ContainsKey(group.Value))
|
|
{
|
|
ThingTypeInfo t = new ThingTypeInfo(group.Key, thingtypesbyclass[group.Value]);
|
|
|
|
// Add new thing, replacing already existing one if necessary
|
|
t.Category.AddThing(t);
|
|
thingtypes[group.Key] = t;
|
|
}
|
|
// Loudly give up...
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Failed to apply MAPINFO DoomEdNum override '" + group.Key + " = " + group.Value + ": failed to find corresponding actor class...");
|
|
}
|
|
}
|
|
|
|
// Remove items
|
|
foreach(int id in toremove)
|
|
{
|
|
if(thingtypes.ContainsKey(id))
|
|
{
|
|
thingtypes[id].Category.RemoveThing(thingtypes[id]);
|
|
thingtypes.Remove(id);
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Step 3. Gather DECORATE SpawnIDs
|
|
Dictionary<int, EnumItem> configspawnnums = new Dictionary<int, EnumItem>();
|
|
|
|
// Update or create the main enums list
|
|
if(General.Map.Config.Enums.ContainsKey("spawnthing"))
|
|
{
|
|
foreach(EnumItem item in General.Map.Config.Enums["spawnthing"])
|
|
configspawnnums.Add(item.GetIntValue(), item);
|
|
}
|
|
|
|
bool spawnidschanged = false;
|
|
if(!decorate.HasError)
|
|
{
|
|
foreach(ActorStructure actor in decorate.Actors)
|
|
{
|
|
int spawnid = actor.GetPropertyValueInt("spawnid", 0);
|
|
if(spawnid != 0)
|
|
{
|
|
configspawnnums[spawnid] = new EnumItem(spawnid.ToString(), (actor.HasPropertyWithValue("$title") ? actor.GetPropertyAllValues("$title") : actor.ClassName));
|
|
spawnidschanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Step 4. Update SpawnNums using MAPINFO overrides
|
|
if(spawnnumsoverride.Count > 0)
|
|
{
|
|
// Modify by MAPINFO data
|
|
foreach(KeyValuePair<int, string> group in spawnnumsoverride)
|
|
{
|
|
configspawnnums[group.Key] = new EnumItem(group.Key.ToString(), (thingtypes.ContainsKey(group.Key) ? thingtypes[group.Key].Title : group.Value));
|
|
}
|
|
|
|
spawnidschanged = true;
|
|
}
|
|
|
|
if(spawnidschanged)
|
|
{
|
|
// Update the main collection
|
|
EnumList newenums = new EnumList();
|
|
newenums.AddRange(configspawnnums.Values);
|
|
newenums.Sort();
|
|
General.Map.Config.Enums["spawnthing"] = newenums;
|
|
|
|
// Update all ArgumentInfos...
|
|
foreach(ThingTypeInfo info in thingtypes.Values)
|
|
{
|
|
foreach(ArgumentInfo ai in info.Args)
|
|
if(ai.Enum.Name == "spawnthing") ai.Enum = newenums;
|
|
}
|
|
|
|
foreach(LinedefActionInfo info in General.Map.Config.LinedefActions.Values)
|
|
{
|
|
foreach(ArgumentInfo ai in info.Args)
|
|
if(ai.Enum.Name == "spawnthing") ai.Enum = newenums;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
//mxd
|
|
private static ThingCategory GetThingCategory(ThingCategory parent, List<ThingCategory> categories, string[] catnames)
|
|
{
|
|
// Find the category to put the actor in
|
|
ThingCategory cat = null;
|
|
string catname = catnames[0].ToLowerInvariant().Trim();
|
|
if(string.IsNullOrEmpty(catname)) catname = "decorate";
|
|
|
|
// First search by Title...
|
|
foreach(ThingCategory c in categories)
|
|
{
|
|
if(c.Title.ToLowerInvariant() == catname) cat = c;
|
|
}
|
|
|
|
// Make full name
|
|
if(parent != null) catname = parent.Name.ToLowerInvariant() + "." + catname;
|
|
|
|
//...then - by Name
|
|
if(cat == null)
|
|
{
|
|
foreach(ThingCategory c in categories)
|
|
{
|
|
if(c.Name.ToLowerInvariant() == catname) cat = c;
|
|
}
|
|
}
|
|
|
|
// Make the category if needed
|
|
if(cat == null)
|
|
{
|
|
string cattitle = catnames[0].Trim();
|
|
if(string.IsNullOrEmpty(cattitle)) cattitle = "Decorate";
|
|
cat = new ThingCategory(parent, catname, cattitle);
|
|
categories.Add(cat); // ^.^
|
|
}
|
|
|
|
// Still have subcategories?
|
|
if(catnames.Length > 1)
|
|
{
|
|
string[] remainingnames = new string[catnames.Length - 1];
|
|
Array.Copy(catnames, 1, remainingnames, 0, remainingnames.Length);
|
|
return GetThingCategory(cat, cat.Children, remainingnames);
|
|
}
|
|
|
|
return cat;
|
|
}
|
|
|
|
// This loads Decorate data from a specific file or lump name
|
|
private void LoadDecorateFromLocation(DecorateParser parser, string location)
|
|
{
|
|
//General.WriteLogLine("Including DECORATE resource '" + location + "'...");
|
|
Dictionary<string, Stream> decostreams = currentreader.GetDecorateData(location);
|
|
foreach(KeyValuePair<string, Stream> group in decostreams)
|
|
{
|
|
// Parse this data
|
|
parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key), false);
|
|
|
|
//mxd. DECORATE lumps are interdepandable. Can't carry on...
|
|
if(parser.HasError)
|
|
{
|
|
decorate.LogError();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This gets thing information by index
|
|
public ThingTypeInfo GetThingInfo(int thingtype)
|
|
{
|
|
// Index in config?
|
|
if(thingtypes.ContainsKey(thingtype))
|
|
{
|
|
// Return from config
|
|
return thingtypes[thingtype];
|
|
}
|
|
|
|
// Create unknown thing info
|
|
return new ThingTypeInfo(thingtype);
|
|
}
|
|
|
|
// This gets thing information by index
|
|
// Returns null when thing type info could not be found
|
|
public ThingTypeInfo GetThingInfoEx(int thingtype)
|
|
{
|
|
// Index in config?
|
|
if(thingtypes.ContainsKey(thingtype))
|
|
{
|
|
// Return from config
|
|
return thingtypes[thingtype];
|
|
}
|
|
|
|
// No such thing type known
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== mxd. Modeldef, Voxeldef, Gldefs, Mapinfo
|
|
|
|
//mxd. This creates <Actor Class, Thing.Type> dictionary. Should be called after all DECORATE actors are parsed
|
|
private Dictionary<string, int> CreateActorsByClassList()
|
|
{
|
|
Dictionary<string, int> actors = new Dictionary<string, int>(StringComparer.OrdinalIgnoreCase);
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return actors;
|
|
|
|
//read our new shiny ClassNames for default game things
|
|
foreach(KeyValuePair<int, ThingTypeInfo> ti in thingtypes)
|
|
{
|
|
if(!string.IsNullOrEmpty(ti.Value.ClassName))
|
|
{
|
|
if(actors.ContainsKey(ti.Value.ClassName) && actors[ti.Value.ClassName] != ti.Key)
|
|
General.ErrorLogger.Add(ErrorType.Warning, "actor '" + ti.Value.ClassName + "' has several editor numbers! Only the last one (" + ti.Key + ") will be used.");
|
|
actors[ti.Value.ClassName] = ti.Key;
|
|
}
|
|
}
|
|
|
|
if(actors.Count == 0)
|
|
General.ErrorLogger.Add(ErrorType.Warning, "unable to find any DECORATE actor definitions!");
|
|
|
|
return actors;
|
|
}
|
|
|
|
//mxd
|
|
public void ReloadModeldef()
|
|
{
|
|
if(modeldefentries != null)
|
|
{
|
|
foreach(KeyValuePair<int, ModelData> group in modeldefentries)
|
|
group.Value.Dispose();
|
|
}
|
|
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading model definitions...");
|
|
LoadModeldefs(CreateActorsByClassList());
|
|
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading voxel definitions...");
|
|
LoadVoxels();
|
|
|
|
foreach(Thing t in General.Map.Map.Things) t.UpdateCache();
|
|
|
|
//rebuild geometry if in Visual mode
|
|
if(General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode")
|
|
{
|
|
General.Editing.Mode.OnReloadResources();
|
|
}
|
|
|
|
General.MainWindow.DisplayReady();
|
|
}
|
|
|
|
//mxd
|
|
public void ReloadGldefs()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading GLDEFS...");
|
|
|
|
try
|
|
{
|
|
LoadGldefs(CreateActorsByClassList());
|
|
}
|
|
catch(ArgumentNullException)
|
|
{
|
|
MessageBox.Show("GLDEFS reload failed. Try using 'Reload Resources' instead.\nCheck 'Errors and Warnings' window for more details.");
|
|
General.MainWindow.DisplayReady();
|
|
return;
|
|
}
|
|
|
|
// Rebuild skybox texture
|
|
SetupSkybox();
|
|
|
|
// Rebuild geometry if in Visual mode
|
|
if(General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode")
|
|
{
|
|
General.Editing.Mode.OnReloadResources();
|
|
}
|
|
|
|
General.MainWindow.DisplayReady();
|
|
}
|
|
|
|
//mxd. This parses modeldefs. Should be called after all DECORATE actors are parsed and actorsByClass dictionary created
|
|
private void LoadModeldefs(Dictionary<string, int> actorsbyclass)
|
|
{
|
|
//if no actors defined in DECORATE or game config...
|
|
if(actorsbyclass.Count == 0) return;
|
|
|
|
Dictionary<string, ModelData> modeldefentriesbyname = new Dictionary<string, ModelData>(StringComparer.Ordinal);
|
|
ModeldefParser parser = new ModeldefParser(actorsbyclass);
|
|
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
|
|
Dictionary<string, Stream> streams = dr.GetModeldefData();
|
|
foreach(KeyValuePair<string, Stream> group in streams)
|
|
{
|
|
// Parse the data
|
|
if(parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key), true))
|
|
{
|
|
foreach(KeyValuePair<string, ModelData> g in parser.Entries)
|
|
{
|
|
if(modeldefentriesbyname.ContainsKey(g.Key))
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Model definition for actor '" + g.Key + "' is double-defined in '" + group.Key + "'");
|
|
|
|
modeldefentriesbyname[g.Key] = g.Value;
|
|
}
|
|
}
|
|
|
|
// Modeldefs are independable, so parsing fail in one file should not affect the others
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
|
|
foreach(KeyValuePair<string, ModelData> e in modeldefentriesbyname)
|
|
{
|
|
if(actorsbyclass.ContainsKey(e.Key))
|
|
modeldefentries[actorsbyclass[e.Key]] = modeldefentriesbyname[e.Key];
|
|
else if(!decorate.ActorsByClass.ContainsKey(e.Key))
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Got MODELDEF override for class '" + e.Key + "', but haven't found such class in Decorate");
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private void LoadVoxels()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
//Get names of all voxel models, which can be used "as is"
|
|
Dictionary<string, bool> voxelNames = new Dictionary<string, bool>(StringComparer.Ordinal);
|
|
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
|
|
IEnumerable<string> result = dr.GetVoxelNames();
|
|
if(result == null) continue;
|
|
|
|
foreach(string s in result)
|
|
{
|
|
if(!voxelNames.ContainsKey(s)) voxelNames.Add(s, false);
|
|
}
|
|
}
|
|
|
|
Dictionary<string, List<int>> sprites = new Dictionary<string, List<int>>(StringComparer.Ordinal);
|
|
|
|
// Go for all things
|
|
foreach(ThingTypeInfo ti in thingtypes.Values)
|
|
{
|
|
// Valid sprite name?
|
|
string sprite;
|
|
|
|
if(ti.Sprite.Length == 0 || ti.Sprite.Length > CLASIC_IMAGE_NAME_LENGTH)
|
|
{
|
|
if(ti.Actor == null) continue;
|
|
sprite = ti.Actor.FindSuitableVoxel(voxelNames);
|
|
}
|
|
else
|
|
{
|
|
sprite = ti.Sprite;
|
|
}
|
|
|
|
if(string.IsNullOrEmpty(sprite)) continue;
|
|
if(!sprites.ContainsKey(sprite)) sprites.Add(sprite, new List<int>());
|
|
sprites[sprite].Add(ti.Index);
|
|
}
|
|
|
|
VoxeldefParser parser = new VoxeldefParser();
|
|
Dictionary<string, bool> processed = new Dictionary<string, bool>(StringComparer.Ordinal);
|
|
|
|
//parse VOXLEDEF
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
|
|
KeyValuePair<string, Stream> group = dr.GetVoxeldefData();
|
|
if(group.Value != null)
|
|
{
|
|
if(parser.Parse(group.Value, group.Key, true))
|
|
{
|
|
foreach(KeyValuePair<string, ModelData> entry in parser.Entries)
|
|
{
|
|
foreach(KeyValuePair<string, List<int>> sc in sprites)
|
|
{
|
|
if(sc.Key.Contains(entry.Key))
|
|
{
|
|
foreach(int id in sc.Value) modeldefentries[id] = entry.Value;
|
|
processed.Add(entry.Key, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
|
|
//get voxel models
|
|
foreach(KeyValuePair<string, bool> group in voxelNames)
|
|
{
|
|
if(processed.ContainsKey(group.Key)) continue;
|
|
foreach(KeyValuePair<string, List<int>> sc in sprites)
|
|
{
|
|
if(sc.Key.Contains(group.Key))
|
|
{
|
|
//it's a model without a definition, and it corresponds to a sprite we can display, so let's add it
|
|
ModelData data = new ModelData { IsVoxel = true };
|
|
data.ModelNames.Add(group.Key);
|
|
|
|
foreach(int id in sprites[sc.Key]) modeldefentries[id] = data;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. This parses gldefs. Should be called after all DECORATE actors are parsed
|
|
private void LoadGldefs(Dictionary<string, int> actorsbyclass)
|
|
{
|
|
// Skip if no actors defined in DECORATE or game config...
|
|
if(actorsbyclass.Count == 0) return;
|
|
|
|
GldefsParser parser = new GldefsParser { OnInclude = ParseFromLocation };
|
|
|
|
// Load gldefs from resources
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
parser.ClearIncludesList();
|
|
Dictionary<string, Stream> streams = dr.GetGldefsData(General.Map.Config.GameType);
|
|
|
|
foreach(KeyValuePair<string, Stream> group in streams)
|
|
{
|
|
parser.Parse(group.Value, group.Key, false);
|
|
|
|
// Gldefs can be interdependable. Can't carry on
|
|
if(parser.HasError)
|
|
{
|
|
parser.LogError();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create Gldefs Entries dictionary
|
|
foreach(KeyValuePair<string, string> e in parser.Objects) //<ClassName, Light name>
|
|
{
|
|
// If we have decorate actor and light definition for given ClassName...
|
|
if(actorsbyclass.ContainsKey(e.Key) && parser.LightsByName.ContainsKey(e.Value))
|
|
gldefsentries[actorsbyclass[e.Key]] = parser.LightsByName[e.Value];
|
|
else if(!decorate.AllActorsByClass.ContainsKey(e.Key))
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Got GLDEFS light for class '" + e.Key + "', but haven't found such class in DECORATE");
|
|
}
|
|
|
|
// Grab them glowy flats!
|
|
glowingflats = parser.GlowingFlats;
|
|
|
|
// And skyboxes
|
|
skyboxes = parser.Skyboxes;
|
|
}
|
|
|
|
//mxd. This updates mapinfo class only
|
|
internal void ReloadMapInfoPartial()
|
|
{
|
|
Dictionary<int, string> spawnnums, doomednums;
|
|
LoadMapInfo(out spawnnums, out doomednums);
|
|
}
|
|
|
|
//mxd. This loads (Z)MAPINFO
|
|
private void LoadMapInfo(out Dictionary<int, string> spawnnums, out Dictionary<int, string> doomednums)
|
|
{
|
|
MapinfoParser parser = new MapinfoParser { OnInclude = ParseFromLocation };
|
|
|
|
// Parse mapinfo
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
|
|
Dictionary<string, Stream> streams = dr.GetMapinfoData();
|
|
foreach(KeyValuePair<string, Stream> group in streams)
|
|
{
|
|
// Parse the data
|
|
parser.Parse(group.Value, Path.Combine(dr.Location.location, group.Key), General.Map.Options.LevelName, false);
|
|
|
|
//MAPINFO lumps are interdependable. Can't carry on...
|
|
if(parser.HasError)
|
|
{
|
|
parser.LogError();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!parser.HasError)
|
|
{
|
|
// Store parsed data
|
|
spawnnums = parser.SpawnNums;
|
|
doomednums = parser.DoomEdNums;
|
|
mapinfo = parser.MapInfo;
|
|
}
|
|
else
|
|
{
|
|
// No nulls allowed!
|
|
spawnnums = new Dictionary<int, string>();
|
|
doomednums = new Dictionary<int, string>();
|
|
mapinfo = new MapInfo();
|
|
}
|
|
|
|
currentreader = null;
|
|
}
|
|
|
|
private void ParseFromLocation(ZDTextParser parser, string location, bool clearerrors)
|
|
{
|
|
if(currentreader.IsSuspended) throw new Exception("Data reader is suspended");
|
|
parser.Parse(currentreader.LoadFile(location), location, clearerrors);
|
|
}
|
|
|
|
//mxd. This loads REVERBS
|
|
private void LoadReverbs()
|
|
{
|
|
reverbs.Clear();
|
|
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
ReverbsParser parser = new ReverbsParser();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
Dictionary<string, Stream> streams = dr.GetReverbsData();
|
|
foreach(KeyValuePair<string, Stream> group in streams)
|
|
{
|
|
// Parse the data
|
|
parser.Parse(group.Value, group.Key, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
reverbs = parser.GetReverbs();
|
|
}
|
|
|
|
//mxd. This loads SNDSEQ
|
|
private void LoadSndSeq()
|
|
{
|
|
soundsequences.Clear();
|
|
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
SndSeqParser parser = new SndSeqParser();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
Dictionary<string, Stream> streams = dr.GetSndSeqData();
|
|
|
|
// Parse the data
|
|
foreach(KeyValuePair<string, Stream> group in streams)
|
|
{
|
|
parser.Parse(group.Value, group.Key, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
soundsequences = parser.GetSoundSequences();
|
|
}
|
|
|
|
//mxd. This loads cameratextures from ANIMDEFS
|
|
private void LoadAnimdefs()
|
|
{
|
|
// Bail out when not supported by current game configuration
|
|
if(string.IsNullOrEmpty(General.Map.Config.DecorateGames)) return;
|
|
|
|
AnimdefsParser parser = new AnimdefsParser();
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
currentreader = dr;
|
|
Dictionary<string, Stream> streams = dr.GetAnimdefsData();
|
|
|
|
// Parse the data
|
|
foreach(KeyValuePair<string, Stream> group in streams)
|
|
{
|
|
parser.Parse(group.Value, group.Key, true);
|
|
|
|
// Report errors?
|
|
if(parser.HasError) parser.LogError();
|
|
|
|
// Create images
|
|
foreach(var g in parser.CameraTextures)
|
|
{
|
|
// Grab a local copy
|
|
CameraTextureData data = g.Value;
|
|
|
|
// Apply texture size override?
|
|
if(!data.FitTexture)
|
|
{
|
|
long longname = Lump.MakeLongName(data.Name);
|
|
|
|
if(textures.ContainsKey(longname))
|
|
{
|
|
data.ScaleX = (float)textures[longname].Width / data.Width;
|
|
data.ScaleY = (float)textures[longname].Height / data.Height;
|
|
}
|
|
else if(flats.ContainsKey(longname))
|
|
{
|
|
data.ScaleX = (float)flats[longname].Width / data.Width;
|
|
data.ScaleY = (float)flats[longname].Height / data.Height;
|
|
}
|
|
}
|
|
|
|
// Create texture
|
|
CameraTextureImage camteximage = new CameraTextureImage(data);
|
|
|
|
// Add to flats and textures
|
|
texturenames.Add(camteximage.Name);
|
|
flatnames.Add(camteximage.Name);
|
|
|
|
//TODO: Do cameratextures override stuff like this?..
|
|
textures[camteximage.LongName] = camteximage;
|
|
flats[camteximage.LongName] = camteximage;
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(camteximage);
|
|
|
|
// Add to container's texture set
|
|
currentreader.TextureSet.AddFlat(camteximage);
|
|
currentreader.TextureSet.AddTexture(camteximage);
|
|
}
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
}
|
|
|
|
//mxd
|
|
internal Stream LoadFile(string name)
|
|
{
|
|
// Filesystem path?
|
|
if(Path.IsPathRooted(name))
|
|
return (File.Exists(name) ? File.OpenRead(name) : null);
|
|
|
|
foreach(DataReader dr in containers)
|
|
if(dr.FileExists(name)) return dr.LoadFile(name);
|
|
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
// This finds the first IWAD resource
|
|
// Returns false when not found
|
|
public bool FindFirstIWAD(out DataLocation result)
|
|
{
|
|
// Go for all data containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Container is a WAD file?
|
|
if(dr is WADReader)
|
|
{
|
|
// Check if it is an IWAD
|
|
WADReader wr = dr as WADReader;
|
|
if(wr.IsIWAD)
|
|
{
|
|
// Return location!
|
|
result = wr.Location;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// No IWAD found
|
|
result = new DataLocation();
|
|
return false;
|
|
}
|
|
|
|
// This signals the background thread to update the
|
|
// used-in-map status on all textures and flats
|
|
public void UpdateUsedTextures()
|
|
{
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
lock(usedtextures)
|
|
{
|
|
usedtextures.Clear();
|
|
|
|
// Go through the map to find the used textures
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
{
|
|
// Add used textures to dictionary
|
|
if(sd.LongHighTexture != MapSet.EmptyLongName) usedtextures[sd.LongHighTexture] = 0;
|
|
if(sd.LongMiddleTexture != MapSet.EmptyLongName) usedtextures[sd.LongMiddleTexture] = 0;
|
|
if(sd.LongLowTexture != MapSet.EmptyLongName) usedtextures[sd.LongLowTexture] = 0;
|
|
}
|
|
|
|
// Go through the map to find the used flats
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
// Add used flats to dictionary
|
|
usedtextures[s.LongFloorTexture] = 0;
|
|
usedtextures[s.LongCeilTexture] = 0;
|
|
}
|
|
|
|
// Notify the background thread that it needs to update the images
|
|
updatedusedtextures = true;
|
|
}
|
|
}
|
|
//mxd. Use separate collections
|
|
else
|
|
{
|
|
lock(usedtextures)
|
|
{
|
|
usedtextures.Clear();
|
|
|
|
// Go through the map to find the used textures
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
{
|
|
// Add used textures to dictionary
|
|
if(sd.LongHighTexture != MapSet.EmptyLongName) usedtextures[sd.LongHighTexture] = 0;
|
|
if(sd.LongMiddleTexture != MapSet.EmptyLongName) usedtextures[sd.LongMiddleTexture] = 0;
|
|
if(sd.LongLowTexture != MapSet.EmptyLongName) usedtextures[sd.LongLowTexture] = 0;
|
|
}
|
|
}
|
|
|
|
lock(usedflats)
|
|
{
|
|
usedflats.Clear();
|
|
|
|
// Go through the map to find the used flats
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
// Add used flats to dictionary
|
|
usedflats[s.LongFloorTexture] = 0;
|
|
usedflats[s.LongCeilTexture] = 0;
|
|
}
|
|
}
|
|
|
|
// Notify the background thread that it needs to update the images
|
|
updatedusedtextures = true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== mxd. Skybox Making
|
|
|
|
internal void SetupSkybox()
|
|
{
|
|
// Get rid of old texture
|
|
if(skybox != null) skybox.Dispose(); skybox = null;
|
|
|
|
// Determine which texture name to use
|
|
string skytex = string.Empty;
|
|
if(!string.IsNullOrEmpty(mapinfo.Sky1))
|
|
{
|
|
skytex = mapinfo.Sky1;
|
|
}
|
|
// Use vanilla sky only when current map doesn't have a MAPINFO entry
|
|
else if(!mapinfo.IsDefined)
|
|
{
|
|
if(General.Map.Config.DefaultSkyTextures.ContainsKey(General.Map.Options.CurrentName))
|
|
skytex = General.Map.Config.DefaultSkyTextures[General.Map.Options.CurrentName];
|
|
else
|
|
skytex = General.GetByIndex(General.Map.Config.DefaultSkyTextures, 0).Value;
|
|
}
|
|
|
|
// Create sky texture
|
|
if(!string.IsNullOrEmpty(skytex))
|
|
{
|
|
if(skyboxes.ContainsKey(skytex))
|
|
{
|
|
// Create cubemap texture
|
|
skybox = (skyboxes[skytex].Textures.Count == 6 ? MakeSkyBox6(skyboxes[skytex]) : MakeSkyBox3(skyboxes[skytex]));
|
|
}
|
|
else
|
|
{
|
|
// Create classic texture
|
|
Bitmap img = GetTextureBitmap(skytex);
|
|
if(img != null)
|
|
{
|
|
skybox = MakeClassicSkyBox(img);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sky texture will be missing in ZDoom. Use internal texture
|
|
if(skybox == null)
|
|
{
|
|
// Whine and moan
|
|
if(string.IsNullOrEmpty(skytex))
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Skybox creation failed: Sky1 property is missing from the MAPINFO map definition");
|
|
else
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Skybox creation failed: unable to load \"" + skytex + "\" texture");
|
|
|
|
// Use the built-in texture
|
|
ImageData tex = LoadInternalTexture("MissingSky3D.png");
|
|
tex.CreateTexture();
|
|
Bitmap sky = new Bitmap(tex.GetBitmap());
|
|
sky.RotateFlip(RotateFlipType.RotateNoneFlipX); // We don't want our built-in image mirrored...
|
|
skybox = MakeClassicSkyBox(sky);
|
|
tex.Dispose();
|
|
}
|
|
}
|
|
|
|
//INFO: 1. Looks like GZDoom tries to tile a sky texture into a 1024 pixel width texture.
|
|
//INFO: 2. If sky texture width <= height, it will be tiled to fit into 512 pixel height texture vertically.
|
|
private static CubeTexture MakeClassicSkyBox(Bitmap img)
|
|
{
|
|
// Get averaged top and bottom colors from the original image
|
|
int tr = 0, tg = 0, tb = 0, br = 0, bg = 0, bb = 0;
|
|
const int defaultcolorsampleheight = 28;
|
|
int colorsampleheight = Math.Max(1, Math.Min(defaultcolorsampleheight, img.Height / 2)); // TODO: is this value calculated from the image's height?
|
|
bool dogradients = colorsampleheight < img.Height / 2;
|
|
|
|
for(int w = 0; w < img.Width; w++)
|
|
{
|
|
for(int h = 0; h < colorsampleheight; h++)
|
|
{
|
|
Color c = img.GetPixel(w, h);
|
|
tr += c.R;
|
|
tg += c.G;
|
|
tb += c.B;
|
|
|
|
c = img.GetPixel(w, img.Height - 1 - h);
|
|
br += c.R;
|
|
bg += c.G;
|
|
bb += c.B;
|
|
}
|
|
}
|
|
|
|
int pixelscount = img.Width * colorsampleheight;
|
|
Color topcolor = Color.FromArgb(255, tr / pixelscount, tg / pixelscount, tb / pixelscount);
|
|
Color bottomcolor = Color.FromArgb(255, br / pixelscount, bg / pixelscount, bb / pixelscount);
|
|
|
|
// Make tiling image
|
|
int horiztiles = (int)Math.Ceiling(1024.0f / img.Width);
|
|
int verttiles = img.Height > 256 ? 1 : 2;
|
|
|
|
Bitmap skyimage = new Bitmap(1024, img.Height * verttiles, img.PixelFormat);
|
|
|
|
// Draw original image
|
|
using(Graphics g = Graphics.FromImage(skyimage))
|
|
{
|
|
for(int w = 0; w < horiztiles; w++)
|
|
{
|
|
for(int h = 0; h < verttiles; h++)
|
|
{
|
|
g.DrawImage(img, img.Width * w, img.Height * h);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make top and bottom images
|
|
const int capsimgsize = 16;
|
|
Bitmap topimg = new Bitmap(capsimgsize, capsimgsize);
|
|
using(Graphics g = Graphics.FromImage(topimg))
|
|
{
|
|
using(SolidBrush b = new SolidBrush(topcolor))
|
|
g.FillRectangle(b, 0, 0, capsimgsize, capsimgsize);
|
|
}
|
|
|
|
Bitmap bottomimg = new Bitmap(capsimgsize, capsimgsize);
|
|
using(Graphics g = Graphics.FromImage(bottomimg))
|
|
{
|
|
using(SolidBrush b = new SolidBrush(bottomcolor))
|
|
g.FillRectangle(b, 0, 0, capsimgsize, capsimgsize);
|
|
}
|
|
|
|
// Apply top/bottom gradients
|
|
if(dogradients)
|
|
{
|
|
using(Graphics g = Graphics.FromImage(skyimage))
|
|
{
|
|
Rectangle area = new Rectangle(0, 0, skyimage.Width, colorsampleheight);
|
|
using(LinearGradientBrush b = new LinearGradientBrush(area, topcolor, Color.FromArgb(0, topcolor), 90f))
|
|
{
|
|
g.FillRectangle(b, area);
|
|
}
|
|
|
|
area = new Rectangle(0, skyimage.Height - colorsampleheight, skyimage.Width, colorsampleheight);
|
|
using(LinearGradientBrush b = new LinearGradientBrush(area, Color.FromArgb(0, bottomcolor), bottomcolor, 90f))
|
|
{
|
|
area.Y += 1;
|
|
g.FillRectangle(b, area);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get Device and shader...
|
|
Device device = General.Map.Graphics.Device;
|
|
World3DShader effect = General.Map.Graphics.Shaders.World3D;
|
|
|
|
// Make custom rendertarget
|
|
const int cubemaptexsize = 1024;
|
|
Surface rendertarget = Surface.CreateRenderTarget(device, cubemaptexsize, cubemaptexsize, Format.A8R8G8B8, MultisampleType.None, 0, false);
|
|
Surface depthbuffer = Surface.CreateDepthStencil(device, cubemaptexsize, cubemaptexsize, General.Map.Graphics.DepthBuffer.Description.Format, MultisampleType.None, 0, false);
|
|
|
|
// Start rendering
|
|
if(!General.Map.Graphics.StartRendering(true, new Color4(), rendertarget, depthbuffer))
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Skybox creation failed: unable to start rendering...");
|
|
|
|
// Get rid of unmanaged stuff...
|
|
rendertarget.Dispose();
|
|
depthbuffer.Dispose();
|
|
|
|
// No dice...
|
|
return null;
|
|
}
|
|
|
|
// Load the skysphere model...
|
|
BoundingBoxSizes bbs = new BoundingBoxSizes();
|
|
Stream modeldata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources.SkySphere.md3");
|
|
ModelReader.MD3LoadResult meshes = ModelReader.ReadMD3Model(ref bbs, true, modeldata, device, 0);
|
|
if(meshes.Meshes.Count != 3) throw new Exception("Skybox creation failed: " + meshes.Errors);
|
|
|
|
// Make skysphere textures...
|
|
Texture texside = TextureFromBitmap(device, skyimage);
|
|
Texture textop = TextureFromBitmap(device, topimg);
|
|
Texture texbottom = TextureFromBitmap(device, bottomimg);
|
|
|
|
// Calculate model scaling (gl.skydone.cpp:RenderDome() in GZDoom)
|
|
float yscale;
|
|
if(img.Height < 128) yscale = 128 / 230.0f;
|
|
else if(img.Height < 200) yscale = img.Height / 230.0f;
|
|
else if(img.Height < 241) yscale = 1.0f + ((img.Height - 200.0f) / 200.0f) * 1.17f;
|
|
else yscale = 1.2f * 1.17f;
|
|
|
|
// I guess my sky model doesn't exactly match the one GZDoom generates...
|
|
yscale *= 1.65f;
|
|
|
|
// Make cubemap texture
|
|
CubeTexture cubemap = new CubeTexture(device, cubemaptexsize, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
|
|
Surface sysmemsurf = Surface.CreateOffscreenPlain(device, cubemaptexsize, cubemaptexsize, Format.A8R8G8B8, Pool.SystemMemory);
|
|
|
|
// Set render settings...
|
|
device.SetRenderState(RenderState.ZEnable, false);
|
|
device.SetRenderState(RenderState.CullMode, Cull.None);
|
|
|
|
// Setup matrices
|
|
Vector3 offset = new Vector3(0f, 0f, -1.8f); // Sphere size is 10 mu
|
|
Matrix mworld = Matrix.Multiply(Matrix.Identity, Matrix.Translation(offset) * Matrix.Scaling(1.0f, 1.0f, yscale));
|
|
Matrix mprojection = Matrix.PerspectiveFovLH(Angle2D.PIHALF, 1.0f, 0.5f, 100.0f);
|
|
|
|
// Place camera at origin
|
|
effect.CameraPosition = new Vector4();
|
|
|
|
// Begin fullbright shaderpass
|
|
effect.Begin();
|
|
effect.BeginPass(1);
|
|
|
|
// Render to the six faces of the cube map
|
|
for(int i = 0; i < 6; i++)
|
|
{
|
|
Matrix faceview = GetCubeMapViewMatrix((CubeMapFace)i);
|
|
effect.WorldViewProj = mworld * faceview * mprojection;
|
|
|
|
// Render the skysphere meshes
|
|
for(int j = 0; j < meshes.Meshes.Count; j++)
|
|
{
|
|
// Set appropriate texture
|
|
switch(meshes.Skins[j])
|
|
{
|
|
case "top.png": effect.Texture1 = textop; break;
|
|
case "bottom.png": effect.Texture1 = texbottom; break;
|
|
case "side.png": effect.Texture1 = texside; break;
|
|
default: throw new Exception("Unexpected skin!");
|
|
}
|
|
|
|
// Commit changes
|
|
effect.ApplySettings();
|
|
|
|
// Render mesh
|
|
meshes.Meshes[j].DrawSubset(0);
|
|
}
|
|
|
|
// Get rendered data from video memory...
|
|
device.GetRenderTargetData(rendertarget, sysmemsurf);
|
|
|
|
// ...Then copy it to destination texture
|
|
Surface targetsurf = cubemap.GetCubeMapSurface((CubeMapFace)i, 0);
|
|
DataRectangle sourcerect = sysmemsurf.LockRectangle(LockFlags.NoSystemLock);
|
|
DataRectangle targetrect = targetsurf.LockRectangle(LockFlags.NoSystemLock);
|
|
|
|
if(sourcerect.Data.CanRead && targetrect.Data.CanWrite)
|
|
{
|
|
byte[] data = new byte[sourcerect.Data.Length];
|
|
sourcerect.Data.ReadRange(data, 0, (int)sourcerect.Data.Length);
|
|
targetrect.Data.Write(data, 0, data.Length);
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Skybox creation failed: unable to copy to CubeTexture surface...");
|
|
}
|
|
|
|
// Unlock and dispose
|
|
sysmemsurf.UnlockRectangle();
|
|
targetsurf.UnlockRectangle();
|
|
targetsurf.Dispose();
|
|
}
|
|
|
|
// End rendering
|
|
effect.EndPass();
|
|
effect.End();
|
|
General.Map.Graphics.FinishRendering();
|
|
|
|
// Dispose unneeded stuff
|
|
rendertarget.Dispose();
|
|
depthbuffer.Dispose();
|
|
sysmemsurf.Dispose();
|
|
textop.Dispose();
|
|
texside.Dispose();
|
|
texbottom.Dispose();
|
|
|
|
// Dispose skybox meshes
|
|
foreach(Mesh m in meshes.Meshes) m.Dispose();
|
|
|
|
// All done...
|
|
return cubemap;
|
|
}
|
|
|
|
// Makes CubeTexture from 6 images
|
|
private CubeTexture MakeSkyBox6(SkyboxInfo info)
|
|
{
|
|
// Gather images. They should be defined in this order: North, East, South, West, Top, Bottom
|
|
Bitmap[] sides = new Bitmap[6];
|
|
int targetsize = 0;
|
|
for(int i = 0; i < info.Textures.Count; i++)
|
|
{
|
|
sides[i] = GetTextureBitmap(info.Textures[i]);
|
|
if(sides[i] != null)
|
|
{
|
|
targetsize = Math.Max(targetsize, Math.Max(sides[i].Width, sides[i].Height));
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[i] + "\" texture");
|
|
return null;
|
|
}
|
|
}
|
|
|
|
// All images must be square and have the same size
|
|
if(targetsize == 0)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: invalid texture size");
|
|
return null;
|
|
}
|
|
|
|
// Make it Po2
|
|
targetsize = General.NextPowerOf2(targetsize);
|
|
|
|
for(int i = 0; i < sides.Length; i++)
|
|
{
|
|
if(sides[i].Width != targetsize || sides[i].Height != targetsize)
|
|
sides[i] = ResizeImage(sides[i], targetsize, targetsize);
|
|
}
|
|
|
|
// Return cubemap texture
|
|
return MakeSkyBox(sides, targetsize, info.FlipTop);
|
|
}
|
|
|
|
// Makes CubeTexture from 3 images
|
|
private CubeTexture MakeSkyBox3(SkyboxInfo info)
|
|
{
|
|
// Gather images. They should be defined in this order: Sides, Top, Bottom
|
|
Bitmap[] sides = new Bitmap[6];
|
|
int targetsize = 0;
|
|
|
|
// Create NWSE images from the side texture
|
|
Bitmap sideimg = GetTextureBitmap(info.Textures[0]);
|
|
if(sideimg != null)
|
|
{
|
|
// This should be 4x1 format image. If it's not, we'll need to resize it
|
|
targetsize = Math.Max(sideimg.Width / 4, sideimg.Height);
|
|
|
|
if(targetsize == 0)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: invalid texture size");
|
|
return null;
|
|
}
|
|
|
|
// Make it Po2
|
|
targetsize = General.NextPowerOf2(targetsize);
|
|
|
|
// Resize if needed
|
|
if(sideimg.Width != targetsize * 4 || sideimg.Height != targetsize)
|
|
{
|
|
sideimg = ResizeImage(sideimg, targetsize * 4, targetsize);
|
|
}
|
|
|
|
// Chop into tiny pieces
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
// Create square image
|
|
Bitmap img = new Bitmap(targetsize, targetsize);
|
|
using(Graphics g = Graphics.FromImage(img))
|
|
{
|
|
// Copy area from the side image
|
|
g.DrawImage(sideimg, 0, 0, new Rectangle(targetsize * i, 0, targetsize, targetsize), GraphicsUnit.Pixel);
|
|
}
|
|
|
|
// Add to collection
|
|
sides[i] = img;
|
|
}
|
|
}
|
|
|
|
// Sanity check...
|
|
if(sides[0] == null || sides[1] == null || sides[2] == null || sides[3] == null)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[0] + "\" texture");
|
|
return null;
|
|
}
|
|
|
|
// Create top
|
|
Bitmap topimg = GetTextureBitmap(info.Textures[1]);
|
|
if(topimg != null)
|
|
{
|
|
// Resize if needed
|
|
if(topimg.Width != targetsize || topimg.Height != targetsize)
|
|
topimg = ResizeImage(topimg, targetsize, targetsize);
|
|
|
|
// Add to collection
|
|
sides[4] = topimg;
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[1] + "\" texture");
|
|
return null;
|
|
}
|
|
|
|
// Create bottom
|
|
Bitmap bottomimg = GetTextureBitmap(info.Textures[2]);
|
|
if(bottomimg != null)
|
|
{
|
|
// Resize if needed
|
|
if(bottomimg.Width != targetsize || bottomimg.Height != targetsize)
|
|
bottomimg = ResizeImage(bottomimg, targetsize, targetsize);
|
|
|
|
// Add to collection
|
|
sides[5] = bottomimg;
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to create \"" + info.Name + "\" skybox: unable to find \"" + info.Textures[2] + "\" texture");
|
|
return null;
|
|
}
|
|
|
|
// Return cubemap texture
|
|
return MakeSkyBox(sides, targetsize, info.FlipTop);
|
|
}
|
|
|
|
// Makes CubeTexture from 6 images.
|
|
// sides[] must contain 6 square Po2 images in this order: North, East, South, West, Top, Bottom
|
|
private static CubeTexture MakeSkyBox(Bitmap[] sides, int targetsize, bool fliptop)
|
|
{
|
|
CubeTexture cubemap = new CubeTexture(General.Map.Graphics.Device, targetsize, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
|
|
|
|
// Draw faces
|
|
sides[3].RotateFlip(RotateFlipType.Rotate180FlipX);
|
|
DrawCubemapFace(cubemap, CubeMapFace.NegativeX, sides[3]); // West
|
|
|
|
sides[0].RotateFlip(RotateFlipType.Rotate90FlipX);
|
|
DrawCubemapFace(cubemap, CubeMapFace.NegativeY, sides[0]); // North
|
|
|
|
sides[1].RotateFlip(RotateFlipType.RotateNoneFlipX);
|
|
DrawCubemapFace(cubemap, CubeMapFace.PositiveX, sides[1]); // East
|
|
|
|
sides[2].RotateFlip(RotateFlipType.Rotate270FlipX);
|
|
DrawCubemapFace(cubemap, CubeMapFace.PositiveY, sides[2]); // South
|
|
|
|
sides[4].RotateFlip(fliptop ? RotateFlipType.Rotate90FlipX : RotateFlipType.Rotate90FlipNone);
|
|
DrawCubemapFace(cubemap, CubeMapFace.PositiveZ, sides[4]); // Top
|
|
|
|
sides[5].RotateFlip(RotateFlipType.Rotate270FlipX);
|
|
DrawCubemapFace(cubemap, CubeMapFace.NegativeZ, sides[5]); // Bottom
|
|
|
|
// All done...
|
|
return cubemap;
|
|
}
|
|
|
|
private static void DrawCubemapFace(CubeTexture texture, CubeMapFace face, Bitmap image)
|
|
{
|
|
DataRectangle rect = texture.LockRectangle(face, 0, LockFlags.NoSystemLock);
|
|
SurfaceDescription desc = texture.GetLevelDescription(0);
|
|
|
|
if(rect.Data.CanWrite)
|
|
{
|
|
for(int row = 0; row < desc.Height; row++)
|
|
{
|
|
int rowstart = row * rect.Pitch;
|
|
rect.Data.Seek(rowstart, SeekOrigin.Begin);
|
|
|
|
for(int col = 0; col < desc.Width; col++)
|
|
{
|
|
Color color = image.GetPixel(row, col);
|
|
|
|
rect.Data.WriteByte(color.B);
|
|
rect.Data.WriteByte(color.G);
|
|
rect.Data.WriteByte(color.R);
|
|
rect.Data.WriteByte(color.A);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Skybox creation failed: CubeTexture is unwritable...");
|
|
}
|
|
|
|
texture.UnlockRectangle(face, 0);
|
|
}
|
|
|
|
private static Bitmap ResizeImage(Image 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.HighQualityBicubic;
|
|
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);
|
|
}
|
|
}
|
|
|
|
return destimage;
|
|
}
|
|
|
|
private static Matrix GetCubeMapViewMatrix(CubeMapFace face)
|
|
{
|
|
Vector3 lookdir, updir;
|
|
|
|
switch(face)
|
|
{
|
|
case CubeMapFace.PositiveX:
|
|
lookdir = new Vector3(1.0f, 0.0f, 0.0f);
|
|
updir = new Vector3(0.0f, 1.0f, 0.0f);
|
|
break;
|
|
|
|
case CubeMapFace.NegativeX:
|
|
lookdir = new Vector3(-1.0f, 0.0f, 0.0f);
|
|
updir = new Vector3(0.0f, 1.0f, 0.0f);
|
|
break;
|
|
|
|
case CubeMapFace.PositiveY:
|
|
lookdir = new Vector3(0.0f, 1.0f, 0.0f);
|
|
updir = new Vector3(0.0f, 0.0f, -1.0f);
|
|
break;
|
|
|
|
case CubeMapFace.NegativeY:
|
|
lookdir = new Vector3(0.0f, -1.0f, 0.0f);
|
|
updir = new Vector3(0.0f, 0.0f, 1.0f);
|
|
break;
|
|
|
|
case CubeMapFace.PositiveZ:
|
|
lookdir = new Vector3(0.0f, 0.0f, 1.0f);
|
|
updir = new Vector3(0.0f, 1.0f, 0.0f);
|
|
break;
|
|
|
|
case CubeMapFace.NegativeZ:
|
|
lookdir = new Vector3(0.0f, 0.0f, -1.0f);
|
|
updir = new Vector3(0.0f, 1.0f, 0.0f);
|
|
break;
|
|
|
|
default:
|
|
throw new Exception("Unknown CubeMapFace!");
|
|
}
|
|
|
|
Vector3 eye = new Vector3();
|
|
return Matrix.LookAtLH(eye, lookdir, updir);
|
|
}
|
|
|
|
private static Texture TextureFromBitmap(Device device, Image image)
|
|
{
|
|
MemoryStream ms = new MemoryStream();
|
|
image.Save(ms, ImageFormat.Png);
|
|
ms.Seek(0, SeekOrigin.Begin);
|
|
Texture result = Texture.FromStream(device, ms);
|
|
ms.Close();
|
|
ms.Dispose();
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|