mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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292 lines
9.6 KiB
C#
Executable file
292 lines
9.6 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Rendering;
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using System.IO;
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using System.Linq;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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internal sealed unsafe class TextureImage : ImageData
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{
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#region ================== Variables
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private List<TexturePatch> patches;
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public TextureImage(string group, string name, int width, int height, float scalex, float scaley, bool worldpanning)
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{
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// Initialize
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this.width = width;
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this.height = height;
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this.scale.x = scalex;
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this.scale.y = scaley;
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this.worldpanning = worldpanning; //mxd
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this.patches = new List<TexturePatch>();
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SetName(name);
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virtualname = "[" + group + "]/" + this.name; //mxd
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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#endregion
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#region ================== Methods
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// This adds a patch to the texture
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public void AddPatch(TexturePatch patch)
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{
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// Add it
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patches.Add(patch);
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if(patch.LumpName == Name) hasPatchWithSameName = true; //mxd
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}
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// This loads the image
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protected override LocalLoadResult LocalLoadImage()
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{
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// Checks
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if(width == 0 || height == 0) return new LocalLoadResult(null);
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BitmapData bitmapdata = null;
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PixelColor* pixels = (PixelColor*)0;
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Bitmap bitmap = null;
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List<LogMessage> messages = new List<LogMessage>();
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int[] columnumpatches = new int[width];
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BitArray columnmasked = new BitArray(width, false);
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bool hasnegativeoffsetpatch = false;
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Dictionary<TexturePatch, Bitmap> patchbmps = new Dictionary<TexturePatch, Bitmap>();
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bool fixnegativeoffsets = General.Map.Config.Compatibility.FixNegativePatchOffsets;
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bool fixmaskedoffsets = General.Map.Config.Compatibility.FixMaskedPatchOffsets;
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// Create texture bitmap
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try
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{
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if(bitmap != null) bitmap.Dispose();
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bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
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bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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pixels = (PixelColor*)bitmapdata.Scan0.ToPointer();
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General.ZeroPixels(pixels, width * height);
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}
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catch(Exception e)
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{
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// Unable to make bitmap
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messages.Add(new LogMessage(ErrorType.Error, "Unable to load texture image \"" + this.Name + "\". " + e.GetType().Name + ": " + e.Message));
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}
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int missingpatches = 0; //mxd
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if(!messages.Any(x => x.Type == ErrorType.Error))
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{
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// Load all patch bitmaps, and see if the patch has a negative vertical offset
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foreach (TexturePatch p in patches)
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{
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// Get the patch data stream
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string patchlocation = string.Empty; //mxd
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Stream patchdata = General.Map.Data.GetPatchData(p.LumpName, p.HasLongName, ref patchlocation);
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if (patchdata != null)
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{
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// Get a reader for the data
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Bitmap patchbmp = ImageDataFormat.TryLoadImage(patchdata, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
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if (patchbmp == null)
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{
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//mxd. Probably that's a flat?..
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if (General.Map.Config.MixTexturesFlats)
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{
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patchbmp = ImageDataFormat.TryLoadImage(patchdata, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette);
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}
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if (patchbmp == null)
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{
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// Data is in an unknown format!
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messages.Add(new LogMessage(ErrorType.Error, "Patch lump \"" + Path.Combine(patchlocation, p.LumpName) + "\" data format could not be read, while loading texture \"" + this.Name + "\". Does this lump contain valid picture data at all?"));
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missingpatches++; //mxd
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}
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}
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// Store the bitmap
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patchbmps[p] = patchbmp;
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// Done
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patchdata.Dispose();
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}
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else
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{
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// Missing a patch lump!
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messages.Add(new LogMessage(ErrorType.Error, "Missing patch lump \"" + p.LumpName + "\" while loading texture \"" + this.Name + "\". Did you forget to include required resources?"));
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missingpatches++; //mxd
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}
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// Check if there are any patches with negative vertical offsets
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if (p.Y < 0)
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hasnegativeoffsetpatch = true;
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}
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// There's a bug in vanilla Doom where negative patch offsets are ignored (the patch y offset is set to 0). If
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// the configuration is for an engine that doesn't fix the bug we have to emulate that behavior
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// See https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches
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if (!fixnegativeoffsets || !fixmaskedoffsets)
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{
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// Check which columns have more than one patch
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foreach(TexturePatch p in patches)
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{
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if (!patchbmps.ContainsKey(p) || patchbmps[p] == null) continue;
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bool ismaked = BitmapIsMasked(patchbmps[p]);
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for (int x = 0; x < patchbmps[p].Width; x++)
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{
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int ox = p.X + x;
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if (ox >= 0 && ox < columnumpatches.Length)
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{
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if(!fixnegativeoffsets)
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columnumpatches[ox]++;
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if (!fixmaskedoffsets && ismaked)
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columnmasked[ox] = true;
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}
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}
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}
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}
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// Go for all patches
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foreach(TexturePatch p in patches)
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{
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if(patchbmps.ContainsKey(p) && patchbmps[p] != null)
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{
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// Draw the patch
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DrawToPixelData(patchbmps[p], pixels, width, height, p.X, p.Y, fixnegativeoffsets, fixmaskedoffsets, columnumpatches, columnmasked);
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}
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}
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// Don't need the bitmaps anymore
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foreach (Bitmap bmp in patchbmps.Values)
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bmp?.Dispose();
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// Done
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bitmap.UnlockBits(bitmapdata);
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}
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// Dispose bitmap if load failed
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if((bitmap != null) && (messages.Any(x => x.Type == ErrorType.Error) || missingpatches >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded
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{
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bitmap.Dispose();
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bitmap = null;
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}
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return new LocalLoadResult(bitmap, messages);
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}
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// This draws the picture to the given pixel color data
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static unsafe void DrawToPixelData(Bitmap bmp, PixelColor* target, int targetwidth, int targetheight, int x, int y, bool fixnegativeoffsets, bool fixmaskedoffsets, int[] columnumpatches, BitArray columnmasked)
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{
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// Get bitmap
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int width = bmp.Size.Width;
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int height = bmp.Size.Height;
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int patchy = y;
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// Lock bitmap pixels
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BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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PixelColor* pixels = (PixelColor*)bmpdata.Scan0.ToPointer();
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// Go for all pixels in the original image
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for (int ox = 0; ox < width; ox++)
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{
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int tx = x + ox;
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int drawheight = height;
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// If we have to emulate the negative vertical offset bug we also have to recalculate the height of the
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// patch that is actually drawn, since it'll only draw as many pixels as it'd draw as if the negative
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// vertical offset was taken into account
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if ((patchy < 0 && !fixnegativeoffsets && tx < width && tx >= 0 && tx < columnumpatches.Length && columnumpatches[tx] > 1) && !(!fixmaskedoffsets && tx >= 0 && tx < columnmasked.Length && columnmasked[tx] == true))
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drawheight = height + patchy;
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for (int oy = 0; oy < drawheight; oy++)
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{
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// Copy this pixel?
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if (pixels[oy * width + ox].a > 0.5f)
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{
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int realy = y;
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if (!fixmaskedoffsets && tx >= 0 && tx < columnmasked.Length && columnmasked[tx] == true)
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{
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if (tx >= 0 && tx < columnumpatches.Length && columnumpatches[tx] == 1)
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realy = 0;
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}
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else if (y < 0 && !fixnegativeoffsets)
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realy = 0;
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// Calculate target pixel and copy when within bounds
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int ty = realy + oy;
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if ((tx >= 0) && (tx < targetwidth) && (ty >= 0) && (ty < targetheight))
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target[ty * targetwidth + tx] = pixels[oy * width + ox];
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}
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}
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}
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// Done
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bmp.UnlockBits(bmpdata);
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}
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/// <summary>
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/// Checks if the given bitmap has masked pixels
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/// </summary>
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/// <param name="bmp">Bitmap to check</param>
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/// <returns>true if masked, false if not masked</returns>
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internal static unsafe bool BitmapIsMasked(Bitmap bmp)
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{
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// Get bitmap
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int width = bmp.Size.Width;
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int height = bmp.Size.Height;
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// Lock bitmap pixels
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BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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PixelColor* pixels = (PixelColor*)bmpdata.Scan0.ToPointer();
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for (int ox = 0; ox < width; ox++)
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{
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for (int oy = 0; oy < height; oy++)
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{
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if (pixels[oy * width + ox].a <= 0.5f)
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{
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bmp.UnlockBits(bmpdata);
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return true;
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}
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}
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}
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bmp.UnlockBits(bmpdata);
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return false;
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}
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#endregion
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}
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}
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