UltimateZoneBuilder/Source/Core/Data/ImageData.cs

537 lines
17 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.IO;
using System.Runtime.InteropServices;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
using SlimDX;
using SlimDX.Direct3D9;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public abstract unsafe class ImageData
{
#region ================== Constants
#endregion
#region ================== Variables
// Properties
protected string name;
protected long longname;
protected int width;
protected int height;
protected Vector2D scale;
protected bool worldpanning;
private bool usecolorcorrection;
protected string fullname; //mxd. name with path;
protected string shortname; //mxd. Name in uppercase and clamped to DataManager.CLASIC_IMAGE_NAME_LENGTH
protected string virtualname; //mxd. Path of this name is used in TextureBrowserForm
protected string displayname; //mxd. Name to display in TextureBrowserForm
protected bool isFlat; //mxd. if false, it's a texture
protected bool hasLongName; //mxd. Texture name is longer than DataManager.CLASIC_IMAGE_NAME_LENGTH
protected bool hasPatchWithSameName; //mxd
// Loading
private volatile ImageLoadState previewstate;
private volatile ImageLoadState imagestate;
private volatile int previewindex;
protected volatile bool loadfailed;
private volatile bool allowunload;
// References
private volatile bool usedinmap;
private volatile int references;
// GDI bitmap
protected Bitmap bitmap;
// Direct3D texture
private int mipmaplevels; // 0 = all mipmaps
protected bool dynamictexture;
private Texture texture;
// Disposing
protected bool isdisposed;
#endregion
#region ================== Properties
public string Name { get { return name; } }
public long LongName { get { return longname; } }
public string ShortName { get { return shortname; } } //mxd
public string FullName { get { return fullname; } } //mxd
public string VirtualName { get { return virtualname; } } //mxd
public string DisplayName { get { return displayname; } } //mxd
public bool IsFlat { get { return isFlat; } } //mxd
public bool HasPatchWithSameName { get { return hasPatchWithSameName; } } //mxd
internal bool HasLongName { get { return hasLongName; } } //mxd
public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } }
public Texture Texture { get { lock(this) { return texture; } } }
public bool IsPreviewLoaded { get { return (previewstate == ImageLoadState.Ready); } }
public bool IsImageLoaded { get { return (imagestate == ImageLoadState.Ready); } }
public bool LoadFailed { get { return loadfailed; } }
public bool IsDisposed { get { return isdisposed; } }
public bool AllowUnload { get { return allowunload; } set { allowunload = value; } }
public ImageLoadState ImageState { get { return imagestate; } internal set { imagestate = value; } }
public ImageLoadState PreviewState { get { return previewstate; } internal set { previewstate = value; } }
public bool IsReferenced { get { return (references > 0) || usedinmap; } }
public bool UsedInMap { get { return usedinmap; } }
public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } }
public int Width { get { return width; } }
public int Height { get { return height; } }
internal int PreviewIndex { get { return previewindex; } set { previewindex = value; } }
public float ScaledWidth { get { return width * scale.x; } }
public float ScaledHeight { get { return height * scale.y; } }
public Vector2D Scale { get { return scale; } }
public bool WorldPanning { get { return worldpanning; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
protected ImageData()
{
// Defaults
usecolorcorrection = true;
allowunload = true;
}
// Destructor
~ImageData()
{
this.Dispose();
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
lock(this)
{
// Clean up
if(bitmap != null) bitmap.Dispose();
if(texture != null) texture.Dispose();
bitmap = null;
texture = null;
// Done
usedinmap = false;
imagestate = ImageLoadState.None;
previewstate = ImageLoadState.None;
isdisposed = true;
}
}
}
#endregion
#region ================== Management
// This sets the status of the texture usage in the map
internal void SetUsedInMap(bool used)
{
if(used != usedinmap)
{
usedinmap = used;
General.Map.Data.ProcessImage(this);
}
}
// This adds a reference
public void AddReference()
{
references++;
if(references == 1) General.Map.Data.ProcessImage(this);
}
// This removes a reference
public void RemoveReference()
{
references--;
if(references < 0) General.Fail("FAIL! (references < 0) Somewhere this image is dereferenced more than it was referenced.");
if(references == 0) General.Map.Data.ProcessImage(this);
}
// This sets the name
protected virtual void SetName(string name)
{
this.name = name;
this.fullname = name; //mxd
this.shortname = name; //mxd
this.virtualname = name; //mxd
this.displayname = name; //mxd
this.longname = Lump.MakeLongName(name); //mxd
}
// This unloads the image
public virtual void UnloadImage()
{
lock(this)
{
if(bitmap != null) bitmap.Dispose();
bitmap = null;
imagestate = ImageLoadState.None;
}
}
// This returns the bitmap image
public Bitmap GetBitmap()
{
lock(this)
{
// Image loaded successfully?
if(!loadfailed && (imagestate == ImageLoadState.Ready) && (bitmap != null))
return bitmap;
// Image loading failed?
return (loadfailed ? Properties.Resources.Failed : Properties.Resources.Hourglass);
}
}
// This loads the image
public virtual void LoadImage()
{
// Do the loading
LocalLoadImage();
// Notify the main thread about the change so that sectors can update their buffers
IntPtr strptr = Marshal.StringToCoTaskMemAuto(this.name);
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.ImageDataLoaded, strptr.ToInt32(), 0);
}
// This requests loading the image
protected virtual void LocalLoadImage()
{
lock(this)
{
// Bitmap loaded successfully?
if(bitmap != null)
{
// Bitmap has incorrect format?
if(bitmap.PixelFormat != PixelFormat.Format32bppArgb)
{
if(dynamictexture)
throw new Exception("Dynamic images must be in 32 bits ARGB format.");
//General.ErrorLogger.Add(ErrorType.Warning, "Image '" + name + "' does not have A8R8G8B8 pixel format. Conversion was needed.");
Bitmap oldbitmap = bitmap;
try
{
// Convert to desired pixel format
bitmap = new Bitmap(oldbitmap.Size.Width, oldbitmap.Size.Height, PixelFormat.Format32bppArgb);
Graphics g = Graphics.FromImage(bitmap);
g.PageUnit = GraphicsUnit.Pixel;
g.CompositingQuality = CompositingQuality.HighQuality;
g.InterpolationMode = InterpolationMode.NearestNeighbor;
g.SmoothingMode = SmoothingMode.None;
g.PixelOffsetMode = PixelOffsetMode.None;
g.Clear(Color.Transparent);
g.DrawImage(oldbitmap, 0, 0, oldbitmap.Size.Width, oldbitmap.Size.Height);
g.Dispose();
oldbitmap.Dispose();
}
catch(Exception e)
{
bitmap = oldbitmap;
General.ErrorLogger.Add(ErrorType.Warning, "Cannot lock image '" + name + "' for pixel format conversion. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message);
}
}
// This applies brightness correction on the image
if(usecolorcorrection)
{
BitmapData bmpdata = null;
try
{
// Try locking the bitmap
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Warning, "Cannot lock image '" + name + "' for color correction. The image may not be displayed correctly.\n" + e.GetType().Name + ": " + e.Message);
}
// Bitmap locked?
if(bmpdata != null)
{
// Apply color correction
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
General.Colors.ApplColorCorrection(pixels, bmpdata.Width * bmpdata.Height);
bitmap.UnlockBits(bmpdata);
}
}
}
else
{
// Loading failed
// We still mark the image as ready so that it will
// not try loading again until Reload Resources is used
loadfailed = true;
bitmap = new Bitmap(Properties.Resources.Failed);
}
if(bitmap != null)
{
width = bitmap.Size.Width;
height = bitmap.Size.Height;
if(dynamictexture)
{
if((width != General.NextPowerOf2(width)) || (height != General.NextPowerOf2(height)))
throw new Exception("Dynamic images must have a size in powers of 2.");
}
// Do we still have to set a scale?
if((scale.x == 0.0f) && (scale.y == 0.0f))
{
if((General.Map != null) && (General.Map.Config != null))
{
scale.x = General.Map.Config.DefaultTextureScale;
scale.y = General.Map.Config.DefaultTextureScale;
}
else
{
scale.x = 1.0f;
scale.y = 1.0f;
}
}
//mxd. Calculate average color?
if(General.Map != null && General.Map.Data != null && General.Map.Data.GlowingFlats != null &&
General.Map.Data.GlowingFlats.ContainsKey(longname) &&
General.Map.Data.GlowingFlats[longname].CalculateTextureColor)
{
BitmapData bmpdata = null;
try
{
bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock image '" + this.fullname + "' for glow color calculationt. " + e.GetType().Name + ": " + e.Message);
}
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*) (bmpdata.Scan0.ToPointer());
int numpixels = bmpdata.Width * bmpdata.Height;
uint r = 0;
uint g = 0;
uint b = 0;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
r += cp->r;
g += cp->g;
b += cp->b;
}
// Update glow data
int br = (int)(r / numpixels);
int bg = (int)(g / numpixels);
int bb = (int)(b / numpixels);
int max = Math.Max(br, Math.Max(bg, bb));
// Black can't glow...
if(max == 0)
{
General.Map.Data.GlowingFlats.Remove(longname);
}
else
{
// That's how it's done in GZDoom (and I may be totally wrong about this)
br = Math.Min(255, br * 153 / max);
bg = Math.Min(255, bg * 153 / max);
bb = Math.Min(255, bb * 153 / max);
General.Map.Data.GlowingFlats[longname].Color = new PixelColor(255, (byte)br, (byte)bg, (byte)bb);
General.Map.Data.GlowingFlats[longname].CalculateTextureColor = false;
}
// Release the data
bitmap.UnlockBits(bmpdata);
}
}
}
// Image is ready
imagestate = ImageLoadState.Ready;
}
}
// This creates the Direct3D texture
public virtual void CreateTexture()
{
lock(this)
{
// Only do this when texture is not created yet
if(((texture == null) || (texture.Disposed)) && this.IsImageLoaded && !loadfailed)
{
Image img = bitmap;
if(loadfailed) img = Properties.Resources.Failed;
// Write to memory stream and read from memory
MemoryStream memstream = new MemoryStream((img.Size.Width * img.Size.Height * 4) + 4096);
img.Save(memstream, ImageFormat.Bmp);
memstream.Seek(0, SeekOrigin.Begin);
if(dynamictexture)
{
texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length,
img.Size.Width, img.Size.Height, mipmaplevels, Usage.Dynamic, Format.A8R8G8B8,
Pool.Default, General.Map.Graphics.PostFilter, General.Map.Graphics.MipGenerateFilter, 0);
}
else
{
texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length,
img.Size.Width, img.Size.Height, mipmaplevels, Usage.None, Format.Unknown,
Pool.Managed, General.Map.Graphics.PostFilter, General.Map.Graphics.MipGenerateFilter, 0);
}
memstream.Dispose();
if(dynamictexture)
{
if((width != texture.GetLevelDescription(0).Width) || (height != texture.GetLevelDescription(0).Height))
throw new Exception("Could not create a texture with the same size as the image.");
}
}
}
}
// This updates a dynamic texture
public void UpdateTexture()
{
if(!dynamictexture)
throw new Exception("The image must be a dynamic image to support direct updating.");
lock(this)
{
if((texture != null) && !texture.Disposed)
{
// Lock the bitmap and texture
BitmapData bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
DataRectangle texdata = texture.LockRectangle(0, LockFlags.Discard);
// Copy data
int* bp = (int*)bmpdata.Scan0.ToPointer();
int* tp = (int*)texdata.Data.DataPointer.ToPointer();
for(int y = 0; y < bmpdata.Height; y++)
{
for(int x = 0; x < bmpdata.Width; x++)
{
*tp = *bp;
bp++;
tp++;
}
// Skip extra data in texture
int extrapitch = (texdata.Pitch >> 2) - bmpdata.Width;
tp += extrapitch;
}
// Unlock
texture.UnlockRectangle(0);
bitmap.UnlockBits(bmpdata);
}
}
}
// This destroys the Direct3D texture
public void ReleaseTexture()
{
lock(this)
{
// Trash it
if(texture != null) texture.Dispose();
texture = null;
}
}
// This draws a preview
public virtual void DrawPreview(Graphics target, Point targetpos)
{
lock(this)
{
// Preview ready?
if(!loadfailed && (previewstate == ImageLoadState.Ready))
{
// Draw preview
General.Map.Data.Previews.DrawPreview(previewindex, target, targetpos);
}
// Loading failed?
else if(loadfailed)
{
// Draw error bitmap
targetpos = new Point(targetpos.X + ((General.Map.Data.Previews.MaxImageWidth - Properties.Resources.Hourglass.Width) >> 1),
targetpos.Y + ((General.Map.Data.Previews.MaxImageHeight - Properties.Resources.Hourglass.Height) >> 1));
target.DrawImageUnscaled(Properties.Resources.Failed, targetpos);
}
else
{
// Draw loading bitmap
targetpos = new Point(targetpos.X + ((General.Map.Data.Previews.MaxImageWidth - Properties.Resources.Hourglass.Width) >> 1),
targetpos.Y + ((General.Map.Data.Previews.MaxImageHeight - Properties.Resources.Hourglass.Height) >> 1));
target.DrawImageUnscaled(Properties.Resources.Hourglass, targetpos);
}
}
}
// This returns a preview image
public virtual Image GetPreview()
{
lock(this)
{
// Preview ready?
if(previewstate == ImageLoadState.Ready)
{
// Make a copy
return General.Map.Data.Previews.GetPreviewCopy(previewindex);
}
// Loading failed?
if(loadfailed)
{
// Return error bitmap
return Properties.Resources.Failed;
}
// Return loading bitmap
return Properties.Resources.Hourglass;
}
}
#endregion
}
}