UltimateZoneBuilder/Source/Plugins/BuilderModes/IO/ImageExporter.cs
biwa a288629a01 Image Exporter: fixed a bug where the texture scale was not applied
Image Exporter: fixed a bug where it always applied the floor offset, even when exporting the ceiling textures
2020-07-12 11:43:25 +02:00

376 lines
12 KiB
C#

#region ================== Copyright (c) 2020 Boris Iwanski
/*
* This program is free software: you can redistribute it and/or modify
*
* it under the terms of the GNU General Public License as published by
*
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
*
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
*
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program.If not, see<http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Drawing.Drawing2D;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using System.Diagnostics;
namespace CodeImp.DoomBuilder.BuilderModes.IO
{
#region ================== Structs
internal struct ImageExportSettings
{
public string Path;
public string Name;
public string Extension;
public bool Floor;
public bool Fullbright;
public bool Brightmap;
public bool Tiles;
public PixelFormat PixelFormat;
public ImageFormat ImageFormat;
public ImageExportSettings(string path, string name, string extension, bool floor, bool fullbright, bool brightmap, bool tiles, PixelFormat pformat, ImageFormat iformat)
{
Path = path;
Name = name;
Extension = extension;
Floor = floor;
Brightmap = brightmap;
Tiles = tiles;
Fullbright = fullbright;
PixelFormat = pformat;
ImageFormat = iformat;
}
}
#endregion
internal class ImageExporter
{
#region ================== Variables
private ICollection<Sector> sectors;
private ImageExportSettings settings;
#endregion
#region ================== Constants
private const int TILE_SIZE = 64;
#endregion
#region ================== Constructors
public ImageExporter(ICollection<Sector> sectors, ImageExportSettings settings)
{
this.sectors = sectors;
this.settings = settings;
}
#endregion
#region ================== Methods
/// <summary>
/// Exports the sectors to images
/// </summary>
public void Export()
{
Bitmap texturebitmap = null;
Bitmap brightmapbitmap = null;
Graphics gbrightmap = null;
Graphics gtexture = null;
Vector2D offset;
Vector2D size;
GetSizeAndOffset(out size, out offset);
// Normal texture
texturebitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
gtexture = Graphics.FromImage(texturebitmap);
gtexture.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
gtexture.InterpolationMode = InterpolationMode.HighQualityBilinear;
gtexture.CompositingQuality = CompositingQuality.HighQuality;
gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality;
gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
// Brightmap
if (settings.Brightmap)
{
brightmapbitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
gbrightmap = Graphics.FromImage(brightmapbitmap);
gbrightmap.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
gbrightmap.InterpolationMode = InterpolationMode.HighQualityBilinear;
gbrightmap.CompositingQuality = CompositingQuality.HighQuality;
gbrightmap.PixelOffsetMode = PixelOffsetMode.HighQuality;
gbrightmap.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
}
foreach (Sector s in sectors)
{
GraphicsPath p = new GraphicsPath();
float rotation = (float)s.Fields.GetValue("rotationfloor", 0.0);
// If a sector is rotated any offset is on the rotated axes. But we need to offset by
// map coordinates. We'll use this vector to compute that offset
Vector2D rotationvector = Vector2D.FromAngle(Angle2D.DegToRad(rotation) + Angle2D.PIHALF);
// Sectors are triangulated, so draw every triangle
for (int i = 0; i < s.Triangles.Vertices.Count / 3; i++)
{
// The GDI image has the 0/0 coordinate in the top left, so invert the y component
Vector2D v1 = s.Triangles.Vertices[i * 3] - offset; v1.y *= -1.0;
Vector2D v2 = s.Triangles.Vertices[i * 3 + 1] - offset; v2.y *= -1.0;
Vector2D v3 = s.Triangles.Vertices[i * 3 + 2] - offset; v3.y *= -1.0;
p.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
p.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
p.CloseFigure();
}
Bitmap brushtexture;
Vector2D textureoffset = new Vector2D();
Vector2D texturescale = new Vector2D();
if (settings.Floor)
{
brushtexture = General.Map.Data.GetFlatImage(s.FloorTexture).ExportBitmap();
textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0);
textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0);
// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
texturescale.x = 1.0 / s.Fields.GetValue("xscalefloor", 1.0);
texturescale.y = 1.0 / s.Fields.GetValue("yscalefloor", 1.0);
}
else
{
brushtexture = General.Map.Data.GetFlatImage(s.CeilTexture).ExportBitmap();
textureoffset.x = s.Fields.GetValue("xpanningceiling", 0.0);
textureoffset.y = s.Fields.GetValue("ypanningceiling", 0.0);
// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
texturescale.x = 1.0 / s.Fields.GetValue("xscaleceiling", 1.0);
texturescale.y = 1.0 / s.Fields.GetValue("yscaleceiling", 1.0);
}
if (!settings.Fullbright)
brushtexture = AdjustBrightness(brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
// Create the transformation matrix
Matrix matrix = new Matrix();
matrix.Rotate(rotation);
matrix.Translate((float)(-offset.x * rotationvector.x), (float)(offset.x * rotationvector.y)); // Left/right offset from the map origin
matrix.Translate((float)(offset.y * rotationvector.y), (float)(offset.y * rotationvector.x)); // Up/down offset from the map origin
matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
matrix.Scale((float)texturescale.x, (float)texturescale.y);
// Create the texture brush and apply the matrix
TextureBrush tbrush = new TextureBrush(brushtexture);
tbrush.Transform = matrix;
// Draw the islands of the sector
gtexture.FillPath(tbrush, p);
// Create the brightmap based on the sector brightness
if (settings.Brightmap)
{
SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness));
gbrightmap.FillPath(sbrush, p);
}
}
// Finally save the image(s)
if (settings.Tiles)
{
SaveImageAsTiles(texturebitmap);
if (settings.Brightmap)
SaveImageAsTiles(brightmapbitmap, "_brightmap");
}
else
{
texturebitmap.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
if (settings.Brightmap)
brightmapbitmap.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
}
}
/// <summary>
/// Saves the image in several uniform sized tiles. It will add numbers starting from 1, going from top left to bottom right, to the filename
/// </summary>
/// <param name="image">the image to split into tiles</param>
/// <param name="suffix">additional suffix for filenames</param>
private void SaveImageAsTiles(Bitmap image, string suffix="")
{
int xnum = (int)Math.Ceiling(image.Size.Width / (double)TILE_SIZE);
int ynum = (int)Math.Ceiling(image.Size.Height / (double)TILE_SIZE);
int imagenum = 1;
for (int y = 0; y < ynum; y++)
{
for (int x = 0; x < xnum; x++)
{
int width = TILE_SIZE;
int height = TILE_SIZE;
// If the width and height are not divisible without remainder make sure only part of the source image is copied
if (x * TILE_SIZE + TILE_SIZE > image.Size.Width)
width = image.Size.Width - (x * TILE_SIZE);
if(y * TILE_SIZE + TILE_SIZE > image.Size.Height)
height = image.Size.Height - (y * TILE_SIZE);
Bitmap bitmap = new Bitmap(TILE_SIZE, TILE_SIZE);
Graphics g = Graphics.FromImage(bitmap);
g.Clear(Color.Black);
g.DrawImage(image, new Rectangle(0, 0, width, height), new Rectangle(x*TILE_SIZE, y*TILE_SIZE, width, height), GraphicsUnit.Pixel);
bitmap.Save(string.Format("{0}{1}{2}{3}", Path.Combine(settings.Path, settings.Name), suffix, imagenum, settings.Extension));
imagenum++;
}
}
}
/// <summary>
/// Generates a list of images file names that will be creates
/// </summary>
/// <returns>List of image file names</returns>
public List<string> GetImageNames()
{
List<string> imagenames = new List<string>();
Vector2D offset;
Vector2D size;
GetSizeAndOffset(out size, out offset);
if(settings.Tiles)
{
int x = (int)Math.Ceiling(size.x / TILE_SIZE);
int y = (int)Math.Ceiling(size.y / TILE_SIZE);
for (int i = 1; i <= x * y; i++)
imagenames.Add(string.Format("{0}{1}{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
if(settings.Brightmap)
for (int i = 1; i <= x * y; i++)
imagenames.Add(string.Format("{0}{1}_brightmap{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
}
else
{
imagenames.Add(string.Format("{0}{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
if(settings.Brightmap)
imagenames.Add(string.Format("{0}_brightmap{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
}
return imagenames;
}
/// <summary>
/// Gets the size of the image, based on the sectors, and the offset from the map origin
/// </summary>
/// <param name="size">stores the size of the size of the image</param>
/// <param name="offset">stores the offset from the map origin</param>
private void GetSizeAndOffset(out Vector2D size, out Vector2D offset)
{
offset = new Vector2D(double.MaxValue, double.MinValue);
size = new Vector2D(double.MinValue, double.MaxValue);
// Find the top left and bottom right corners of the selection
foreach (Sector s in sectors)
{
foreach (Sidedef sd in s.Sidedefs)
{
foreach (Vertex v in new Vertex[] { sd.Line.Start, sd.Line.End })
{
if (v.Position.x < offset.x)
offset.x = v.Position.x;
if (v.Position.x > size.x)
size.x = v.Position.x;
if (v.Position.y > offset.y)
offset.y = v.Position.y;
if (v.Position.y < size.y)
size.y = v.Position.y;
}
}
}
// Right now "size" is the bottom right corener of the selection, so subtract the offset
// (top left corner of the selection). y will always be negative, so make it positive
size -= offset;
size.y *= -1.0;
}
/// <summary>
/// Adjusts the brightness of an image. Code by Rod Stephens http://csharphelper.com/blog/2014/10/use-an-imageattributes-object-to-adjust-an-images-brightness-in-c/
/// </summary>
/// <param name="image">Base image</param>
/// <param name="brightness">Brightness between 0.0f and 1.0f</param>
/// <returns>The new image with changed brightness</returns>
private Bitmap AdjustBrightness(Image image, float brightness)
{
// Make the ColorMatrix.
float b = brightness;
ColorMatrix cm = new ColorMatrix(new float[][] {
new float[] {b, 0, 0, 0, 0},
new float[] {0, b, 0, 0, 0},
new float[] {0, 0, b, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {0, 0, 0, 0, 1},
});
ImageAttributes attributes = new ImageAttributes();
attributes.SetColorMatrix(cm);
// Draw the image onto the new bitmap while applying the new ColorMatrix.
Point[] points = {
new Point(0, 0),
new Point(image.Width, 0),
new Point(0, image.Height),
};
Rectangle rect = new Rectangle(0, 0, image.Width, image.Height);
// Make the result bitmap.
Bitmap bm = new Bitmap(image.Width, image.Height);
using (Graphics gr = Graphics.FromImage(bm))
{
gr.DrawImage(image, points, rect, GraphicsUnit.Pixel, attributes);
}
// Return the result.
return bm;
}
#endregion
}
}