UltimateZoneBuilder/Source/Data/TextureImage.cs

143 lines
3.4 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.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Drawing;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.IO;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.Data
{
internal sealed unsafe class TextureImage : ImageData
{
#region ================== Constants
#endregion
#region ================== Variables
private List<TexturePatch> patches;
private float scalex;
private float scaley;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public TextureImage(string name, int width, int height, float scalex, float scaley)
{
// Initialize
this.width = width;
this.height = height;
this.scalex = scalex;
this.scaley = scaley;
this.scaledwidth = (float)width * scalex;
this.scaledheight = (float)height * scaley;
this.patches = new List<TexturePatch>();
SetName(name);
// We have no destructor
GC.SuppressFinalize(this);
}
// Diposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This adds a patch to the texture
public void AddPatch(TexturePatch patch)
{
// Add it
patches.Add(patch);
}
// This loads the image
public override void LoadImage()
{
uint datalength = (uint)(width * height * sizeof(PixelColor));
DoomPictureReader reader = new DoomPictureReader(General.Map.Data.Palette);
BitmapData bitmapdata;
MemoryStream mem;
PixelColor* pixels;
Stream patchdata;
byte[] membytes;
// Leave when already loaded
if(this.IsLoaded) return;
// Create texture bitmap
bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
pixels = (PixelColor*)bitmapdata.Scan0.ToPointer();
General.ZeroMemory(new IntPtr(pixels), width * height * sizeof(PixelColor));
// Go for all patches
foreach(TexturePatch p in patches)
{
// Get the patch data stream
patchdata = General.Map.Data.GetPatchData(p.lumpname);
if(patchdata != null)
{
// Copy patch data to memory
patchdata.Seek(0, SeekOrigin.Begin);
membytes = new byte[(int)patchdata.Length];
patchdata.Read(membytes, 0, (int)patchdata.Length);
mem = new MemoryStream(membytes);
mem.Seek(0, SeekOrigin.Begin);
// Draw the patch
reader.DrawToPixelData(mem, pixels, width, height, p.x, p.y);
}
}
// Done
bitmap.UnlockBits(bitmapdata);
// Pass on to base
base.LoadImage();
}
#endregion
}
}