mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
d7656f1f3b
- volatile mode may not be started from a volatile mode by shortcut key! - added ability to cancel an editing mode change - added mipmap levels setting to images (this fixes blurred fonts in low-quality display)
239 lines
7 KiB
C#
239 lines
7 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Drawing;
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using SlimDX.Direct3D9;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.IO;
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using System.IO;
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using System.Windows.Forms;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public abstract unsafe class ImageData
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{
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#region ================== Constants
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internal const int LOADSTATE_NONE = 0;
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internal const int LOADSTATE_LOAD = 1;
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internal const int LOADSTATE_TRASH = 2;
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#endregion
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#region ================== Variables
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// Properties
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private string name;
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private long longname;
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protected int width;
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protected int height;
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protected float scaledwidth;
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protected float scaledheight;
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protected bool usecolorcorrection;
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// Background loading
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private LinkedListNode<ImageData> loadingticket;
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private int loadstate; // true when loading, false when unloading
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private bool temporary;
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// GDI bitmap
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protected Bitmap bitmap;
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// 2D rendering data
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private PixelColorBlock pixeldata;
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// Direct3D texture
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private int mipmaplevels = 0; // 0 creates the full chain
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private Texture texture;
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// Disposing
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protected bool isdisposed = false;
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#endregion
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#region ================== Properties
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public string Name { get { return name; } }
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public long LongName { get { return longname; } }
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public bool UseColorCorrection { get { return usecolorcorrection; } set { usecolorcorrection = value; } }
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public PixelColorBlock PixelData { get { lock(this) { return pixeldata; } } }
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public Bitmap Bitmap { get { lock(this) { if(bitmap != null) return new Bitmap(bitmap); else return CodeImp.DoomBuilder.Properties.Resources.Hourglass; } } }
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public Texture Texture { get { lock(this) { return texture; } } }
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public bool IsLoaded { get { return (bitmap != null) && (loadstate != ImageData.LOADSTATE_LOAD); } }
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public bool IsDisposed { get { return isdisposed; } }
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internal bool Temporary { get { return temporary; } set { temporary = value; } }
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internal int LoadState { get { return loadstate; } set { loadstate = value; } }
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internal LinkedListNode<ImageData> LoadingTicket { get { return loadingticket; } set { loadingticket = value; } }
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public int MipMapLevels { get { return mipmaplevels; } set { mipmaplevels = value; } }
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public int Width { get { return width; } }
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public int Height { get { return height; } }
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public float ScaledWidth { get { return scaledwidth; } }
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public float ScaledHeight { get { return scaledheight; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ImageData()
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{
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// We have no destructor
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GC.SuppressFinalize(this);
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// Defaults
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usecolorcorrection = true;
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}
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// Disposer
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public virtual 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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lock(this)
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{
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// Clean up
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if(bitmap != null) bitmap.Dispose();
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if(texture != null) texture.Dispose();
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bitmap = null;
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texture = null;
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pixeldata = null;
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// Done
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isdisposed = true;
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}
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}
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}
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#endregion
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#region ================== Management
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// This sets the name
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protected void SetName(string name)
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{
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this.name = name;
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this.longname = Lump.MakeLongName(name);
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}
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// This unloads the image
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public virtual void UnloadImage()
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{
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lock(this)
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{
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if(bitmap != null) bitmap.Dispose();
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bitmap = null;
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loadstate = ImageData.LOADSTATE_NONE;
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}
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}
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// This requests loading the image
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public virtual void LoadImage()
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{
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BitmapData bmpdata;
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// Determine amounts
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float gamma = (float)(General.Settings.ImageBrightness + 10) * 0.1f;
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float bright = (float)General.Settings.ImageBrightness * 5f;
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// This applies brightness correction on the image
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if((bitmap != null) && usecolorcorrection)
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{
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bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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byte* pixels = (byte*)(bmpdata.Scan0.ToPointer());
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for(int p = 0; p < bmpdata.Stride * bmpdata.Height; p += 4)
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{
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// Apply color correction for individual colors
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float r = (float)pixels[p + 0] * gamma + bright;
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float g = (float)pixels[p + 1] * gamma + bright;
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float b = (float)pixels[p + 2] * gamma + bright;
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// Clamp to 0..255 range
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if(r < 0f) pixels[p + 0] = 0; else if(r > 255f) pixels[p + 0] = 255; else pixels[p + 0] = (byte)r;
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if(g < 0f) pixels[p + 1] = 0; else if(g > 255f) pixels[p + 1] = 255; else pixels[p + 1] = (byte)g;
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if(b < 0f) pixels[p + 2] = 0; else if(b > 255f) pixels[p + 2] = 255; else pixels[p + 2] = (byte)b;
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}
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bitmap.UnlockBits(bmpdata);
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}
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// Done, reset load state
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loadstate = ImageData.LOADSTATE_NONE;
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}
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// This creates the 2D pixel data
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internal virtual void CreatePixelData()
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{
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BitmapData bmpdata;
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lock(this)
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{
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// Only do this when data is not created yet
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if((pixeldata == null) && IsLoaded)
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{
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// Make a data copy of the bits for the 2D renderer
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bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Size.Width, bitmap.Size.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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pixeldata = new PixelColorBlock(bitmap.Size.Width, bitmap.Size.Height);
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General.CopyMemory((void*)pixeldata.Pointer, bmpdata.Scan0.ToPointer(), new UIntPtr(pixeldata.Length));
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bitmap.UnlockBits(bmpdata);
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}
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}
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}
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// This creates the Direct3D texture
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internal virtual void CreateTexture()
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{
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MemoryStream memstream;
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lock(this)
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{
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// Only do this when texture is not created yet
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if(((texture == null) || (texture.Disposed)) && IsLoaded)
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{
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// Write to memory stream and read from memory
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memstream = new MemoryStream();
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bitmap.Save(memstream, ImageFormat.Bmp);
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memstream.Seek(0, SeekOrigin.Begin);
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texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length, bitmap.Size.Width, bitmap.Size.Height, mipmaplevels,
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Usage.None, Format.Unknown, Pool.Managed, Filter.Box, Filter.Box, 0);
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memstream.Dispose();
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}
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}
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}
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// This destroys the Direct3D texture
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internal void ReleaseTexture()
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{
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lock(this)
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{
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// Trash it
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if(texture != null) texture.Dispose();
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texture = null;
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}
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}
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#endregion
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}
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}
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