UltimateZoneBuilder/Source/Core/Data/TEXTURESImage.cs

418 lines
14 KiB
C#
Executable file

#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.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public enum TextureNamespace
{
TEXTURE,
WALLTEXTURE,
FLAT,
SPRITE,
PATCH
}
internal sealed unsafe class TEXTURESImage : ImageData
{
#region ================== Variables
private readonly List<TexturePatch> patches; //mxd
private readonly bool optional; //mxd
private readonly bool nulltexture; //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
public TEXTURESImage(string name, string virtualpath, int width, int height, int offsetx, int offsety, float scalex, float scaley,
bool worldpanning, TextureNamespace texturenamespace, bool optional, bool nulltexture)
{
// Initialize
this.width = width;
this.height = height;
this.offsetx = offsetx;
this.offsety = offsety;
this.scale.x = scalex;
this.scale.y = scaley;
this.worldpanning = worldpanning;
this.optional = optional; //mxd
this.nulltexture = nulltexture; //mxd
this.patches = new List<TexturePatch>(1);
this.texturenamespace = texturenamespace;
//mxd
SetName(name);
this.virtualname = "[TEXTURES]" + Path.AltDirectorySeparatorChar + (!string.IsNullOrEmpty(virtualpath) ? virtualpath + Path.AltDirectorySeparatorChar : "") + this.name;
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
//mxd
protected override void SetName(string name)
{
if(!General.Map.Config.UseLongTextureNames)
{
if(name.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
name = name.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
name = name.ToUpperInvariant();
}
base.SetName(name);
this.shortname = this.displayname.ToUpperInvariant();
if(this.shortname.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
{
this.shortname = this.shortname.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
}
ComputeNamesWidth(); // biwa
}
// This adds a patch to the texture
public void AddPatch(TexturePatch patch)
{
// Add it
patches.Add(patch);
if(patch.LumpName == Name) hasPatchWithSameName = true; //mxd
}
// This loads the image
protected override LocalLoadResult LocalLoadImage()
{
// Checks
if(width == 0 || height == 0) return new LocalLoadResult(null);
Graphics g = null;
Bitmap bitmap = null;
List<LogMessage> messages = new List<LogMessage>();
// Create texture bitmap
try
{
if(bitmap != null) bitmap.Dispose();
bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
BitmapData bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
PixelColor* pixels = (PixelColor*)bitmapdata.Scan0.ToPointer();
General.ZeroPixels(pixels, width * height);
bitmap.UnlockBits(bitmapdata);
g = Graphics.FromImage(bitmap);
}
catch(Exception e)
{
// Unable to make bitmap
messages.Add(new LogMessage(ErrorType.Error, "Unable to load texture image \"" + this.Name + "\". " + e.GetType().Name + ": " + e.Message));
}
int missingpatches = 0; //mxd
if(patches.Count == 0) //mxd
{
//mxd. Empty image will suffice here, I suppose...
if(nulltexture)
{
return new LocalLoadResult(bitmap, messages);
}
// No patches!
messages.Add(new LogMessage(ErrorType.Error, "No patches are defined for texture \"" + this.Name + "\""));
}
else if(!messages.Any(x => x.Type == ErrorType.Error))
{
// Go for all patches
foreach(TexturePatch p in patches)
{
//mxd. Some patches (like "TNT1A0") should be skipped
if(p.Skip) continue;
// Get the patch data stream
string patchlocation = string.Empty; //mxd
Stream patchdata = General.Map.Data.GetPatchData(p.LumpName, p.HasLongName, ref patchlocation);
if(patchdata != null)
{
// Copy patch data to memory
byte[] membytes = new byte[(int)patchdata.Length];
lock(patchdata) //mxd
{
patchdata.Seek(0, SeekOrigin.Begin);
patchdata.Read(membytes, 0, (int)patchdata.Length);
}
MemoryStream mem = new MemoryStream(membytes);
mem.Seek(0, SeekOrigin.Begin);
Bitmap patchbmp = ImageDataFormat.TryLoadImage(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
if(patchbmp == null)
{
//mxd. Probably that's a flat?..
if(General.Map.Config.MixTexturesFlats)
{
patchbmp = ImageDataFormat.TryLoadImage(mem, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette);
}
if(patchbmp == null)
{
// Data is in an unknown format!
if(!nulltexture) messages.Add(new LogMessage(optional ? ErrorType.Warning : ErrorType.Error, "Patch lump \"" + Path.Combine(patchlocation, p.LumpName) + "\" data format could not be read, while loading texture \"" + this.Name + "\""));
missingpatches++; //mxd
}
}
if(patchbmp != null)
{
//mxd. Apply transformations from TexturePatch
patchbmp = TransformPatch(bitmap, p, patchbmp);
// Draw the patch on the texture image
Rectangle tgtrect = new Rectangle(p.X, p.Y, patchbmp.Size.Width, patchbmp.Size.Height);
g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
patchbmp.Dispose();
}
// Done
mem.Dispose();
}
else
{
//mxd. ZDoom can use any known graphic as patch
if(General.Map.Config.MixTexturesFlats)
{
ImageData img = General.Map.Data.GetTextureImage(p.LumpName);
if(!(img is UnknownImage) && img != this)
{
//mxd. Apply transformations from TexturePatch. We don't want to modify the original bitmap here, so make a copy
// biwa. Make sure to get the image without color correction, as the final texture would be too bright if the patch
// is also a texture
Bitmap bmp = new Bitmap(img.LocalGetBitmap(false));
Bitmap patchbmp = TransformPatch(bitmap, p, bmp);
// Draw the patch on the texture image
Rectangle tgtrect = new Rectangle(p.X, p.Y, patchbmp.Size.Width, patchbmp.Size.Height);
g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
patchbmp.Dispose();
continue;
}
}
// Missing a patch lump!
if(!nulltexture) messages.Add(new LogMessage(optional ? ErrorType.Warning : ErrorType.Error, "Missing patch lump \"" + p.LumpName + "\" while loading texture \"" + this.Name + "\""));
missingpatches++; //mxd
}
}
}
// Dispose bitmap if load failed
if(!nulltexture && (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
{
bitmap.Dispose();
bitmap = null;
}
return new LocalLoadResult(bitmap, messages);
}
//mxd
private Bitmap TransformPatch(Bitmap bitmap, TexturePatch p, Bitmap patchbmp)
{
//mxd. Flip
if(p.FlipX || p.FlipY)
{
RotateFlipType flip;
if(p.FlipX && !p.FlipY) flip = RotateFlipType.RotateNoneFlipX;
else if(!p.FlipX && p.FlipY) flip = RotateFlipType.RotateNoneFlipY;
else flip = RotateFlipType.RotateNoneFlipXY;
patchbmp.RotateFlip(flip);
}
//mxd. Then rotate. I do it this way because RotateFlip function rotates THEN flips, and GZDoom does it the other way around.
if(p.Rotate != 0)
{
RotateFlipType rotate;
switch(p.Rotate)
{
case 90: rotate = RotateFlipType.Rotate90FlipNone; break;
case 180: rotate = RotateFlipType.Rotate180FlipNone; break;
default: rotate = RotateFlipType.Rotate270FlipNone; break;
}
patchbmp.RotateFlip(rotate);
}
// Adjust patch alpha, apply tint or blend
if(p.BlendStyle != TexturePathBlendStyle.NONE || p.RenderStyle != TexturePathRenderStyle.COPY)
{
BitmapData bmpdata = null;
try
{
bmpdata = patchbmp.LockBits(new Rectangle(0, 0, patchbmp.Size.Width, patchbmp.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock image \"" + p.LumpName + "\" for alpha adjustment. " + e.GetType().Name + ": " + e.Message);
}
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
int numpixels = bmpdata.Width * bmpdata.Height;
int patchalpha = (int)Math.Round(General.Clamp(p.Alpha, 0f, 1f) * 255); //convert alpha to [0-255] range
//mxd. Blend/Tint support
if(p.BlendStyle == TexturePathBlendStyle.BLEND)
{
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)((cp->r * p.BlendColor.r) * PixelColor.BYTE_TO_FLOAT);
cp->g = (byte)((cp->g * p.BlendColor.g) * PixelColor.BYTE_TO_FLOAT);
cp->b = (byte)((cp->b * p.BlendColor.b) * PixelColor.BYTE_TO_FLOAT);
}
}
else if(p.BlendStyle == TexturePathBlendStyle.TINT)
{
float tintammount = p.BlendColor.a * PixelColor.BYTE_TO_FLOAT;// -0.1f;
if(tintammount > 0)
{
float br = p.BlendColor.r * PixelColor.BYTE_TO_FLOAT * tintammount;
float bg = p.BlendColor.g * PixelColor.BYTE_TO_FLOAT * tintammount;
float bb = p.BlendColor.b * PixelColor.BYTE_TO_FLOAT * tintammount;
float invtintammount = 1.0f - tintammount;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invtintammount + br) * 255.0f);
cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invtintammount + bg) * 255.0f);
cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invtintammount + bb) * 255.0f);
}
}
}
//mxd. Apply RenderStyle
if(p.RenderStyle == TexturePathRenderStyle.BLEND)
{
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
}
//mxd. We need a copy of underlying part of texture for these styles
else if(p.RenderStyle != TexturePathRenderStyle.COPY)
{
// Copy portion of texture
int lockWidth = (p.X + patchbmp.Size.Width > bitmap.Width) ? bitmap.Width - p.X : patchbmp.Size.Width;
int lockHeight = (p.Y + patchbmp.Size.Height > bitmap.Height) ? bitmap.Height - p.Y : patchbmp.Size.Height;
Bitmap source = new Bitmap(patchbmp.Size.Width, patchbmp.Size.Height);
using(Graphics sg = Graphics.FromImage(source))
sg.DrawImageUnscaled(bitmap, new Rectangle(-p.X, -p.Y, lockWidth, lockHeight));
// Lock texture
BitmapData texturebmpdata = null;
try
{
texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture \"" + this.Name + "\" to apply render style. " + e.GetType().Name + ": " + e.Message);
}
if(texturebmpdata != null)
{
PixelColor* texturepixels = (PixelColor*)(texturebmpdata.Scan0.ToPointer());
PixelColor* tcp = texturepixels + numpixels - 1;
switch(p.RenderStyle)
{
case TexturePathRenderStyle.ADD:
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)Math.Min(255, cp->r + tcp->r);
cp->g = (byte)Math.Min(255, cp->g + tcp->g);
cp->b = (byte)Math.Min(255, cp->b + tcp->b);
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
tcp--;
}
break;
case TexturePathRenderStyle.SUBTRACT:
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)Math.Max(0, tcp->r - cp->r);
cp->g = (byte)Math.Max(0, tcp->g - cp->g);
cp->b = (byte)Math.Max(0, tcp->b - cp->b);
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
tcp--;
}
break;
case TexturePathRenderStyle.REVERSE_SUBTRACT:
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)Math.Max(0, cp->r - tcp->r);
cp->g = (byte)Math.Max(0, cp->g - tcp->g);
cp->b = (byte)Math.Max(0, cp->b - tcp->b);
cp->a = (byte)((cp->a * patchalpha) * PixelColor.BYTE_TO_FLOAT);
tcp--;
}
break;
case TexturePathRenderStyle.MODULATE:
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
{
cp->r = (byte)((cp->r * tcp->r) * PixelColor.BYTE_TO_FLOAT);
cp->g = (byte)((cp->g * tcp->g) * PixelColor.BYTE_TO_FLOAT);
cp->b = (byte)((cp->b * tcp->b) * PixelColor.BYTE_TO_FLOAT);
tcp--;
}
break;
}
source.UnlockBits(texturebmpdata);
}
}
patchbmp.UnlockBits(bmpdata);
}
}
return patchbmp;
}
#endregion
}
}