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598 lines
20 KiB
C#
598 lines
20 KiB
C#
#region ================== Copyright (c) 2020 Boris Iwanski
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/*
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* This program is free software: you can redistribute it and/or modify
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*
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* it under the terms of the GNU General Public License as published by
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*
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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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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*
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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*
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program.If not, see<http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Drawing.Drawing2D;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using System.Diagnostics;
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namespace CodeImp.DoomBuilder.BuilderModes.IO
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{
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#region ================== Structs
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internal struct ImageExportSettings
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{
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public string Path;
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public string Name;
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public string Extension;
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public bool Floor;
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public bool Fullbright;
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public bool ApplySectorColors;
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public bool Brightmap;
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public bool Tiles;
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public PixelFormat PixelFormat;
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public ImageFormat ImageFormat;
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public float Scale;
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public ImageExportSettings(string path, string name, string extension, bool floor, bool fullbright, bool applysectorcolors, bool brightmap, bool tiles, float scale, PixelFormat pformat, ImageFormat iformat)
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{
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Path = path;
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Name = name;
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Extension = extension;
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Floor = floor;
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Brightmap = brightmap;
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Tiles = tiles;
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Fullbright = fullbright;
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ApplySectorColors = applysectorcolors;
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PixelFormat = pformat;
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ImageFormat = iformat;
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Scale = scale;
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}
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}
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#endregion
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#region ================== Exceptions
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[Serializable]
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public class ImageExportCanceledException : Exception { }
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[Serializable]
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public class ImageExportImageTooBigException : Exception { }
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#endregion
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internal class ImageExporter
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{
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#region ================== Variables
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private ICollection<Sector> sectors;
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private ImageExportSettings settings;
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private int numitems;
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private int doneitems;
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private int donepercent;
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private Action addprogress;
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private Action<string> showphase;
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private Func<bool> checkcanelexport;
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#endregion
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#region ================== Constants
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private const int TILE_SIZE = 64;
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#endregion
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#region ================== Constructors
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public ImageExporter(ICollection<Sector> sectors, ImageExportSettings settings, Action addprogress, Action<string> showphase, Func<bool> checkcanelexport)
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{
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this.sectors = sectors;
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this.settings = settings;
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this.addprogress = addprogress;
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this.showphase = showphase;
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this.checkcanelexport = checkcanelexport;
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// Exports the sectors to images
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/// </summary>
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public void Export()
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{
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Vector2D size;
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Vector2D offset;
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GetSizeAndOffset(out size, out offset);
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// Count the number of triangles for reporting progress
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numitems = 0;
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doneitems = 0;
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donepercent = 0;
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foreach (Sector s in sectors)
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numitems += s.Triangles.Vertices.Count / 3;
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if (settings.Tiles)
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numitems += GetNumTiles();
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// If exporting a brightmap everything has to be done twice
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if (settings.Brightmap)
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numitems *= 2;
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// Use the same image for the normal texture and the brightmap because of memory concerns
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showphase("Preparing");
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using (Bitmap image = new Bitmap((int)(size.x * settings.Scale), (int)(size.y * settings.Scale), settings.PixelFormat))
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{
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showphase("Creating normal image");
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// Normal texture image
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CreateImage(image, offset, settings.Scale, false);
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if (settings.Tiles)
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{
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showphase("Saving 64x64 tile images (" + GetNumTiles() + ")");
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SaveImageAsTiles(image);
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}
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else
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{
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showphase("Saving normal image");
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try
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{
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image.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
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}
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catch(ExternalException)
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{
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throw new ImageExportImageTooBigException();
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}
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}
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// The brightmap
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if (settings.Brightmap)
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{
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showphase("Creating brightmap image");
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CreateImage(image, offset, settings.Scale, true);
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showphase("Saving brightmap image");
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if (settings.Tiles)
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{
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showphase("Saving 64x64 tile images (" + GetNumTiles() + ")");
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SaveImageAsTiles(image, "_brightmap");
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}
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else
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{
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image.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
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showphase("Saving normal image");
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}
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}
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}
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}
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/// <summary>
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/// Create the image ready to be exported
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/// </summary>
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/// <param name="texturebitmap">The image the graphics will be drawn to</param>
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/// <param name="offset">The offset of the selection in map space</param>
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/// <param name="asbrightmap">True if the image should be a brightmap, false if normally textured</param>
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/// <returns>The image to be exported</returns>
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private void CreateImage(Bitmap texturebitmap, Vector2D offset, float scale, bool asbrightmap)
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{
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// The texture
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using (Graphics gtexture = Graphics.FromImage(texturebitmap))
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{
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gtexture.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
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gtexture.InterpolationMode = InterpolationMode.HighQualityBilinear;
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gtexture.CompositingQuality = CompositingQuality.HighQuality;
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gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
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using (GraphicsPath gpath = new GraphicsPath())
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{
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foreach (Sector s in sectors)
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{
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float rotation = (float)s.Fields.GetValue("rotationfloor", 0.0);
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// If a sector is rotated any offset is on the rotated axes. But we need to offset by
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// map coordinates. We'll use this vector to compute that offset
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Vector2D rotationvector = Vector2D.FromAngle(Angle2D.DegToRad(rotation) + Angle2D.PIHALF);
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// Sectors are triangulated, so draw every triangle
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for (int i = 0; i < s.Triangles.Vertices.Count / 3; i++)
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{
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// The GDI image has the 0/0 coordinate in the top left, so invert the y component
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Vector2D v1 = (s.Triangles.Vertices[i * 3] - offset) * scale; v1.y *= -1.0;
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Vector2D v2 = (s.Triangles.Vertices[i * 3 + 1] - offset) * scale; v2.y *= -1.0;
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Vector2D v3 = (s.Triangles.Vertices[i * 3 + 2] - offset) * scale; v3.y *= -1.0;
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gpath.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
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gpath.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
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gpath.CloseFigure();
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doneitems++;
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int newpercent = (int)(((double)doneitems / numitems) * 100);
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if (newpercent > donepercent)
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{
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donepercent = newpercent;
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addprogress();
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if (checkcanelexport())
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throw new ImageExportCanceledException();
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}
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}
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if (asbrightmap)
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{
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// Create the brightmap based on the sector brightness
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int brightness = General.Clamp(s.Brightness, 0, 255);
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using (SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, brightness, brightness, brightness)))
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gtexture.FillPath(sbrush, gpath);
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}
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else
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{
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Bitmap brushtexture;
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Vector2D textureoffset = new Vector2D();
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Vector2D texturescale = new Vector2D();
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if (settings.Floor)
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{
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// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
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// but doesn't applie the color correction if we set UseColorCorrection to false first
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ImageData imagedata = General.Map.Data.GetFlatImage(s.FloorTexture);
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brushtexture = new Bitmap(imagedata.LocalGetBitmap(false));
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textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0) * scale;
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textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0) * scale;
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// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
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texturescale.x = 1.0 / s.Fields.GetValue("xscalefloor", 1.0);
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texturescale.y = 1.0 / s.Fields.GetValue("yscalefloor", 1.0);
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// Take texture scale (for example from the TEXTURES lump) into account
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texturescale *= 1.0 / imagedata.Scale;
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}
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else
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{
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// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
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// but doesn't applie the color correction if we set UseColorCorrection to false first
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ImageData imagedata = General.Map.Data.GetFlatImage(s.CeilTexture);
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brushtexture = new Bitmap(imagedata.LocalGetBitmap(false));
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textureoffset.x = s.Fields.GetValue("xpanningceiling", 0.0) * scale;
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textureoffset.y = s.Fields.GetValue("ypanningceiling", 0.0) * scale;
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// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
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texturescale.x = 1.0 / s.Fields.GetValue("xscaleceiling", 1.0);
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texturescale.y = 1.0 / s.Fields.GetValue("yscaleceiling", 1.0);
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// Take texture scale (for example from the TEXTURES lump) into account
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texturescale *= 1.0 / imagedata.Scale;
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}
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// Create the transformation matrix
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Matrix matrix = new Matrix();
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matrix.Rotate(rotation);
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matrix.Translate((float)(-offset.x * scale * rotationvector.x), (float)(offset.x * scale * rotationvector.y)); // Left/right offset from the map origin
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matrix.Translate((float)(offset.y * scale * rotationvector.y), (float)(offset.y * scale * rotationvector.x)); // Up/down offset from the map origin
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matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
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// Resize the brush texture if the texture is scaled
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if (texturescale.x != 1.0 || texturescale.y != 1.0)
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ResizeImage(ref brushtexture, (int)(brushtexture.Width * texturescale.x), (int)(brushtexture.Height * texturescale.y));
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if (!settings.Fullbright)
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{
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int brightness = General.Clamp(s.Brightness, 0, 255);
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AdjustBrightness(ref brushtexture, brightness > 0 ? brightness / 255.0f : 0.0f);
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}
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// Take sector colors into account
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if (settings.ApplySectorColors)
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{
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int lightcolor = s.Fields.GetValue("lightcolor", 0xffffff);
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int surfacecolor = settings.Floor ? s.Fields.GetValue("color_floor", 0xffffff) : s.Fields.GetValue("color_ceiling", 0xffffff);
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Rendering.Color4 color = Rendering.PixelColor.Modulate(Rendering.PixelColor.FromInt(lightcolor), Rendering.PixelColor.FromInt(surfacecolor)).ToColorValue();
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Colorize(ref brushtexture, color.Red, color.Green, color.Blue);
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}
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if (scale > 1.0f)
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ResizeImage(ref brushtexture, brushtexture.Width * (int)scale, brushtexture.Height * (int)scale);
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// Create the texture brush and apply the matrix
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TextureBrush tbrush = new TextureBrush(brushtexture);
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tbrush.Transform = matrix;
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// Draw the islands of the sector
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gtexture.FillPath(tbrush, gpath);
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// Dispose unneeded objects
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brushtexture.Dispose();
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tbrush.Dispose();
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matrix.Dispose();
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}
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// Reset the graphics path
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gpath.Reset();
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}
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}
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}
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}
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/// <summary>
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/// 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
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/// </summary>
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/// <param name="image">the image to split into tiles</param>
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/// <param name="suffix">additional suffix for filenames</param>
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private void SaveImageAsTiles(Bitmap image, string suffix="")
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{
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int xnum = (int)Math.Ceiling(image.Size.Width / (double)TILE_SIZE);
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int ynum = (int)Math.Ceiling(image.Size.Height / (double)TILE_SIZE);
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int imagenum = 1;
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for (int y = 0; y < ynum; y++)
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{
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for (int x = 0; x < xnum; x++)
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{
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int width = TILE_SIZE;
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int height = TILE_SIZE;
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// If the width and height are not divisible without remainder make sure only part of the source image is copied
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if (x * TILE_SIZE + TILE_SIZE > image.Size.Width)
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width = image.Size.Width - (x * TILE_SIZE);
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if(y * TILE_SIZE + TILE_SIZE > image.Size.Height)
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height = image.Size.Height - (y * TILE_SIZE);
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using (Bitmap bitmap = new Bitmap(TILE_SIZE, TILE_SIZE))
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using (Graphics g = Graphics.FromImage(bitmap))
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{
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g.Clear(Color.Black);
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g.DrawImage(image, new Rectangle(0, 0, width, height), new Rectangle(x * TILE_SIZE, y * TILE_SIZE, width, height), GraphicsUnit.Pixel);
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bitmap.Save(string.Format("{0}{1}{2}{3}", Path.Combine(settings.Path, settings.Name), suffix, imagenum, settings.Extension));
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}
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imagenum++;
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doneitems++;
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int newpercent = (int)(((double)doneitems / numitems) * 100);
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if (newpercent > donepercent)
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{
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donepercent = newpercent;
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addprogress();
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if (checkcanelexport())
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throw new ImageExportCanceledException();
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}
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if (checkcanelexport())
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throw new ImageExportCanceledException();
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}
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}
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}
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/// <summary>
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/// Generates a list of images file names that will be creates
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/// </summary>
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/// <returns>List of image file names</returns>
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public List<string> GetImageNames()
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{
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List<string> imagenames = new List<string>();
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Vector2D offset;
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Vector2D size;
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GetSizeAndOffset(out size, out offset);
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if(settings.Tiles)
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{
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int x = (int)Math.Ceiling(size.x / TILE_SIZE);
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int y = (int)Math.Ceiling(size.y / TILE_SIZE);
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for (int i = 1; i <= x * y; i++)
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imagenames.Add(string.Format("{0}{1}{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
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if(settings.Brightmap)
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for (int i = 1; i <= x * y; i++)
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imagenames.Add(string.Format("{0}{1}_brightmap{2}", Path.Combine(settings.Path, settings.Name), i, settings.Extension));
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}
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else
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{
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imagenames.Add(string.Format("{0}{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
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if(settings.Brightmap)
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imagenames.Add(string.Format("{0}_brightmap{1}", Path.Combine(settings.Path, settings.Name), settings.Extension));
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}
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return imagenames;
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}
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/// <summary>
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/// Gets the total number of tiles
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/// </summary>
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/// <returns>Number of tiles</returns>
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public int GetNumTiles()
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{
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Vector2D size;
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Vector2D offset;
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GetSizeAndOffset(out size, out offset);
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int xnum = (int)Math.Ceiling(size.x * settings.Scale / (double)TILE_SIZE);
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int ynum = (int)Math.Ceiling(size.y * settings.Scale / (double)TILE_SIZE);
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return xnum * ynum;
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}
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/// <summary>
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/// Gets the size of the image, based on the sectors, and the offset from the map origin
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/// </summary>
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/// <param name="size">stores the size of the size of the image</param>
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/// <param name="offset">stores the offset from the map origin</param>
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private void GetSizeAndOffset(out Vector2D size, out Vector2D offset)
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{
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offset = new Vector2D(double.MaxValue, double.MinValue);
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size = new Vector2D(double.MinValue, double.MaxValue);
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// Find the top left and bottom right corners of the selection
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foreach (Sector s in sectors)
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{
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foreach (Sidedef sd in s.Sidedefs)
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{
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foreach (Vertex v in new Vertex[] { sd.Line.Start, sd.Line.End })
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{
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if (v.Position.x < offset.x)
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offset.x = v.Position.x;
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if (v.Position.x > size.x)
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size.x = v.Position.x;
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if (v.Position.y > offset.y)
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offset.y = v.Position.y;
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if (v.Position.y < size.y)
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size.y = v.Position.y;
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}
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}
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}
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// Right now "size" is the bottom right corener of the selection, so subtract the offset
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// (top left corner of the selection). y will always be negative, so make it positive
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size -= offset;
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size.y *= -1.0;
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}
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/// <summary>
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/// 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/
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/// </summary>
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/// <param name="image">The image to adjust</param>
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/// <param name="brightness">Brightness between 0.0f and 1.0f</param>
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private void AdjustBrightness(ref Bitmap image, float brightness)
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{
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// Make the ColorMatrix.
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float b = brightness;
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ColorMatrix cm = new ColorMatrix(new float[][] {
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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);
|
|
}
|
|
|
|
// Dispose the original...
|
|
image.Dispose();
|
|
|
|
// ... and set it as the adjusted image
|
|
image = bm;
|
|
}
|
|
|
|
private void Colorize(ref Bitmap image, float r, float g, float b)
|
|
{
|
|
// Make the ColorMatrix.
|
|
ColorMatrix cm = new ColorMatrix(new float[][] {
|
|
new float[] {r, 0, 0, 0, 0},
|
|
new float[] {0, g, 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);
|
|
}
|
|
|
|
// Dispose the original...
|
|
image.Dispose();
|
|
|
|
// ... and set it as the adjusted image
|
|
image = bm;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resize the image to the specified width and height. Taken from https://stackoverflow.com/a/24199315 (with some modifications)
|
|
/// </summary>
|
|
/// <param name="image">The image to resize.</param>
|
|
/// <param name="width">The width to resize to.</param>
|
|
/// <param name="height">The height to resize to.</param>
|
|
/// <returns>The resized image.</returns>
|
|
private void ResizeImage(ref Bitmap image, int width, int height)
|
|
{
|
|
var destRect = new Rectangle(0, 0, width, height);
|
|
var destImage = new Bitmap(width, height);
|
|
|
|
destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
|
|
|
|
using (var graphics = Graphics.FromImage(destImage))
|
|
{
|
|
graphics.CompositingMode = CompositingMode.SourceCopy;
|
|
graphics.CompositingQuality = CompositingQuality.HighQuality;
|
|
graphics.InterpolationMode = InterpolationMode.NearestNeighbor;
|
|
graphics.SmoothingMode = SmoothingMode.HighQuality;
|
|
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
|
|
|
|
using (var wrapMode = new ImageAttributes())
|
|
{
|
|
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
|
|
graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
|
|
}
|
|
}
|
|
|
|
image.Dispose();
|
|
|
|
image = destImage;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|