UltimateZoneBuilder/Source/Core/Data/TextureImage.cs

292 lines
9.6 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;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Rendering;
using System.IO;
using System.Linq;
#endregion
namespace CodeImp.DoomBuilder.Data
{
internal sealed unsafe class TextureImage : ImageData
{
#region ================== Variables
private List<TexturePatch> patches;
#endregion
#region ================== Constructor / Disposer
// Constructor
public TextureImage(string group, string name, int width, int height, float scalex, float scaley, bool worldpanning)
{
// Initialize
this.width = width;
this.height = height;
this.scale.x = scalex;
this.scale.y = scaley;
this.worldpanning = worldpanning; //mxd
this.patches = new List<TexturePatch>();
SetName(name);
virtualname = "[" + group + "]/" + this.name; //mxd
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
// 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);
BitmapData bitmapdata = null;
PixelColor* pixels = (PixelColor*)0;
Bitmap bitmap = null;
List<LogMessage> messages = new List<LogMessage>();
int[] columnumpatches = new int[width];
BitArray columnmasked = new BitArray(width, false);
bool hasnegativeoffsetpatch = false;
Dictionary<TexturePatch, Bitmap> patchbmps = new Dictionary<TexturePatch, Bitmap>();
bool fixnegativeoffsets = General.Map.Config.Compatibility.FixNegativePatchOffsets;
bool fixmaskedoffsets = General.Map.Config.Compatibility.FixMaskedPatchOffsets;
// Create texture bitmap
try
{
if(bitmap != null) bitmap.Dispose();
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.ZeroPixels(pixels, width * height);
}
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(!messages.Any(x => x.Type == ErrorType.Error))
{
// Load all patch bitmaps, and see if the patch has a negative vertical offset
foreach (TexturePatch p in patches)
{
// 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)
{
// Get a reader for the data
Bitmap patchbmp = ImageDataFormat.TryLoadImage(patchdata, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
if (patchbmp == null)
{
//mxd. Probably that's a flat?..
if (General.Map.Config.MixTexturesFlats)
{
patchbmp = ImageDataFormat.TryLoadImage(patchdata, ImageDataFormat.DOOMFLAT, General.Map.Data.Palette);
}
if (patchbmp == null)
{
// Data is in an unknown format!
messages.Add(new LogMessage(ErrorType.Error, "Patch lump \"" + Path.Combine(patchlocation, p.LumpName) + "\" data format could not be read, while loading texture \"" + this.Name + "\". Does this lump contain valid picture data at all?"));
missingpatches++; //mxd
}
}
// Store the bitmap
patchbmps[p] = patchbmp;
// Done
patchdata.Dispose();
}
else
{
// Missing a patch lump!
messages.Add(new LogMessage(ErrorType.Error, "Missing patch lump \"" + p.LumpName + "\" while loading texture \"" + this.Name + "\". Did you forget to include required resources?"));
missingpatches++; //mxd
}
// Check if there are any patches with negative vertical offsets
if (p.Y < 0)
hasnegativeoffsetpatch = true;
}
// There's a bug in vanilla Doom where negative patch offsets are ignored (the patch y offset is set to 0). If
// the configuration is for an engine that doesn't fix the bug we have to emulate that behavior
// See https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches
if (!fixnegativeoffsets || !fixmaskedoffsets)
{
// Check which columns have more than one patch
foreach(TexturePatch p in patches)
{
if (patchbmps[p] == null) continue;
bool ismaked = BitmapIsMasked(patchbmps[p]);
for (int x = 0; x < patchbmps[p].Width; x++)
{
int ox = p.X + x;
if (ox >= 0 && ox < columnumpatches.Length)
{
if(!fixnegativeoffsets)
columnumpatches[ox]++;
if (!fixmaskedoffsets && ismaked)
columnmasked[ox] = true;
}
}
}
}
// Go for all patches
foreach(TexturePatch p in patches)
{
if(patchbmps.ContainsKey(p) && patchbmps[p] != null)
{
// Draw the patch
DrawToPixelData(patchbmps[p], pixels, width, height, p.X, p.Y, fixnegativeoffsets, fixmaskedoffsets, columnumpatches, columnmasked);
}
}
// Don't need the bitmaps anymore
foreach (Bitmap bmp in patchbmps.Values)
bmp?.Dispose();
// Done
bitmap.UnlockBits(bitmapdata);
}
// Dispose bitmap if load failed
if((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);
}
// This draws the picture to the given pixel color data
static unsafe void DrawToPixelData(Bitmap bmp, PixelColor* target, int targetwidth, int targetheight, int x, int y, bool fixnegativeoffsets, bool fixmaskedoffsets, int[] columnumpatches, BitArray columnmasked)
{
// Get bitmap
int width = bmp.Size.Width;
int height = bmp.Size.Height;
int patchy = y;
// Lock bitmap pixels
BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
PixelColor* pixels = (PixelColor*)bmpdata.Scan0.ToPointer();
// Go for all pixels in the original image
for (int ox = 0; ox < width; ox++)
{
int tx = x + ox;
int drawheight = height;
// If we have to emulate the negative vertical offset bug we also have to recalculate the height of the
// patch that is actually drawn, since it'll only draw as many pixels as it'd draw as if the negative
// vertical offset was taken into account
if ((patchy < 0 && !fixnegativeoffsets && tx < width && tx >= 0 && tx < columnumpatches.Length && columnumpatches[tx] > 1) && !(!fixmaskedoffsets && tx >= 0 && tx < columnmasked.Length && columnmasked[tx] == true))
drawheight = height + patchy;
for (int oy = 0; oy < drawheight; oy++)
{
// Copy this pixel?
if (pixels[oy * width + ox].a > 0.5f)
{
int realy = y;
if (!fixmaskedoffsets && tx >= 0 && tx < columnmasked.Length && columnmasked[tx] == true)
{
if (tx >= 0 && tx < columnumpatches.Length && columnumpatches[tx] == 1)
realy = 0;
}
else if (y < 0 && !fixnegativeoffsets)
realy = 0;
// Calculate target pixel and copy when within bounds
int ty = realy + oy;
if ((tx >= 0) && (tx < targetwidth) && (ty >= 0) && (ty < targetheight))
target[ty * targetwidth + tx] = pixels[oy * width + ox];
}
}
}
// Done
bmp.UnlockBits(bmpdata);
}
/// <summary>
/// Checks if the given bitmap has masked pixels
/// </summary>
/// <param name="bmp">Bitmap to check</param>
/// <returns>true if masked, false if not masked</returns>
internal static unsafe bool BitmapIsMasked(Bitmap bmp)
{
// Get bitmap
int width = bmp.Size.Width;
int height = bmp.Size.Height;
// Lock bitmap pixels
BitmapData bmpdata = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
PixelColor* pixels = (PixelColor*)bmpdata.Scan0.ToPointer();
for (int ox = 0; ox < width; ox++)
{
for (int oy = 0; oy < height; oy++)
{
if (pixels[oy * width + ox].a <= 0.5f)
{
bmp.UnlockBits(bmpdata);
return true;
}
}
}
bmp.UnlockBits(bmpdata);
return false;
}
#endregion
}
}