mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-05-22 12:15:10 +00:00
* Add 'Validate Skin Dimension' setting * AddNewSkin - Fix cape box not showing after skin selection * Extended ResourceLocation for better atlas handling * ModelImporter - Add block bench export for models inside models.bin * ModelIporter - Rename 'GetPivot' to 'GetSkinBoxPivot' * ModelImporter - Fix ANIM2BOX to properly support slim skin models * ModelImporter - Update BedrockModel json class * ModelImporter - Update 'FixTexture' to be more generic * Update ModelContainer API inside OMI-Lib * Update skin vertex shader to not swap yz * Update CubeMesh class * SkinRenderer - Move framebuffer and error checking function to SceneViewport * SceneViewport - Change OnUpdate parameter * SkinRenderer - Fix Highlight part having wrong transform * SkinRenderer - Move call to 'SwapBuffers' into SceneViewport.OnUpdate * AppSettingsForm - Update API to be more flexible * SkinBOXExtensions - Update 'GetUVGraphicsPath' * SkinRenderer - Update 'OnUpdate' function * SkinRenderer - Add 'LockMousePosition' option * CustomSkinEditor - Update HighlightlingColor when selecting a part * CustomSkinEditor - Add render settings * CustomSkinEditor - Small non-technical changes * SkinRenderer - Small non-technical changes * CustomSkinEditor - Load render settings when 'OnLoad' is called * SkinRenderer - Fix centering leg0/1 * SkinRenderer - Update 'ReInitialzeSkinData' to upload new data to shader * Rename 'ModelImporter' -> 'SkinModelImporter' and add api interface to add custom import/export providers * CubeGroupMesh - Fix overlay parts not showing proerly * SkinRenderer - Fix part highlighting respecting inflate * Split up model and skin importer into seperate classes and improved api * IModelImportProvider - Add 'SupportImport' and 'SupportExport' property fields * ModelImporter - Rename 'SimpleSkinImportProvider' to 'InternalImportProvider' * modelTextureLocations.json - Add todo * SkinModelImporter - Move 'ModelTextureLocations' to GameModelImporter * CustomSkinEditor - Add SettingsManager for RenderSettings * ModelImporter::Import - Check if file exists * Rename 'modelTextureLocations' to 'modelMetaData' * GameModelImporter - Change blockbench name when exporting * SettingsManager - Add functionality to create internal settings object and add settings to it * GameModelImporter - Fully implemented game-model export to block bench * AppSettingsForm - Fix re-adding settings description to default settings * AppSettingsForm - Add settings description to 'ValidateImageDimension' * GameModelImporter - Add copyright notice and remove unnecessary using statements * ModelImporter - Add copyright notice and remove unnecessary using statements * BlockBenchModel - Fix Texture class json deserialization * SkinModelImporter - Add 'TryConvertToSkinBoxType' function * modelMetaData - Remove comments * SkinModelImporter - Fix 'GetSkinBoxPivot' function * SkinModelImporter - Add null check in 'FixTexture' function * SkinModelImporter - Add offset detection when importing skin model * CustomSkinEditor - Add 'export template' button * GameModelImporter - Rename 'ModelTextureLocations' -> 'ModelMetaData' * ModelImporter - Add summary to 'SupportedModelFileFormatsFilter' property * GameModelImporter - Change function signature of 'CreateElement' * GameModelImporter - Add options to create root outline * GameModelImporter - Update Debug message in 'TraverseChildren' * MainForm - Small code refactor * Rename class 'Meta' ->'BlockBenchFormatInfo' and update BlockBenchModel.Create function signature * MainForm - Update 'GetModelTextures' local function * GameModelImporter - Check model metadata before conversion * GameModelInfo - Mark class as sealed * SkinModelImporter - Check if blockbench model uses box uv * BlockBenchModel - Add export property to class 'Element' * CustomSkinEditor - Remove unused 'PreviewImage' property * CustomSkinEditor - Change highlight color on texture * SkinModelImporter - Fix Block Bench Model import * modelMetaData - Add meta data for 1.14 models * SkinModelImporter - Update 'TryConvertToSkinBoxType' function * SkinModelExporter - Fix model export for bbmodel and bedrock model * SkinRenderer - Fix order of applying anim animations to match the game * SkinModelImporter - Fix exception thrown in 'FixTexture' * CustomSkinEditor - Add Anim editor button and fix anim not being updated when exporting * SkinModelImporter - Fix offset detection when importing * SkinModelImporter - Swap box bottom texture when texture is available * GameModelImporter - Sort using statements * SkinModelImporter - Small code clean up inside 'ImportBedrockJson' * SkinModelImporter - Update 'AddBone' function inside 'ExportBedrockJson' * SkinModelImporter - Fix bottom texture swaping being done bofre parts where imported * SkinMoelImporter - Rename 'GetSkinBoxPivot' to 'GetSkinPartPivot' * SceneViewport - Rename 'Init' to 'Initialize' * SkinModelImporter - Add texture import in 'ImportBedrockJson' * SkinModelImporter - Fix becrock model import * Skin-/GameModelImporter - Rename 'fileName' parameter to 'filepath' * Add ModelEditor * modelMetaData - Add cavespider texture location * GameModelImporter - Update 'ExportBlockBenchModel' function * GameModelImporter - Mark 'ModelExportSettings' as sealed * ModelEditor -Add Save tool menu item & add TrySetTexture Delegate * ModelEditor - Add model node icons * Update CubeMesh & rename CubeGroupMesh to CubeMeshCollection * ModelEditor - Rename 'GetModelNodes' & 'GetModelPartNodeChildren' * Update GenericMesh & mesh rendering * Move Cube conversion into SkinBOXExtensions * GenericMesh - Made 'Transform' property abstract * SceneViewport - Add shaderLibrary and api to it * Rename 'skin...' shaders to 'texturedCube...' * Update modelMetaData part hierarchy structure * ShaderProgram - Add 'SetUniform2' overload for System.Drawing.Size * ModelEditor - Create factory methods for custom model treenodes * modelMetaData - Add 'slime.armor' texture location & pattern texture locations for 'tropicalfish_-a/-b' * Move Debug & Camera control into SceneViewport * Update BoundingBox * Add ModelRenderer * ShaderProgram - Update GetUniformLocation to retrive all active uniforms when linking program * ModelEditor - Add option to show bounding box of the model * SceneViewport - Add OnPaint override to clear color and depth buffer and enable depth testing * Update OMI submodule * Update Texture base class to accept slot when calling Bind * Plain color fragment shader - Update uniform names to be PascalCase * SceneViewport - Add 'ResetCamera' virtual function * CustomSkinEditor - Add missing render setting 'Show Armor' * ModelRenderer - Fix centering model after selecting * Move 'SceneViewport.GetBounds' to 'BoundingBox.GetEnclosingBoundingBox' * CubeMeshCollection - Implemented 'GetBounds' * SkinRenderer - Add option to show skins bounding box * ModelEditor - Update 'GetModelImageIndex' * SceneViewport - Disable blend when rendering debug graphics * ModelEditor - Remove 'Model' property in favor to 'LoadModel' function * JsonModelMetaData - Initialize 'RootParts' to empty array * BoundingBox - Fix exception when empty enumerable was passed * CubeMesh - Remove 'SetName' and add constructor with 'name' parameter * SkinBOX - Change class to record & make member properties getter only * BoundingBox - Move 'Abs' function into extension class * SceneViewport - Change 'Transform' to 'GetTransform' * BoundingBox - Make 'GetVertices' static & add GetTransform * SkinRenderer - Fix bounds calculation when offset is set & fix part highlighting * CubeMesh - Move translation & scaling into 'GetTransform' * CubeMeshCollection - Update 'Contains' overload function & 'SetVisible' * ModelRenderer - Fix pivot point rendering * ModelRenderer - Add part highlighting * modelMetaData - Add missing part to dolphin * modelMetaData - Add missing parts to dragon * CubeMesh - Fix 'GetTransform' function * ModelRenderer - Fix model rotation, pivot & translation issues * ModelRenderer - Add offset to render transform & camera * ModelRenderer - Tried fixing alpha rendering issues * modelMetaData - Add missing part to dragon & add comment * Add 'ITryGetSet.cs' and useful wrappers for it * ModelRenderer - Rename 'HighlightInfo.Pivot' to 'HighlightInfo.Translation' * ITryGetSet - mark classes and interfaces public * ModelEditor - Add material render support * ModelRenderer - Add 'TryGetModelMetaData' method * Fix rendering invisible vertecies * ModelRenderer - Simplefied populating 'metaData.RootParts' property * ModelRenderer - Add 'modelOffset' field * ModelRenderer - Update 'SetModelMaterial' * ModelRenderer - Add simple way of rendering a 2nd layer of a model(the bed model only for now) * ModelRenderer - Fix pivot points not working on horse model properly * ResourceLocation - Add 'Unknown' ResourceLocation instance & improved 'ResourceLocation.GetFromPath' * ResourceCategory - Add 'MobEntityTextures' & 'ItemEntityTextures' * Add default model handling (defaults unfinished) * Add Default Bed model * Add default chicken model * Add default cow model * AddSkinPrompt - Fix Custom skin editor not having anim flag properly set * SceneViewport - Fix Designer crashing when trying to call 'OnPaint' * Update OMI submodule * SceneViewport - Call 'base.OnMouseUp' before our own code * BlockBenchModel - Fix 'Texture.Name' being null * ItemSelectionPopUp - Fix 'okBtn_Click' condition * MainForm - Add export function for default models * MainForm - Fix model selector ignoring cancel button * MainForm - Remove unnecessary wrapper for 'entityMaterials.TryGetValue' * ModelEditor - Add remove model to context menu * ModelEditor - Add 'GetModelContainer' function * GameModelImporter - Add import functionality * MainForm - Add texture when exporting default models * Add default model for: redcow, pig, snowgolem & dragon head * Add SkinModel & SkinIdentifier class * Refactor Skin.cs - Move texture from 'SkinModel' to Skin.cs - Move 'Id' from SkinMetaData into it's own class(SkinIdentifier.cs) - Create SkinModelInfo class for keeping skin conversion simple * Skin.cs - Rename 'ANIM' property to 'Anim' * Move 'hasInvalidEntries' into 'MaterialExtensions.HasInvalidEntries' * Add ISaveContext * PckAssetExt - Rename parameter names for 'GetSkin' * Add Editor.cs * Update most editors to use new Editor class and save context * CustomSkinEditor - Use Editor as base class * SkinMetaData - Change to Immutable data type * PckAssetExtension - [SetSkin] Change adding loc key to setting loc key * ImageDeserializer - Add format check when deserializing * MainForm - [HandleSkinFile] Rename some varibale names * ModelEditor - Use Editor as base class * Move static variables from 'ModelPartSpecifics' to 'GameConstants' * Texture.cs - Add IDisposable interface * PckAssetExtensions - [SetSkin] Add null check for loc file * AnimationEditor - Fix auto save check * TextureAtlasEditor - Refactor animation access control * TextureAtlasEditor - Sort using directives * MainForm - [HandleTextureFile] Add Debug message when animation has no frames to save * AddSkinPrompt - Update save context for custom skin editor * Editor - Move autosave check in 'OnFormClosing' * ModelRenderer - Update designer specifics * Merge 'multi-pck-files-feature' into '3dSkinRenderer' * [WIP] Sub-pck in new tab with savecontext etc. * SceneViewport - Change base refresh rate to 60 fps * CustomSkinEditor - Move max offset value into a constant * ModelEditor - Add highlighting of sinfgle model boxes * MainForm - Add constant for max pck id value * CustomSkinEditor - Remove fps slider and re-ordered ui * EditorForm - Remove abstract from class declaration * EditorControl - Made virtual funtion throw `NotImplementedException` * CustomSkinEditor - Fix naming violations * CustomSkinEditor - Move initialization of render settings into a seperate funtion & remove `show armor` setting * Move Common functionality to Core project & rendering and Model support as well * Change namespace of EditorForm & EditorControl * Add Constant 'NDEBUG' to Core, Rendering & ModelSupport project * PckStudio.csproj - Remove `defaultModels.json` & `modelMetaData.json` - files were moved to PckStuido.ModelSupport * PckStudio.csproj - Remove unused `ApplicationBuildInfo.cs` * PckStudio.Core - Add NamedData.cs * PckStudio - Move some Resources to Core * Add Altas class & refactored Atlas editor * Update OMI Submodule * TextureAtlasEditor - Fix clear button not reseting color * Fix PackInfo.cs - OMI.Endianess -> OMI.ByteOrder * TextureAtlas - Impl extraction&import of large tiles * PckStudio.Core - Remove duplicated resources * LOCEditor - Added menu item for copying loc id * Core - Move 'MAX_PACK_ID' into GameConstants * TextureAtlasEditor - small refactor + TODOs * Update OMI submodule ref
286 lines
13 KiB
C#
286 lines
13 KiB
C#
/* Copyright (c) 2023-present miku-666
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1.The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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using System;
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using System.Collections.Generic;
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using System.Data.Common;
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using System.Diagnostics;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Threading.Tasks;
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namespace PckStudio.Core.Extensions
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{
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public static class ImageExtensions
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{
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public static Image ReleaseFromFile(this Image image)
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{
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Image img = new Bitmap(image);
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image.Dispose();
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return img;
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}
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public static Image GetArea(this Image source, Rectangle area)
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{
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Image tileImage = new Bitmap(area.Width, area.Height);
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using (Graphics gfx = Graphics.FromImage(tileImage))
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{
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gfx.SmoothingMode = SmoothingMode.None;
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gfx.InterpolationMode = InterpolationMode.NearestNeighbor;
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gfx.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gfx.DrawImage(source, new Rectangle(Point.Empty, area.Size), area, GraphicsUnit.Pixel);
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}
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return tileImage;
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}
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/// <summary>
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/// Creates an IEnumerable by reading in horizontal order
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/// </summary>
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/// <param name="source">this image</param>
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/// <param name="scalar">Indecates width and height of image sub section</param>
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/// <returns><see cref="IEnumerable{Image}"/> of type <see cref="Image"/></returns>
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public static IEnumerable<Image> SplitHorizontal(this Image source, int scalar)
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{
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return source.Split(scalar, ImageLayoutDirection.Horizontal);
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}
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public static IEnumerable<Image> Split(this Image source, int scalar, ImageLayoutDirection layoutDirection)
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{
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return Split(source, new Size(scalar, scalar), layoutDirection);
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}
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public static IEnumerable<Image> Split(this Image source, Size size, ImageLayoutDirection imageLayout)
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{
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int rowCount = source.Width / size.Width;
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int columnCount = source.Height / size.Height;
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Debug.WriteLine($"Image size: {source.Size}, Area size: {size}, col num: {columnCount}, row num: {rowCount}");
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bool vertical = imageLayout == ImageLayoutDirection.Vertical;
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for (int i = 0; i < columnCount * rowCount; i++)
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{
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int column = Math.DivRem(i, rowCount, out int row);
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if (vertical)
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row = Math.DivRem(i, columnCount, out column);
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Rectangle tileArea = new Rectangle(new Point(row * size.Width, column * size.Height), size);
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yield return source.GetArea(tileArea);
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}
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yield break;
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}
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public static IEnumerable<Image> Split(this Image source, ImageLayoutDirection layoutDirection)
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{
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for (int i = 0; i < source.Height / source.Width; i++)
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{
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ImageSection locationInfo = new ImageSection(source.Size, i, layoutDirection);
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yield return source.GetArea(locationInfo.Area);
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}
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yield break;
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}
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public static Image Combine(this IEnumerable<Image> sources, ImageLayoutDirection layoutDirection)
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{
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bool horizontal = layoutDirection == ImageLayoutDirection.Horizontal;
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int imgCount = sources.Count();
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int rows = horizontal ? imgCount : 1;
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int columns = horizontal ? 1 : imgCount;
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return sources.Combine(rows, columns, layoutDirection);
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}
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public static Image Combine(this IEnumerable<Image> sources, int rows, int columns, ImageLayoutDirection layoutDirection)
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{
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Size imageSize = CalculateImageSize(sources, rows, columns);
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var image = new Bitmap(imageSize.Width, imageSize.Height);
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bool horizontal = layoutDirection == ImageLayoutDirection.Horizontal;
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using (var graphic = Graphics.FromImage(image))
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{
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foreach ((int i, Image texture) in sources.enumerate())
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{
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int x = Math.DivRem(i, columns, out int y);
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if (horizontal)
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y = Math.DivRem(i, rows, out x);
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graphic.DrawImage(texture, new Point(x * texture.Width, y * texture.Height));
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}
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}
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return image;
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}
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private static Size CalculateImageSize(IEnumerable<Image> sources, int rows, int columns)
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{
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if (sources == null)
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return Size.Empty;
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Image[] imgs = sources.ToArray();
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if (imgs.Length < rows * columns)
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throw new ArgumentOutOfRangeException("Insufficent soure images provided.");
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Size size = imgs[0].Size;
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if (!imgs.All(img => img.Size == size))
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throw new InvalidOperationException("Images must have the same width and height.");
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size.Width *= rows;
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size.Height *= columns;
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return size;
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}
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public static Image Resize(this Image image, Size size, GraphicsConfig graphicsConfig)
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{
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return image.Resize(size.Width, size.Height, graphicsConfig);
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}
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public static Image Resize(this Image image, int width, int height, GraphicsConfig graphicsConfig)
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{
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var destRect = new Rectangle(0, 0, width, height);
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var destImage = new Bitmap(width, height);
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destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
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using (var graphics = Graphics.FromImage(destImage))
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{
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graphics.ApplyConfig(graphicsConfig);
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using (var wrapMode = new ImageAttributes())
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{
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wrapMode.SetWrapMode(WrapMode.TileFlipXY);
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graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
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}
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}
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return destImage;
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}
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public static Image Blend(this Image image, Color overlayColor, BlendMode mode)
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{
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if (image is not Bitmap baseImage)
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return image;
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Bitmap bitmapResult = new Bitmap(baseImage.Width, baseImage.Height, PixelFormat.Format32bppArgb);
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BitmapData baseImageData = baseImage.LockBits(new Rectangle(Point.Empty, baseImage.Size),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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BitmapData resultImageData = bitmapResult.LockBits(new Rectangle(Point.Empty, bitmapResult.Size),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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Parallel.For(0, baseImageData.Stride * baseImageData.Height / 4, (i) =>
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{
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int k = i * 4;
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unsafe
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{
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int color = Unsafe.Read<int>((baseImageData.Scan0 + k).ToPointer());
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byte a = (byte)(color >> 24 & 0xff);
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if (a == 0)
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{
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Unsafe.Write((resultImageData.Scan0 + k).ToPointer(), 0);
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return;
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}
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var b = ColorExtensions.BlendValues((byte)(color >> 0 & 0xff), overlayColor.B, mode);
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var g = ColorExtensions.BlendValues((byte)(color >> 8 & 0xff), overlayColor.G, mode);
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var r = ColorExtensions.BlendValues((byte)(color >> 16 & 0xff), overlayColor.R, mode);
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int blendedValue = a << 24 | r << 16 | g << 8 | b;
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Unsafe.Write((resultImageData.Scan0 + k).ToPointer(), blendedValue);
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}
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});
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bitmapResult.UnlockBits(resultImageData);
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baseImage.UnlockBits(baseImageData);
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return bitmapResult;
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}
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public static Image Blend(this Image image, Image overlay, BlendMode mode)
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{
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if (image is not Bitmap baseImage || overlay is not Bitmap overlayImage ||
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image.Width != overlay.Width || image.Height != overlay.Height)
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return image;
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BitmapData baseImageData = baseImage.LockBits(new Rectangle(Point.Empty, baseImage.Size),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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byte[] baseImageBuffer = new byte[baseImageData.Stride * baseImageData.Height];
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Marshal.Copy(baseImageData.Scan0, baseImageBuffer, 0, baseImageBuffer.Length);
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BitmapData overlayImageData = overlayImage.LockBits(new Rectangle(Point.Empty, overlayImage.Size),
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ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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byte[] overlayImageBuffer = new byte[overlayImageData.Stride * overlayImageData.Height];
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Marshal.Copy(overlayImageData.Scan0, overlayImageBuffer, 0, overlayImageBuffer.Length);
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for (int k = 0; k < baseImageBuffer.Length && k < overlayImageBuffer.Length; k += 4)
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{
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baseImageBuffer[k + 0] = ColorExtensions.BlendValues(baseImageBuffer[k + 0], overlayImageBuffer[k + 0], mode);
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baseImageBuffer[k + 1] = ColorExtensions.BlendValues(baseImageBuffer[k + 1], overlayImageBuffer[k + 1], mode);
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baseImageBuffer[k + 2] = ColorExtensions.BlendValues(baseImageBuffer[k + 2], overlayImageBuffer[k + 2], mode);
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}
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Bitmap bitmapResult = new Bitmap(baseImage.Width, baseImage.Height, PixelFormat.Format32bppArgb);
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BitmapData resultImageData = bitmapResult.LockBits(new Rectangle(Point.Empty, bitmapResult.Size),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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Marshal.Copy(baseImageBuffer, 0, resultImageData.Scan0, baseImageBuffer.Length);
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bitmapResult.UnlockBits(resultImageData);
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baseImage.UnlockBits(baseImageData);
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overlayImage.UnlockBits(overlayImageData);
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return bitmapResult;
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}
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public static Image Interpolate(this Image image1, Image image2, double delta)
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{
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delta = MathExtensions.Clamp(delta, 0.0, 1.0);
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if (image1 is not Bitmap baseImage || image2 is not Bitmap overlayImage ||
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image1.Width != image2.Width || image1.Height != image2.Height)
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return image1;
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BitmapData baseImageData = baseImage.LockBits(new Rectangle(Point.Empty, baseImage.Size),
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ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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byte[] baseImageBuffer = new byte[baseImageData.Stride * baseImageData.Height];
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Marshal.Copy(baseImageData.Scan0, baseImageBuffer, 0, baseImageBuffer.Length);
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baseImage.UnlockBits(baseImageData);
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BitmapData overlayImageData = overlayImage.LockBits(new Rectangle(Point.Empty, overlayImage.Size),
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ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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byte[] overlayImageBuffer = new byte[overlayImageData.Stride * overlayImageData.Height];
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Marshal.Copy(overlayImageData.Scan0, overlayImageBuffer, 0, overlayImageBuffer.Length);
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overlayImage.UnlockBits(overlayImageData);
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byte[] finalBuffer = new byte[baseImageData.Stride * baseImageData.Height];
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for (int k = 0; k < baseImageBuffer.Length && k < overlayImageBuffer.Length; k += 4)
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{
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finalBuffer[k + 0] = ColorExtensions.Mix(delta, baseImageBuffer[k + 0], overlayImageBuffer[k + 0]);
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finalBuffer[k + 1] = ColorExtensions.Mix(delta, baseImageBuffer[k + 1], overlayImageBuffer[k + 1]);
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finalBuffer[k + 2] = ColorExtensions.Mix(delta, baseImageBuffer[k + 2], overlayImageBuffer[k + 2]);
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finalBuffer[k + 3] = ColorExtensions.Mix(delta, baseImageBuffer[k + 3], overlayImageBuffer[k + 3]);
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}
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Bitmap bitmapResult = new Bitmap(baseImage.Width, baseImage.Height, PixelFormat.Format32bppArgb);
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BitmapData resultImageData = bitmapResult.LockBits(new Rectangle(Point.Empty, bitmapResult.Size),
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ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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Marshal.Copy(finalBuffer, 0, resultImageData.Scan0, finalBuffer.Length);
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bitmapResult.UnlockBits(resultImageData);
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return bitmapResult;
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}
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}
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}
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