/*
* Copyright 2019 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using CommonUtil;
using PluginCommon;
namespace SourceGen {
///
/// Graphical visualization object. Useful for displaying 2D bitmaps and 3D objects.
///
/// This is generally immutable, except for the CachedImage field.
///
///
/// Immutability is useful here because the undo/redo mechanism operates at VisualizationSet
/// granularity. We want to know that the undo/redo operations are operating on objects
/// that weren't changed while sitting in the undo buffer.
///
/// At a basic level, bitmap and wireframe visualizations are the same: you take a
/// visualization generation identifier and a bunch of parameters, and generate Stuff.
/// The nature of the Stuff and what you do with it after are very different, however.
///
/// For a bitmap, we can generate the data once, and then scale or transform it as
/// necessary. Bitmap animations are a collection of bitmap visualizations.
///
/// For wireframes, we generate a WireframeObject using some of the parameters, and then
/// transform it with other parameters. The parameters are stored in a single dictionary,
/// but viewer-only parameters are prefixed with '_', which is not allowed in plugins.
///
/// This class represents the common ground between bitmaps and wireframes. It holds the
/// identifier and parameters, as well as the thumbnail data that we display in the list.
///
public class Visualization {
public const double THUMBNAIL_DIM = 64;
///
/// Unique user-specified tag. This may be any valid string that is at least two
/// characters long after the leading and trailing whitespace have been trimmed.
///
public string Tag { get; private set; }
///
/// Name of visualization generator (extension script function).
///
public string VisGenIdent { get; private set; }
///
/// Parameters to be passed to the visualization generator.
///
///
/// We use a read-only dictionary to reinforce the idea that the plugin shouldn't be
/// modifying the parameter dictionary.
///
public ReadOnlyDictionary VisGenParams { get; private set; }
///
/// Cached reference to 2D image, useful for thumbnails that we display in the
/// code listing. Not serialized. This always has an image reference; in times
/// of trouble it will point at BROKEN_IMAGE.
///
///
/// Because the underlying data never changes, we only need to regenerate the
/// image if the set of active plugins changes.
///
/// For 2D bitmaps this should be close to a 1:1 representation of the original,
/// subject to the limitations of the visualization generator. For other types of
/// data (vector line art, 3D meshes) this is a "snapshot" to help the user identify
/// the data.
///
public BitmapSource CachedImage { get; set; }
///
/// Image overlaid on CachedImage. Used to identify thumbnails as animations.
///
public BitmapSource OverlayImage { get; set; }
///
/// True if CachedImage has something other than the default value.
///
public bool HasImage {
get {
return CachedImage != BROKEN_IMAGE && CachedImage != ANIM_OVERLAY_IMAGE;
}
}
///
/// Image to show when things are broken.
///
public static readonly BitmapImage BROKEN_IMAGE;
static Visualization() {
BROKEN_IMAGE = new BitmapImage(new Uri("pack://application:,,,/Res/RedX.png"));
BROKEN_IMAGE.Freeze();
}
///
/// Image to overlay on animation visualizations.
///
internal static readonly BitmapSource ANIM_OVERLAY_IMAGE = GenerateAnimOverlayImage();
internal static readonly BitmapSource BLANK_IMAGE = GenerateBlankImage();
//internal static readonly BitmapSource BLACK_IMAGE = GenerateBlackImage();
///
/// Serial number, for reference from other Visualization objects. Not serialized.
///
///
/// This value is only valid in the current session. It exists because animations
/// need to refer to other Visualization objects, and doing so by Tag gets sticky
/// if a Tag gets renamed. We need a way to uniquely identify a reference to a
/// Visualization that persists across Tag renames and other edits. When the objects
/// are serialized to the project file we don't include the serial, and just reference
/// by Tag.
///
public int SerialNumber { get; private set; }
///
/// Serial number source.
///
private static int sNextSerial = 1000;
///
/// Constructor for a new Visualization.
///
/// Unique identifier.
/// Visualization generator identifier.
/// Parameters for visualization generator.
public Visualization(string tag, string visGenIdent,
ReadOnlyDictionary visGenParams)
:this(tag, visGenIdent, visGenParams, null) { }
///
/// Constructor for a replacement Visualization.
///
/// Unique identifier.
/// Visualization generator identifier.
/// Parameters for visualization generator.
/// Visualization being replaced, or null if this is new.
public Visualization(string tag, string visGenIdent,
ReadOnlyDictionary visGenParams, Visualization oldObj) {
Debug.Assert(!string.IsNullOrEmpty(tag));
Debug.Assert(!string.IsNullOrEmpty(visGenIdent));
Debug.Assert(visGenParams != null);
Tag = tag;
VisGenIdent = visGenIdent;
VisGenParams = visGenParams;
CachedImage = BROKEN_IMAGE;
OverlayImage = BLANK_IMAGE;
if (oldObj == null) {
// not worried about multiple threads
SerialNumber = sNextSerial++;
} else {
Debug.Assert(oldObj.SerialNumber >= 0 && oldObj.SerialNumber < sNextSerial);
SerialNumber = oldObj.SerialNumber;
}
//Debug.WriteLine("NEW VIS: Serial=" + SerialNumber);
}
///
/// Updates the cached thumbnail image.
///
/// Visualization, or null to clear the thumbnail.
public void SetThumbnail(IVisualization2d vis2d) {
if (vis2d == null) {
CachedImage = BROKEN_IMAGE;
} else {
CachedImage = ConvertToBitmapSource(vis2d);
}
Debug.Assert(CachedImage.IsFrozen);
}
///
/// Updates the cached thumbnail image.
///
/// Visualization object, or null to clear the thumbnail.
/// Visualization parameters.
public virtual void SetThumbnail(IVisualizationWireframe visWire,
ReadOnlyDictionary parms) {
if (visWire == null) {
CachedImage = BROKEN_IMAGE;
} else {
Debug.Assert(parms != null);
WireframeObject wireObj = WireframeObject.Create(visWire);
if (wireObj != null) {
CachedImage = GenerateWireframeImage(wireObj, THUMBNAIL_DIM, parms);
} else {
CachedImage = BROKEN_IMAGE;
}
}
Debug.Assert(CachedImage.IsFrozen);
}
///
/// Trims a tag, removing leading/trailing whitespace, and checks it for validity.
///
/// Tag to trim and validate.
/// Set to true if the tag is valid.
/// Trimmed tag string. Returns an empty string if tag is null.
public static string TrimAndValidateTag(string tag, out bool isValid) {
if (tag == null) {
isValid = false;
return string.Empty;
}
string trimTag = tag.Trim();
if (trimTag.Length < 2) {
isValid = false;
} else {
isValid = true;
}
return trimTag;
}
///
/// Converts an IVisualization2d to a BitmapSource for display. The bitmap will be
/// the same size as the original content.
///
public static BitmapSource ConvertToBitmapSource(IVisualization2d vis2d) {
// Create indexed color palette.
int[] intPal = vis2d.GetPalette();
List colors = new List(intPal.Length);
foreach (int argb in intPal) {
Color col = Color.FromArgb((byte)(argb >> 24), (byte)(argb >> 16),
(byte)(argb >> 8), (byte)argb);
colors.Add(col);
}
BitmapPalette palette = new BitmapPalette(colors);
// indexed-color; see https://stackoverflow.com/a/15272528/294248 for direct color
BitmapSource image = BitmapSource.Create(
vis2d.Width,
vis2d.Height,
96.0,
96.0,
PixelFormats.Indexed8,
palette,
vis2d.GetPixels(),
vis2d.Width);
image.Freeze();
return image;
}
///
/// Generates a BitmapSource from IVisualizationWireframe data. Useful for thumbnails
/// and GIF exports.
///
/// Visualization data.
/// Output bitmap dimension (width and height).
/// Parameter set, for rotations and render options.
/// Rendered bitmap.
public static BitmapSource GenerateWireframeImage(WireframeObject wireObj,
double dim, ReadOnlyDictionary parms) {
int eulerX = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_X, 0);
int eulerY = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_Y, 0);
int eulerZ = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_Z, 0);
bool doPersp = Util.GetFromObjDict(parms, VisWireframe.P_IS_PERSPECTIVE, true);
bool doBfc = Util.GetFromObjDict(parms, VisWireframe.P_IS_BFC_ENABLED, false);
bool doRecenter = Util.GetFromObjDict(parms, VisWireframe.P_IS_RECENTERED, true);
return GenerateWireframeImage(wireObj, dim, eulerX, eulerY, eulerZ, doPersp, doBfc,
doRecenter);
}
///
/// Generates a BitmapSource from IVisualizationWireframe data. Useful for thumbnails
/// and GIF exports.
///
public static BitmapSource GenerateWireframeImage(WireframeObject wireObj,
double dim, int eulerX, int eulerY, int eulerZ, bool doPersp, bool doBfc,
bool doRecenter) {
if (wireObj == null) {
// Can happen if the visualization generator is failing on stuff loaded from
// the project file.
return BROKEN_IMAGE;
}
// Generate the path geometry.
GeometryGroup geo = GenerateWireframePath(wireObj, dim, eulerX, eulerY, eulerZ,
doPersp, doBfc, doRecenter);
// Render geometry to bitmap -- https://stackoverflow.com/a/869767/294248
Rect bounds = geo.GetRenderBounds(null);
//Debug.WriteLine("RenderWF dim=" + dim + " bounds=" + bounds + ": " + wireObj);
// Create bitmap.
RenderTargetBitmap bitmap = new RenderTargetBitmap(
(int)dim,
(int)dim,
96,
96,
PixelFormats.Pbgra32);
//RenderOptions.SetEdgeMode(bitmap, EdgeMode.Aliased); <-- no apparent effect
DrawingVisual dv = new DrawingVisual();
using (DrawingContext dc = dv.RenderOpen()) {
dc.DrawRectangle(Brushes.Black, null, new Rect(0, 0, bounds.Width, bounds.Height));
Pen pen = new Pen(Brushes.White, 1.0);
dc.DrawGeometry(null, pen, geo);
}
bitmap.Render(dv);
#if false
// Old way: render Path to bitmap -- https://stackoverflow.com/a/23582564/294248
// Clear the bitmap to black. (Is there an easier way?)
GeometryGroup bkgnd = new GeometryGroup();
bkgnd.Children.Add(new RectangleGeometry(new Rect(0, 0, bounds.Width, bounds.Height)));
Path path = new Path();
path.Data = bkgnd;
path.Stroke = path.Fill = Brushes.Black;
path.Measure(bounds.Size);
path.Arrange(bounds);
bitmap.Render(path);
path = new Path();
path.Data = geo;
path.Stroke = Brushes.White;
path.Measure(bounds.Size);
path.Arrange(bounds);
bitmap.Render(path);
#endif
bitmap.Freeze();
return bitmap;
}
///
/// Generates WPF Path geometry from IVisualizationWireframe data. Line widths get
/// scaled if the output area is larger or smaller than the path bounds, so this scales
/// coordinates so they fit within the box.
///
/// Visualization data.
/// Width/height to use for path area.
/// Visualization parameters.
public static GeometryGroup GenerateWireframePath(WireframeObject wireObj,
double dim, ReadOnlyDictionary parms) {
int eulerX = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_X, 0);
int eulerY = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_Y, 0);
int eulerZ = Util.GetFromObjDict(parms, VisWireframeAnimation.P_EULER_ROT_Z, 0);
bool doPersp = Util.GetFromObjDict(parms, VisWireframe.P_IS_PERSPECTIVE, true);
bool doBfc = Util.GetFromObjDict(parms, VisWireframe.P_IS_BFC_ENABLED, false);
bool doRecenter = Util.GetFromObjDict(parms, VisWireframe.P_IS_RECENTERED, true);
return GenerateWireframePath(wireObj, dim, eulerX, eulerY, eulerZ, doPersp, doBfc,
doRecenter);
}
///
/// Generates WPF Path geometry from IVisualizationWireframe data. Line widths get
/// scaled if the output area is larger or smaller than the path bounds, so this scales
/// coordinates so they fit within the box.
///
public static GeometryGroup GenerateWireframePath(WireframeObject wireObj,
double dim, int eulerX, int eulerY, int eulerZ, bool doPersp, bool doBfc,
bool doRecenter) {
// WPF path drawing is based on a system where a pixel is drawn at the center
// of its coordinates, and integer coordinates start at the top left edge of
// the drawing area. If you draw a pixel at (0,0), 3/4ths of the pixel will be
// outside the window (visible or not based on ClipToBounds).
//
// If you draw a line from (1,1 to 4,1), the line's length will appear to
// be (4 - 1) = 3. It touches four pixels -- the end point is not exclusive --
// but the filled area is only three, because the thickness doesn't extend the
// line's length, and the line stops at the coordinate at the center of the pixel.
// You're not drawing N pixels, you're drawing from one coordinate point to another.
// If you have a window of size 8x8, and you draw from 0,0 to 7,0, the line will
// extend for half a line-thickness off the top, but will not go past the right/left
// edges. (This becomes very obvious when you're working with an up-scaled 8x8 path.)
//
// Similarly, drawing a horizontal line two units long results in a square, and
// drawing a line that starts and ends at the same point doesn't appear to
// produce anything.
//
// It's possible to clean up the edges by adding 0.5 to all coordinate values.
// This turns out to be important for another reason: a line from (1,1) to (9,1)
// shows up as a double-wide half-bright line, while a line from (1.5,1.5) to
// (9.5,1.5) is drawn as a single-wide full-brightness line. This is because of
// the anti-aliasing. Anti-aliasing can be disabled, but the lines look much
// nicer with it enabled.
//
// The path has an axis-aligned bounding box that covers the pixel centers. If we
// want a path-drawn mesh to animate smoothly we want to ensure that the bounds
// are constant across all renderings of a shape (which could get thinner or wider
// as it rotates), so we plot an invisible point in our desired bottom-right corner.
//
// If we want an 8x8 bitmap, we draw a line from (8,8) to (8,8) to establish the
// bounds, then draw lines with coordinates from 0.5 to 7.5.
GeometryGroup geo = new GeometryGroup();
// Draw invisible line segments to establish Path bounds.
Point topLeft = new Point(0, 0);
Point botRight = new Point(dim, dim);
geo.Children.Add(new LineGeometry(topLeft, topLeft));
geo.Children.Add(new LineGeometry(botRight, botRight));
// Generate a list of clip-space line segments. Coordinate values are in the
// range [-1,1], with +X to the right and +Y upward.
List segs = wireObj.Generate(eulerX, eulerY, eulerZ,
doPersp, doBfc, doRecenter);
// Convert clip-space coords to screen. We need to translate to [0,2] with +Y
// toward the bottom of the screen, scale up, round to the nearest whole pixel,
// and add +0.5 to make thumbnail-size bitmaps look crisp.
double scale = (dim - 0.5) / 2;
double adj = 0.5;
foreach (WireframeObject.LineSeg seg in segs) {
Point start = new Point(Math.Round((seg.X0 + 1) * scale) + adj,
Math.Round((1 - seg.Y0) * scale) + adj);
Point end = new Point(Math.Round((seg.X1 + 1) * scale) + adj,
Math.Round((1 - seg.Y1) * scale) + adj);
geo.Children.Add(new LineGeometry(start, end));
}
return geo;
}
///
/// Returns a bitmap with a single transparent pixel.
///
private static BitmapSource GenerateBlankImage() {
RenderTargetBitmap bmp = new RenderTargetBitmap(1, 1, 96.0, 96.0,
PixelFormats.Pbgra32);
bmp.Freeze();
return bmp;
}
///
/// Generate an image to overlay on thumbnails of animations.
///
///
private static BitmapSource GenerateAnimOverlayImage() {
const int IMAGE_SIZE = 128;
// Glowy "high tech" blue.
SolidColorBrush outlineBrush = new SolidColorBrush(Color.FromArgb(255, 0, 216, 255));
SolidColorBrush fillBrush = new SolidColorBrush(Color.FromArgb(128, 0, 182, 215));
DrawingVisual visual = new DrawingVisual();
using (DrawingContext dc = visual.RenderOpen()) {
// Thanks: https://stackoverflow.com/a/29249100/294248
Point p1 = new Point(IMAGE_SIZE * 5 / 8, IMAGE_SIZE / 2);
Point p2 = new Point(IMAGE_SIZE * 3 / 8, IMAGE_SIZE / 4);
Point p3 = new Point(IMAGE_SIZE * 3 / 8, IMAGE_SIZE * 3 / 4);
StreamGeometry sg = new StreamGeometry();
using (StreamGeometryContext sgc = sg.Open()) {
sgc.BeginFigure(p1, true, true);
PointCollection points = new PointCollection() { p2, p3 };
sgc.PolyLineTo(points, true, true);
}
sg.Freeze();
dc.DrawGeometry(fillBrush, new Pen(outlineBrush, 3), sg);
}
RenderTargetBitmap bmp = new RenderTargetBitmap(IMAGE_SIZE, IMAGE_SIZE, 96.0, 96.0,
PixelFormats.Pbgra32);
bmp.Render(visual);
bmp.Freeze();
return bmp;
}
///
/// Returns a bitmap with a single black pixel.
///
//private static BitmapSource GenerateBlackImage() {
// BitmapPalette palette = new BitmapPalette(new List { Colors.Black });
// BitmapSource image = BitmapSource.Create(
// 1,
// 1,
// 96.0,
// 96.0,
// PixelFormats.Indexed8,
// palette,
// new byte[] { 0 },
// 1);
// return image;
//}
public override string ToString() {
return "[Vis: " + Tag + " (" + VisGenIdent + ") count=" + VisGenParams.Count + "]";
}
public static bool operator ==(Visualization a, Visualization b) {
if (ReferenceEquals(a, b)) {
return true; // same object, or both null
}
if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) {
return false; // one is null
}
// All fields must be equal (but we ignore CachedImage).
if (a.Tag != b.Tag || a.VisGenIdent != b.VisGenIdent) {
return false;
}
// Compare the vis gen parameter lists.
if (a.VisGenParams == b.VisGenParams) {
return true;
}
if (a.VisGenParams.Count != b.VisGenParams.Count) {
return false;
}
return Container.CompareDicts(a.VisGenParams, b.VisGenParams);
}
public static bool operator !=(Visualization a, Visualization b) {
return !(a == b);
}
public override bool Equals(object obj) {
return obj is Visualization && this == (Visualization)obj;
}
public override int GetHashCode() {
// TODO(maybe): hash code should factor in VisGenParams items
return Tag.GetHashCode() ^ VisGenIdent.GetHashCode() ^ VisGenParams.Count;
}
}
}