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load all metadata at beginning, load textures afterwards

main
Colin McMillen 12 months ago
parent
commit
060565b44a
  1. 26
      Program.cs

26
Program.cs

@ -147,6 +147,7 @@ void main() {
public class Photo {
public string File;
public bool Loaded = false;
public Vector2i Size;
public string CameraModel = "";
public string LensModel = "";
public string FocalLength = "<unk>";
@ -164,6 +165,11 @@ public class Photo {
File = file;
this.placeholder = placeholder;
texture = placeholder;
ImageInfo info = Image.Identify(file);
Size = new(info.Size.Width, info.Size.Height);
ParseExif(info.Metadata.ExifProfile);
TryParseRating(info.Metadata.XmpProfile, out Rating);
}
public async void Load() {
@ -171,8 +177,6 @@ public class Photo {
// edit the image due to rotation (etc) and don't want to try generating
// a texture for it until that's already happened.
Image<Rgba32> tmpImage = await Image.LoadAsync<Rgba32>(File);
ParseExif(tmpImage.Metadata.ExifProfile);
TryParseRating(tmpImage.Metadata.XmpProfile, out Rating);
Util.RotateImageFromExif(tmpImage, Orientation);
image = tmpImage;
}
@ -585,27 +589,17 @@ public class Game : GameWindow {
// string[] files = Directory.GetFiles(@"C:\Users\colin\Desktop\Germany all\104D7000");
// string[] files = Directory.GetFiles(@"C:\Users\colin\Desktop\many-birds\");
Console.WriteLine(DateTime.Now.ToString());
for (int i = 0; i < files.Count(); i++) {
string file = files[i];
if (file.ToLower().EndsWith(".jpg")) {
ImageInfo info = Image.Identify(file);
Console.WriteLine(file + " " + i + " " + info.Size);
}
}
Console.WriteLine(DateTime.Now.ToString());
for (int i = 0; i < files.Count(); i++) {
string file = files[i];
if (file.ToLower().EndsWith(".jpg")) {
Photo photo = new Photo(file, TEXTURE_BLACK);
photos.Add(photo);
await Task.Run( () => { photo.Load(); });
if (photos.Count == 100) {
break;
}
}
}
for (int i = 0; i < 100 && i < photos.Count; i++) {
await Task.Run( () => { photos[i].Load(); });
}
}
protected override void OnUnload() {

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