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load Photos more async'ly

main
Colin McMillen 12 months ago
parent
commit
0bc0d97122
  1. 40
      Program.cs

40
Program.cs

@ -135,33 +135,39 @@ void main() {
public int GetUniformLocation(string name) {
return GL.GetUniformLocation(Handle, name);
}
}
// FIXME: this should probably be IDisposable?
public class Photo {
private string file;
private Texture texture;
private Texture placeholder;
private Image<Rgba32> image;
private Image<Rgba32>? image = null;
public Photo(Image<Rgba32> image, Texture placeholder) {
this.image = image;
public Photo(string file, Texture placeholder) {
this.file = file;
this.placeholder = placeholder;
texture = placeholder;
}
public async void Load() {
image = await Image.LoadAsync<Rgba32>(file);
ExifProfile? exifs = image.Metadata.ExifProfile;
if (exifs != null) {
foreach (IExifValue exif in exifs.Values) {
if (exif.Tag.ToString() == "Model") {
Console.WriteLine($"{exif.Tag}: {exif.GetValue()}");
Console.WriteLine($"{file} {exif.Tag}: {exif.GetValue()}");
}
}
}
}
public Texture Texture() {
if (texture == placeholder) {
if (texture == placeholder && image != null) {
Console.WriteLine("making texture for " + file);
texture = new Texture(image);
image.Dispose();
image = null;
}
return texture;
}
@ -177,6 +183,7 @@ public class Texture : IDisposable {
image.CopyPixelDataTo(pixelBytes);
Handle = GL.GenTexture();
Console.WriteLine("GL.GenTexture #" + Handle);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, Handle);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, Size.X, Size.Y, 0, PixelFormat.Rgba, PixelType.UnsignedByte, pixelBytes);
@ -223,7 +230,7 @@ public class UiGeometry {
public UiGeometry(Vector2i windowSize) {
WindowSize = windowSize;
int numThumbnails = 20;
int numThumbnails = 10;
int thumbnailHeight = WindowSize.Y / numThumbnails;
int thumbnailWidth = (int) 1.0 * thumbnailHeight * activeCamera.Resolution.X / activeCamera.Resolution.Y;
for (int i = 0; i < numThumbnails; i++) {
@ -261,7 +268,6 @@ public class Game : GameWindow {
1, 2, 3 // second triangle
};
bool doneLoading = false;
int VertexBufferObject;
int ElementBufferObject;
int VertexArrayObject;
@ -355,22 +361,15 @@ public class Game : GameWindow {
string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\07\14\");
//string[] files = Directory.GetFiles(@"C:\Users\colin\Pictures\photos\2018\06\23");
List<Task<Image<Rgba32>>> imageTasks = new();
for (int i = 0; i < files.Count(); i++) {
string file = files[i];
if (file.ToLower().EndsWith(".jpg")) {
imageTasks.Add(Image.LoadAsync<Rgba32>(file));
Photo photo = new Photo(file, TEXTURE_WHITE);
photos.Add(photo);
await Task.Run( () => { photo.Load(); });
Console.WriteLine("file " + i);
}
}
Console.WriteLine(DateTime.Now);
await Task.WhenAll(imageTasks);
Console.WriteLine(DateTime.Now);
foreach (Task<Image<Rgba32>> task in imageTasks) {
Photo photo = new(task.Result, TEXTURE_WHITE);
photos.Add(photo);
}
doneLoading = true;
}
protected override void OnUnload() {
@ -379,9 +378,6 @@ public class Game : GameWindow {
protected override void OnRenderFrame(FrameEventArgs e) {
base.OnRenderFrame(e);
if (!doneLoading) {
return;
}
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);

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