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start of Exif orientation handling

main
Colin McMillen 12 months ago
parent
commit
c461d55101
  1. 32
      Program.cs

32
Program.cs

@ -27,6 +27,7 @@ public class CameraInfo {
public static readonly CameraInfo IPHONE_12_MINI = new(new Vector2i(4032, 3024));
}
// FIXME: switch to immediate mode??
public class Shader : IDisposable {
public int Handle;
private bool init = false;
@ -165,14 +166,22 @@ public class Photo {
}
public async void Load() {
image = await Image.LoadAsync<Rgba32>(File);
TryParseRating(image.Metadata.XmpProfile, out Rating);
ExifProfile? exifs = image.Metadata.ExifProfile;
// We don't assign to this.image until Load() is done, because we might
// 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);
TryParseRating(tmpImage.Metadata.XmpProfile, out Rating);
ExifProfile? exifs = tmpImage.Metadata.ExifProfile;
if (exifs != null) {
// FIXME: handle Orientation
// FIXME: when we write out images, we'll want to correct the Exif Orientation to 1.
// FIXME: handle date shot / edited (and sort by shot date?)
// FIXME: PixelXDimension & PixelYDimension hold the image geometry in Exif.
IExifValue<ushort>? orientation;
if (exifs.TryGetValue(ExifTag.Orientation, out orientation)) {
Util.RotateImageFromExif(tmpImage, orientation.Value);
}
IExifValue<string>? model;
if (exifs.TryGetValue(ExifTag.Model, out model)) {
CameraModel = model.Value ?? "";
@ -238,6 +247,7 @@ public class Photo {
// foreach (IExifValue exif in exifs.Values) {
// Console.WriteLine(exif.Tag.ToString() + " " + exif.GetValue().ToString());
// }
image = tmpImage;
}
}
@ -374,6 +384,16 @@ public static class Util {
return new((int) Math.Ceiling(width), (int) Math.Ceiling(height));
}
// https://sirv.com/help/articles/rotate-photos-to-be-upright/
public static void RotateImageFromExif(Image<Rgba32> image, ushort orientation) {
if (orientation == 1) {
return;
}
if (orientation == 8) {
image.Mutate(x => x.RotateFlip(RotateMode.Rotate270, FlipMode.None));
}
}
public static Texture RenderText(string text) {
return RenderText(text, 16);
}
@ -542,8 +562,8 @@ public class Game : GameWindow {
// Load textures from JPEGs.
// string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\");
// string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\07\14\");
// string[] files = Directory.GetFiles(@"G:\DCIM\100EOSR6\");
string[] files = Directory.GetFiles(@"C:\Users\colin\Pictures\photos\2018\06\23");
string[] files = Directory.GetFiles(@"G:\DCIM\100EOSR6\");
// string[] files = Directory.GetFiles(@"C:\Users\colin\Pictures\photos\2018\06\23");
// string[] files = Directory.GetFiles(@"C:\Users\colin\Desktop\Germany all\104D7000");
// string[] files = Directory.GetFiles(@"C:\Users\colin\Desktop\many-birds\");

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