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@ -38,15 +38,7 @@ public class FpsCounter { |
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public class CameraInfo { |
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public class CameraInfo { |
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public readonly Vector2i Resolution; |
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private CameraInfo(Vector2i resolution) { |
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Resolution = resolution; |
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} |
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public static readonly CameraInfo NIKON_D7000 = new(new Vector2i(4928, 3264)); |
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public static readonly CameraInfo CANON_EOS_R6M2 = new(new Vector2i(6000, 4000)); |
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public static readonly CameraInfo IPHONE_12_MINI = new(new Vector2i(4032, 3024)); |
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public static float AspectRatio = 6000f / 4000f; |
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} |
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} |
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@ -61,12 +53,12 @@ public class Transform { |
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// FIXME: move scale and offset into Photo itself?
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// FIXME: move scale and offset into Photo itself?
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float activeScale; |
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float activeScale; |
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Vector2i activeOffset; |
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Vector2i activeOffset; |
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Photo photo; |
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Vector2i photoSize; |
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public Transform(float scale, Vector2i offset, Photo photo) { |
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public Transform(float scale, Vector2i offset, Vector2i photoSize) { |
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activeScale = scale; |
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activeScale = scale; |
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activeOffset = offset; |
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activeOffset = offset; |
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this.photo = photo; |
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this.photoSize = photoSize; |
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} |
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} |
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public Vector2i ScreenToImageDelta(int x, int y) { |
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public Vector2i ScreenToImageDelta(int x, int y) { |
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@ -76,8 +68,8 @@ public class Transform { |
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public Vector2i ScreenToImage(int x, int y) { |
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public Vector2i ScreenToImage(int x, int y) { |
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int rx = (int) ((x - activeOffset.X) / activeScale); |
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int rx = (int) ((x - activeOffset.X) / activeScale); |
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int ry = (int) ((y - activeOffset.Y) / activeScale); |
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int ry = (int) ((y - activeOffset.Y) / activeScale); |
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rx = Math.Clamp(rx, 0, photo.Size.X); |
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ry = Math.Clamp(ry, 0, photo.Size.Y); |
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rx = Math.Clamp(rx, 0, photoSize.X); |
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ry = Math.Clamp(ry, 0, photoSize.Y); |
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return new(rx, ry); |
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return new(rx, ry); |
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} |
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} |
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@ -199,8 +191,8 @@ public class CropTool : ITool { |
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Vector2i end = mouseDragEnd; |
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Vector2i end = mouseDragEnd; |
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// FIXME: choose the aspect ratio based on the original image aspect ratio.
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// FIXME: choose the aspect ratio based on the original image aspect ratio.
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// FIXME: allow for unconstrained crop, 1:1, etc.
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// FIXME: allow for unconstrained crop, 1:1, etc.
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end.Y = Math.Min(end.Y, start.Y + (end.X - start.X) * 4 / 6); |
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end.X = start.X + (end.Y - start.Y) * 6 / 4; |
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end.Y = Math.Min(end.Y, (int) (start.Y + (end.X - start.X) / CameraInfo.AspectRatio)); |
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end.X = (int) (start.X + (end.Y - start.Y) * CameraInfo.AspectRatio); |
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int left = Math.Min(start.X, end.X); |
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int left = Math.Min(start.X, end.X); |
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int right = Math.Max(start.X, end.X); |
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int right = Math.Max(start.X, end.X); |
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int top = Math.Min(start.Y, end.Y); |
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int top = Math.Min(start.Y, end.Y); |
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@ -270,7 +262,6 @@ public class Texture : IDisposable { |
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public class UiGeometry { |
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public class UiGeometry { |
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public static Vector2i MIN_WINDOW_SIZE = new(1024, 768); |
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public static Vector2i MIN_WINDOW_SIZE = new(1024, 768); |
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private static CameraInfo activeCamera = CameraInfo.CANON_EOS_R6M2; |
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public readonly Vector2i WindowSize; |
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public readonly Vector2i WindowSize; |
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public readonly Box2i ThumbnailBox; |
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public readonly Box2i ThumbnailBox; |
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@ -286,7 +277,7 @@ public class UiGeometry { |
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int numThumbnails = Math.Max(WindowSize.Y / 100, 1); |
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int numThumbnails = Math.Max(WindowSize.Y / 100, 1); |
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int thumbnailHeight = WindowSize.Y / numThumbnails; |
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int thumbnailHeight = WindowSize.Y / numThumbnails; |
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int thumbnailWidth = (int) 1.0 * thumbnailHeight * activeCamera.Resolution.X / activeCamera.Resolution.Y; |
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int thumbnailWidth = (int) (1.0 * thumbnailHeight * CameraInfo.AspectRatio); |
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Console.WriteLine($"thumbnail size: {thumbnailWidth} x {thumbnailHeight}"); |
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Console.WriteLine($"thumbnail size: {thumbnailWidth} x {thumbnailHeight}"); |
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for (int i = 0; i < numThumbnails; i++) { |
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for (int i = 0; i < numThumbnails; i++) { |
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@ -444,7 +435,7 @@ public class Game : GameWindow { |
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Vector2i mousePosition; |
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Vector2i mousePosition; |
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float activeScale = 1f; |
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float activeScale = 1f; |
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Vector2i activeOffset; |
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Vector2i activeOffset; |
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Transform transform = new(1f, Vector2i.Zero, null); |
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Transform transform = new(1f, Vector2i.Zero, Vector2i.Zero); |
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Shader shader = new(); |
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Shader shader = new(); |
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Matrix4 projection; |
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Matrix4 projection; |
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float zoomLevel = 0f; |
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float zoomLevel = 0f; |
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@ -816,7 +807,7 @@ public class Game : GameWindow { |
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Vector2i center = (Vector2i) geometry.PhotoBox.Center; |
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Vector2i center = (Vector2i) geometry.PhotoBox.Center; |
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Box2i photoBox = Util.MakeBox(center.X - renderSize.X / 2, center.Y - renderSize.Y / 2, renderSize.X, renderSize.Y); |
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Box2i photoBox = Util.MakeBox(center.X - renderSize.X / 2, center.Y - renderSize.Y / 2, renderSize.X, renderSize.Y); |
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activeOffset = new(photoBox.Min.X, photoBox.Min.Y); |
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activeOffset = new(photoBox.Min.X, photoBox.Min.Y); |
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transform = new Transform(activeScale, activeOffset, activePhoto); |
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transform = new Transform(activeScale, activeOffset, activePhoto.Size); |
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DrawTexture(active, photoBox); |
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DrawTexture(active, photoBox); |
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for (int i = 0; i < 5; i++) { |
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for (int i = 0; i < 5; i++) { |
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Texture star = (activePhoto.Rating > i) ? STAR_FILLED : STAR_EMPTY; |
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Texture star = (activePhoto.Rating > i) ? STAR_FILLED : STAR_EMPTY; |
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