993 lines
33 KiB
C#
993 lines
33 KiB
C#
using OpenTK.Graphics.OpenGL4;
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using OpenTK.Mathematics;
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using OpenTK.Windowing.Common;
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using OpenTK.Windowing.Common.Input;
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using OpenTK.Windowing.Desktop;
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using OpenTK.Windowing.GraphicsLibraryFramework;
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// https://docs.sixlabors.com/api/ImageSharp/SixLabors.ImageSharp.Image.html
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using Image = SixLabors.ImageSharp.Image;
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using SixLabors.Fonts;
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using SixLabors.ImageSharp.Metadata.Profiles.Exif;
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using SixLabors.ImageSharp.Metadata.Profiles.Xmp;
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using SixLabors.ImageSharp.Drawing.Processing;
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using SixLabors.ImageSharp.Drawing;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Xml.Linq;
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namespace SemiColinGames;
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public class FpsCounter {
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private readonly int[] frameTimes = new int[30];
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private double fps = 0;
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private int idx = 0;
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public int Fps {
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get => (int) Math.Ceiling(fps);
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}
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public void Update() {
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var now = Environment.TickCount; // ms
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if (frameTimes[idx] != 0) {
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var timeElapsed = now - frameTimes[idx];
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fps = 1000.0 * frameTimes.Length / timeElapsed;
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}
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frameTimes[idx] = now;
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idx = (idx + 1) % frameTimes.Length;
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}
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}
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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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}
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// FIXME: switch to immediate mode??
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// https://gamedev.stackexchange.com/questions/198805/opentk-immediate-mode-on-net-core-doesnt-work
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// https://www.youtube.com/watch?v=Q23Kf9QEaO4
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public class Shader : IDisposable {
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public int Handle;
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private bool init = false;
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public Shader() {}
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public void Init() {
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init = true;
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int VertexShader;
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int FragmentShader;
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string VertexShaderSource = @"
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#version 330
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec2 aTexCoord;
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out vec2 texCoord;
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uniform mat4 projection;
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void main(void) {
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texCoord = aTexCoord;
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gl_Position = vec4(aPosition, 1.0) * projection;
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}";
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string FragmentShaderSource = @"
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#version 330
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out vec4 outputColor;
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in vec2 texCoord;
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uniform sampler2D texture0;
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uniform vec4 color;
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void main() {
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outputColor = texture(texture0, texCoord) * color;
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}";
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VertexShader = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(VertexShader, VertexShaderSource);
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FragmentShader = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(FragmentShader, FragmentShaderSource);
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GL.CompileShader(VertexShader);
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int success;
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GL.GetShader(VertexShader, ShaderParameter.CompileStatus, out success);
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if (success == 0) {
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string infoLog = GL.GetShaderInfoLog(VertexShader);
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Console.WriteLine(infoLog);
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}
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GL.CompileShader(FragmentShader);
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GL.GetShader(FragmentShader, ShaderParameter.CompileStatus, out success);
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if (success == 0) {
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string infoLog = GL.GetShaderInfoLog(FragmentShader);
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Console.WriteLine(infoLog);
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}
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Handle = GL.CreateProgram();
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GL.AttachShader(Handle, VertexShader);
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GL.AttachShader(Handle, FragmentShader);
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GL.LinkProgram(Handle);
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out success);
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if (success == 0) {
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string infoLog = GL.GetProgramInfoLog(Handle);
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Console.WriteLine(infoLog);
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}
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GL.DetachShader(Handle, VertexShader);
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GL.DetachShader(Handle, FragmentShader);
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GL.DeleteShader(FragmentShader);
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GL.DeleteShader(VertexShader);
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}
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public void Use() {
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if (!init) {
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Console.WriteLine("Shader.Use(): must call Init() first");
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}
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GL.UseProgram(Handle);
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}
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private bool disposedValue = false;
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protected virtual void Dispose(bool disposing) {
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if (!disposedValue) {
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GL.DeleteProgram(Handle);
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disposedValue = true;
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}
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}
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~Shader() {
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if (disposedValue == false) {
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Console.WriteLine("~Shader(): resource leak? Dispose() should be called manually.");
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}
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}
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public void Dispose() {
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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public int GetAttribLocation(string name) {
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return GL.GetAttribLocation(Handle, name);
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}
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public int GetUniformLocation(string name) {
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return GL.GetUniformLocation(Handle, name);
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}
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}
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// FIXME: this should probably be IDisposable?
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public class Photo {
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public string Filename;
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public bool Loaded = false;
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public long LastTouch = 0;
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public Vector2i Size;
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public DateTime DateTimeOriginal;
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public string CameraModel = "";
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public string LensModel = "";
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public string FocalLength = "<unk>";
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public string FNumber = "<unk>";
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public string ExposureTime = "<unk>";
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public string IsoSpeed = "<unk>";
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public int Rating = 0;
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public ushort Orientation = 1;
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private static long touchCounter = 0;
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private Texture texture;
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private Texture placeholder;
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private Image<Rgba32>? image = null;
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public Photo(string filename, Texture placeholder) {
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Filename = filename;
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this.placeholder = placeholder;
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texture = placeholder;
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DateTime creationTime = File.GetCreationTime(filename); // Local time.
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DateTimeOriginal = creationTime;
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ImageInfo info = Image.Identify(filename);
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Size = new(info.Size.Width, info.Size.Height);
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ParseExif(info.Metadata.ExifProfile);
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TryParseRating(info.Metadata.XmpProfile, out Rating);
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}
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public async void LoadAsync() {
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// We don't assign to this.image until Load() is done, because we might
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// edit the image due to rotation (etc) and don't want to try generating
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// a texture for it until that's already happened.
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LastTouch = touchCounter++;
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Image<Rgba32> tmp = await Image.LoadAsync<Rgba32>(Filename);
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Util.RotateImageFromExif(tmp, Orientation);
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image = tmp;
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}
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public async void UnloadAsync() {
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Loaded = false;
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if (texture != placeholder) {
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await Task.Run( () => { texture.Dispose(); });
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texture = placeholder;
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}
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}
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private bool TryParseRating(XmpProfile? xmp, out int rating) {
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rating = 0;
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if (xmp == null) {
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return false;
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}
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XDocument? doc = xmp.GetDocument();
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if (doc == null) {
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return false;
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}
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XElement? root = doc.Root;
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if (root == null) {
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return false;
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}
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foreach (XElement elt in root.Descendants()) {
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if (elt.Name == "{http://ns.adobe.com/xap/1.0/}Rating") {
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if (int.TryParse(elt.Value, out rating)) {
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return true;
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}
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}
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}
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return false;
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}
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// Exif (and other image metadata) reference, from the now-defunct Metadata Working Group:
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// https://web.archive.org/web/20180919181934/http://www.metadataworkinggroup.org/pdf/mwg_guidance.pdf
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//
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// Specifically:
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//
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// In general, date/time metadata is being used to describe the following scenarios:
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// * Date/time original specifies when a photo was taken
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// * Date/time digitized specifies when an image was digitized
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// * Date/time modified specifies when a file was modified by the user
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//
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// Original Date/Time – Creation date of the intellectual content (e.g. the photograph), rather than the creation date of the content being shown
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// Exif DateTimeOriginal (36867, 0x9003) and SubSecTimeOriginal (37521, 0x9291)
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// IPTC DateCreated (IIM 2:55, 0x0237) and TimeCreated (IIM 2:60, 0x023C)
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// XMP (photoshop:DateCreated)
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//
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// Digitized Date/Time – Creation date of the digital representation
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// Exif DateTimeDigitized (36868, 0x9004) and SubSecTimeDigitized (37522, 0x9292)
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// IPTC DigitalCreationDate (IIM 2:62, 0x023E) and DigitalCreationTime (IIM 2:63, 0x023F)
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// XMP (xmp:CreateDate)
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//
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// Modification Date/Time – Modification date of the digital image file
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// Exif DateTime (306, 0x132) and SubSecTime (37520, 0x9290)
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// XMP (xmp:ModifyDate)
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private void ParseExif(ExifProfile? exifs) {
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if (exifs == null) {
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return;
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}
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IExifValue<ushort>? orientation;
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if (exifs.TryGetValue(ExifTag.Orientation, out orientation)) {
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Orientation = orientation.Value;
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}
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IExifValue<string>? model;
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if (exifs.TryGetValue(ExifTag.Model, out model)) {
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CameraModel = model.Value ?? "";
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}
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IExifValue<string>? lensModel;
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if (exifs.TryGetValue(ExifTag.LensModel, out lensModel)) {
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LensModel = lensModel.Value ?? "";
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}
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IExifValue<Rational>? focalLength;
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if (exifs.TryGetValue(ExifTag.FocalLength, out focalLength)) {
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Rational r = focalLength.Value;
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FocalLength = $"{r.Numerator / r.Denominator}mm";
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}
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IExifValue<Rational>? fNumber;
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if (exifs.TryGetValue(ExifTag.FNumber, out fNumber)) {
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Rational r = fNumber.Value;
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if (r.Numerator % r.Denominator == 0) {
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FNumber = $"f/{r.Numerator / r.Denominator}";
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} else {
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int fTimesTen = (int) Math.Round(10f * r.Numerator / r.Denominator);
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FNumber = $"f/{fTimesTen / 10}.{fTimesTen % 10}";
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}
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}
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IExifValue<Rational>? exposureTime;
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if (exifs.TryGetValue(ExifTag.ExposureTime, out exposureTime)) {
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Rational r = exposureTime.Value;
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if (r.Numerator == 1) {
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ExposureTime = $"1/{r.Denominator}";
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} else if (r.Numerator == 10) {
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ExposureTime = $"1/{r.Denominator / 10}";
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} else if (r.Denominator == 1) {
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ExposureTime = $"{r.Numerator }\"";
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} else if (r.Denominator == 10) {
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ExposureTime = $"{r.Numerator / 10}.{r.Numerator % 10}\"";
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} else {
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Console.WriteLine($"*** WARNING: unexpected ExposureTime: {r.Numerator}/{r.Denominator}");
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ExposureTime = r.ToString();
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}
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}
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IExifValue<ushort[]>? isoSpeed;
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if (exifs.TryGetValue(ExifTag.ISOSpeedRatings, out isoSpeed)) {
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ushort[]? iso = isoSpeed.Value;
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if (iso != null) {
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if (iso.Length != 1) {
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Console.WriteLine($"*** WARNING: unexpected ISOSpeedRatings array length: {iso.Length}");
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}
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if (iso.Length >= 1) {
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IsoSpeed = $"ISO {iso[0]}";
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}
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}
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}
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// FIXME: I think the iPhone stores time in UTC but other cameras report it in local time.
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IExifValue<string>? dateTimeOriginal;
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if (exifs.TryGetValue(ExifTag.DateTimeOriginal, out dateTimeOriginal)) {
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DateTime date;
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if (DateTime.TryParseExact(
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dateTimeOriginal.Value ?? "",
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"yyyy:MM:dd HH:mm:ss",
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System.Globalization.CultureInfo.InvariantCulture,
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System.Globalization.DateTimeStyles.AssumeLocal,
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out date)) {
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DateTimeOriginal = date;
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} else {
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Console.WriteLine($"*** WARNING: unexpected DateTimeOriginal value: {dateTimeOriginal.Value}");
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}
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}
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}
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public Texture Texture() {
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LastTouch = touchCounter++;
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if (texture == placeholder && image != null) {
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// The texture needs to be created on the GL thread, so we instantiate
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// it here (since this is called from OnRenderFrame), as long as the
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// image is ready to go.
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texture = new Texture(image);
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image.Dispose();
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image = null;
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Loaded = true;
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}
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return texture;
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}
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public string Description() {
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string date = DateTimeOriginal.ToString("yyyy-MM-dd HH:mm:ss");
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string shootingInfo = $"{date} {FocalLength}, {FNumber} at {ExposureTime}, {IsoSpeed}";
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return String.Format("{0,-60} {1,-50} {2}", shootingInfo, $"{CameraModel} {LensModel}", Filename);
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}
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}
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public class Texture : IDisposable {
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public int Handle;
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public Vector2i Size;
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private static int maxHandle = -1;
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private bool disposedValue = false;
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public Texture(Image<Rgba32> image) {
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Size = new Vector2i(image.Width, image.Height);
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byte[] pixelBytes = new byte[Size.X * Size.Y * Unsafe.SizeOf<Rgba32>()];
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image.CopyPixelDataTo(pixelBytes);
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Handle = GL.GenTexture();
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if (Handle > maxHandle) {
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// Console.WriteLine("GL.GenTexture #" + Handle);
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maxHandle = Handle;
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}
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, Size.X, Size.Y, 0, PixelFormat.Rgba, PixelType.UnsignedByte, pixelBytes);
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//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Nearest);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) TextureWrapMode.ClampToBorder);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) TextureWrapMode.ClampToBorder);
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float[] borderColor = { 0.0f, 0.0f, 0.0f, 1.0f };
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor);
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// FIXME: should we use mipmaps?
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//GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
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}
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protected virtual void Dispose(bool disposing) {
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if (!disposedValue) {
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GL.DeleteTexture(Handle);
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disposedValue = true;
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}
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}
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~Texture() {
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if (!disposedValue) {
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Console.WriteLine("~Texture(): resource leak? Dispose() should be called manually.");
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}
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}
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public void Dispose() {
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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public class UiGeometry {
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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 Box2i ThumbnailBox;
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public readonly List<Box2i> ThumbnailBoxes = new();
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public readonly List<Box2i> StarBoxes = new();
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public readonly Box2i PhotoBox;
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public readonly Box2i StatusBox;
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public UiGeometry() : this(MIN_WINDOW_SIZE, 0) {}
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public UiGeometry(Vector2i windowSize, int starSize) {
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WindowSize = windowSize;
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int numThumbnails = 15;
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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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for (int i = 0; i < numThumbnails; i++) {
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Box2i box = Util.MakeBox(WindowSize.X - thumbnailWidth, i * thumbnailHeight, thumbnailWidth, thumbnailHeight);
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ThumbnailBoxes.Add(box);
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}
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int statusBoxHeight = 20;
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int statusBoxPadding = 4;
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PhotoBox = new Box2i(0, 0, WindowSize.X - thumbnailWidth, WindowSize.Y - statusBoxHeight - statusBoxPadding);
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StatusBox = new Box2i(0, WindowSize.Y - statusBoxHeight, WindowSize.X - thumbnailWidth, WindowSize.Y);
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ThumbnailBox = new Box2i(ThumbnailBoxes[0].Min.X, ThumbnailBoxes[0].Min.Y, WindowSize.X, WindowSize.Y);
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int starSpacing = 10;
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int starBoxLeft = (int) (PhotoBox.Center.X - 2.5 * starSize - starSpacing * 2);
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for (int i = 0; i < 5; i++) {
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Box2i box = Util.MakeBox(starBoxLeft + i * (starSize + starSpacing), PhotoBox.Max.Y - starSize - 10, starSize, starSize);
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StarBoxes.Add(box);
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}
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}
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}
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public static class Util {
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public const float PI = (float) Math.PI;
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public static Box2i MakeBox(int left, int top, int width, int height) {
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return new Box2i(left, top, left + width, top + height);
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}
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public static Image<Rgba32> MakeImage(float width, float height) {
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return new((int) Math.Ceiling(width), (int) Math.Ceiling(height));
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}
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// https://sirv.com/help/articles/rotate-photos-to-be-upright/
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public static void RotateImageFromExif(Image<Rgba32> image, ushort orientation) {
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if (orientation <= 1) {
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return;
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}
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// FIXME: I'm not convinced that all of these are correct, especially the
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// cases that involve flipping (because whether you're flipping before or
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// after rotation matters.).
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var operations = new Dictionary<ushort, (RotateMode, FlipMode)> {
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{ 2, (RotateMode.None, FlipMode.Horizontal) },
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{ 3, (RotateMode.Rotate180, FlipMode.None) },
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{ 4, (RotateMode.None, FlipMode.Vertical) },
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{ 5, (RotateMode.Rotate90, FlipMode.Vertical) },
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{ 6, (RotateMode.Rotate90, FlipMode.None) },
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{ 7, (RotateMode.Rotate270, FlipMode.Vertical) },
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{ 8, (RotateMode.Rotate270, FlipMode.None) },
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};
|
||
var (rotate, flip) = operations[orientation];
|
||
image.Mutate(x => x.RotateFlip(rotate, flip));
|
||
}
|
||
|
||
public static Texture RenderText(string text) {
|
||
return RenderText(text, 16);
|
||
}
|
||
|
||
public static Texture RenderText(string text, int size) {
|
||
Font font = SystemFonts.CreateFont("Consolas", size, FontStyle.Bold);
|
||
TextOptions options = new(font);
|
||
FontRectangle rect = TextMeasurer.Measure(text, new TextOptions(font));
|
||
Image<Rgba32> image = MakeImage(rect.Width, rect.Height);
|
||
IBrush brush = Brushes.Solid(Color.White);
|
||
image.Mutate(x => x.DrawText(options, text, brush));
|
||
Texture texture = new Texture(image);
|
||
image.Dispose();
|
||
return texture;
|
||
}
|
||
|
||
// FIXME: make a real icon stored as a PNG...
|
||
public static OpenTK.Windowing.Common.Input.Image[] RenderAppIcon() {
|
||
int size = 64;
|
||
Font font = SystemFonts.CreateFont("MS Mincho", size, FontStyle.Bold);
|
||
TextOptions options = new(font);
|
||
Image<Rgba32> image = MakeImage(size, size);
|
||
IBrush brush = Brushes.Solid(Color.Black);
|
||
image.Mutate(x => x.DrawText(options, "撮", brush));
|
||
byte[] pixelBytes = new byte[size * size * 4];
|
||
image.CopyPixelDataTo(pixelBytes);
|
||
image.Dispose();
|
||
OpenTK.Windowing.Common.Input.Image opentkImage = new(size, size, pixelBytes);
|
||
return new OpenTK.Windowing.Common.Input.Image[]{ opentkImage };
|
||
}
|
||
|
||
public static Texture RenderStar(float radius, bool filled) {
|
||
IPath path = new Star(x: radius, y: radius + 1, prongs: 5, innerRadii: radius * 0.4f, outerRadii: radius, angle: Util.PI);
|
||
// We add a little bit to the width & height because the reported
|
||
// path.Bounds are often a little tighter than they should be & a couple
|
||
// pixels end up obviously missing...
|
||
Image<Rgba32> image = MakeImage(path.Bounds.Width + 2, path.Bounds.Height + 2);
|
||
IBrush brush = Brushes.Solid(Color.White);
|
||
IPen white = Pens.Solid(Color.White, 1.5f);
|
||
IPen black = Pens.Solid(Color.Black, 3f);
|
||
image.Mutate(x => x.Draw(black, path));
|
||
if (filled) {
|
||
image.Mutate(x => x.Fill(brush, path));
|
||
}
|
||
image.Mutate(x => x.Draw(white, path));
|
||
Texture texture = new Texture(image);
|
||
image.Dispose();
|
||
return texture;
|
||
}
|
||
}
|
||
|
||
public class Game : GameWindow {
|
||
public Game(GameWindowSettings gwSettings, NativeWindowSettings nwSettings) : base(gwSettings, nwSettings) {}
|
||
|
||
private static Texture TEXTURE_WHITE = new(new Image<Rgba32>(1, 1, new Rgba32(255, 255, 255)));
|
||
private static Texture TEXTURE_BLACK = new(new Image<Rgba32>(1, 1, new Rgba32(0, 0, 0)));
|
||
private static Texture STAR_FILLED = Util.RenderStar(20, true);
|
||
private static Texture STAR_EMPTY = Util.RenderStar(20, false);
|
||
private static Texture STAR_SMALL = Util.RenderStar(6, true);
|
||
|
||
UiGeometry geometry = new();
|
||
FpsCounter fpsCounter = new();
|
||
|
||
// Four points, each consisting of (x, y, z, tex_x, tex_y).
|
||
float[] vertices = new float[20];
|
||
|
||
// Indices to draw a rectangle from two triangles.
|
||
uint[] indices = {
|
||
0, 1, 3, // first triangle
|
||
1, 2, 3 // second triangle
|
||
};
|
||
|
||
int VertexBufferObject;
|
||
int ElementBufferObject;
|
||
int VertexArrayObject;
|
||
List<Photo> allPhotos = new();
|
||
List<Photo> photos = new();
|
||
HashSet<Photo> loadedImages = new();
|
||
int photoIndex = 0;
|
||
int ribbonIndex = 0;
|
||
Shader shader = new();
|
||
Matrix4 projection;
|
||
float zoomLevel = 0f;
|
||
|
||
protected override void OnUpdateFrame(FrameEventArgs e) {
|
||
base.OnUpdateFrame(e);
|
||
|
||
KeyboardState input = KeyboardState;
|
||
|
||
// FIXME: add a confirm dialog before closing. (Also for the window-close button.)
|
||
// Close when Escape is pressed.
|
||
if (input.IsKeyPressed(Keys.Escape)) {
|
||
Close();
|
||
}
|
||
|
||
// Look for mouse clicks on thumbnails or stars.
|
||
//
|
||
// Note that we don't bounds-check photoIndex until after all the possible
|
||
// inputs that might affect it. That simplifies this logic significantly.
|
||
if (MouseState.IsButtonPressed(MouseButton.Button1)) {
|
||
Vector2i click = (Vector2i) MouseState.Position;
|
||
|
||
for (int i = 0; i < geometry.StarBoxes.Count; i++) {
|
||
if (geometry.StarBoxes[i].ContainsInclusive(click)) {
|
||
photos[photoIndex].Rating = i + 1;
|
||
}
|
||
}
|
||
|
||
for (int i = 0; i < geometry.ThumbnailBoxes.Count; i++) {
|
||
if (geometry.ThumbnailBoxes[i].ContainsInclusive(click)) {
|
||
photoIndex = ribbonIndex + i;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (MouseState.IsButtonPressed(MouseButton.Button4)) {
|
||
photoIndex--;
|
||
}
|
||
|
||
if (MouseState.IsButtonPressed(MouseButton.Button5)) {
|
||
photoIndex++;
|
||
}
|
||
|
||
if (MouseState.ScrollDelta.Y < 0) {
|
||
photoIndex++;
|
||
}
|
||
|
||
if (MouseState.ScrollDelta.Y > 0) {
|
||
photoIndex--;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.Down)) {
|
||
photoIndex++;
|
||
}
|
||
if (input.IsKeyPressed(Keys.Up)) {
|
||
photoIndex--;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.Home)) {
|
||
photoIndex = 0;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.End)) {
|
||
photoIndex = photos.Count - 1;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.PageDown)) {
|
||
photoIndex += 5;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.PageUp)) {
|
||
photoIndex -= 5;
|
||
}
|
||
|
||
// Make sure the photoIndex is actually valid.
|
||
photoIndex = Math.Clamp(photoIndex, 0, photos.Count - 1);
|
||
|
||
// Handle presses of the "rating" keys -- 0-5 and `.
|
||
// A normal press just sets the rating of the current photo.
|
||
// If the user is holding "shift", we instead filter to only show photos of that rating or higher.
|
||
int rating = -1;
|
||
|
||
if (input.IsKeyPressed(Keys.D0) || input.IsKeyPressed(Keys.GraveAccent)) {
|
||
rating = 0;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.D1)) {
|
||
rating = 1;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.D2)) {
|
||
rating = 2;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.D3)) {
|
||
rating = 3;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.D4)) {
|
||
rating = 4;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.D5)) {
|
||
rating = 5;
|
||
}
|
||
|
||
if (rating >= 0) {
|
||
bool shifted = input.IsKeyDown(Keys.LeftShift) || input.IsKeyDown(Keys.RightShift);
|
||
if (shifted) {
|
||
FilterByRating(rating);
|
||
} else {
|
||
photos[photoIndex].Rating = rating;
|
||
}
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.Q)) {
|
||
zoomLevel = 0f;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.W)) {
|
||
zoomLevel = 1f;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.E)) {
|
||
zoomLevel = 2f;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.R)) {
|
||
zoomLevel = 4f;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.T)) {
|
||
zoomLevel = 8f;
|
||
}
|
||
|
||
if (input.IsKeyPressed(Keys.Y)) {
|
||
zoomLevel = 16f;
|
||
}
|
||
}
|
||
|
||
void FilterByRating(int rating) {
|
||
Console.WriteLine("filter to " + rating);
|
||
photos = allPhotos.Where(p => p.Rating >= rating).ToList();
|
||
// TODO: put this closest to wherever the previously active photo was.
|
||
photoIndex = 0;
|
||
}
|
||
|
||
protected override void OnLoad() {
|
||
base.OnLoad();
|
||
|
||
GL.ClearColor(0f, 0f, 0f, 1f);
|
||
|
||
GL.Enable(EnableCap.Blend);
|
||
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
|
||
|
||
VertexArrayObject = GL.GenVertexArray();
|
||
GL.BindVertexArray(VertexArrayObject);
|
||
|
||
VertexBufferObject = GL.GenBuffer();
|
||
ElementBufferObject = GL.GenBuffer();
|
||
|
||
GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
|
||
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
|
||
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
|
||
GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.DynamicDraw);
|
||
|
||
shader.Init();
|
||
shader.Use();
|
||
|
||
// Because there's 5 floats between the start of the first vertex and the start of the second,
|
||
// the stride is 5 * sizeof(float).
|
||
// This will now pass the new vertex array to the buffer.
|
||
var vertexLocation = shader.GetAttribLocation("aPosition");
|
||
GL.EnableVertexAttribArray(vertexLocation);
|
||
GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0);
|
||
|
||
// Next, we also setup texture coordinates. It works in much the same way.
|
||
// We add an offset of 3, since the texture coordinates comes after the position data.
|
||
// We also change the amount of data to 2 because there's only 2 floats for texture coordinates.
|
||
var texCoordLocation = shader.GetAttribLocation("aTexCoord");
|
||
GL.EnableVertexAttribArray(texCoordLocation);
|
||
GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
|
||
|
||
// Load photos from a directory.
|
||
// 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(@"C:\Users\colin\Desktop\Germany all\104D7000");
|
||
// string[] files = Directory.GetFiles(@"C:\Users\colin\Desktop\many-birds\");
|
||
|
||
for (int i = 0; i < files.Count(); i++) {
|
||
string file = files[i];
|
||
if (file.ToLower().EndsWith(".jpg")) {
|
||
Photo photo = new Photo(file, TEXTURE_BLACK);
|
||
allPhotos.Add(photo);
|
||
}
|
||
}
|
||
|
||
allPhotos.Sort(ComparePhotosByDate);
|
||
photos = allPhotos;
|
||
}
|
||
|
||
private static int ComparePhotosByDate(Photo x, Photo y) {
|
||
int compare = x.DateTimeOriginal.CompareTo(y.DateTimeOriginal);
|
||
if (compare != 0) {
|
||
return compare;
|
||
}
|
||
// If the photos have the same seconds value, sort by filename
|
||
// (since cameras usually increment the filename for successive shots.)
|
||
return x.Filename.CompareTo(y.Filename);
|
||
}
|
||
|
||
protected override void OnUnload() {
|
||
base.OnUnload();
|
||
}
|
||
|
||
private async void LoadAndUnloadImagesAsync() {
|
||
int minLoadedImage = Math.Max(0, photoIndex - 20);
|
||
int maxLoadedImage = Math.Min(photoIndex + 20, photos.Count - 1);
|
||
// First, unload images that haven't been touched in a while.
|
||
// FIXME: also cancel any of these if they still have an in-progress loading task -- I suspect this is the source of a memory leak.
|
||
// FIXME: keep around thumbnail-sized textures?
|
||
while (loadedImages.Count > 60) {
|
||
long earliestTime = long.MaxValue;
|
||
Photo? earliest = null;
|
||
foreach (Photo photo in loadedImages) {
|
||
if (photo.LastTouch < earliestTime) {
|
||
earliest = photo;
|
||
earliestTime = photo.LastTouch;
|
||
}
|
||
}
|
||
if (earliest != null) {
|
||
Console.WriteLine($"loadedImages.Count: {loadedImages.Count}, evicting {earliest.Filename} @ {earliestTime}");
|
||
earliest.UnloadAsync();
|
||
loadedImages.Remove(earliest);
|
||
}
|
||
}
|
||
// Then, start loading any images that are in our window but not yet loaded.
|
||
for (int i = minLoadedImage; i <= maxLoadedImage; i++) {
|
||
if (!loadedImages.Contains(photos[i])) {
|
||
Console.WriteLine("loading " + i);
|
||
loadedImages.Add(photos[i]);
|
||
await Task.Run( () => { photos[i].LoadAsync(); });
|
||
}
|
||
}
|
||
}
|
||
|
||
protected override void OnRenderFrame(FrameEventArgs e) {
|
||
base.OnRenderFrame(e);
|
||
fpsCounter.Update();
|
||
|
||
LoadAndUnloadImagesAsync();
|
||
|
||
GL.Clear(ClearBufferMask.ColorBufferBit);
|
||
GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
|
||
GL.ActiveTexture(TextureUnit.Texture0);
|
||
|
||
Photo activePhoto = photos[photoIndex];
|
||
Texture active = activePhoto.Texture();
|
||
|
||
// FIXME: make a function for scaling & centering one box on another.
|
||
float scaleX = 1f * geometry.PhotoBox.Size.X / active.Size.X;
|
||
float scaleY = 1f * geometry.PhotoBox.Size.Y / active.Size.Y;
|
||
float scale = Math.Min(scaleX, scaleY);
|
||
if (zoomLevel > 0f) {
|
||
scale = zoomLevel;
|
||
}
|
||
|
||
Vector2i renderSize = (Vector2i) (((Vector2) active.Size) * scale);
|
||
Vector2i center = (Vector2i) geometry.PhotoBox.Center;
|
||
Box2i photoBox = Util.MakeBox(center.X - renderSize.X / 2, center.Y - renderSize.Y / 2, renderSize.X, renderSize.Y);
|
||
DrawTexture(active, photoBox);
|
||
for (int i = 0; i < 5; i++) {
|
||
Texture star = (activePhoto.Rating > i) ? STAR_FILLED : STAR_EMPTY;
|
||
DrawTexture(star, geometry.StarBoxes[i].Min.X, geometry.StarBoxes[i].Min.Y);
|
||
}
|
||
|
||
// Draw thumbnail boxes.
|
||
ribbonIndex = Math.Clamp(photoIndex - (geometry.ThumbnailBoxes.Count - 1) / 2, 0, Math.Max(0, photos.Count - geometry.ThumbnailBoxes.Count));
|
||
DrawFilledBox(geometry.ThumbnailBox, Color4.Black);
|
||
for (int i = 0; i < geometry.ThumbnailBoxes.Count; i++) {
|
||
if (ribbonIndex + i >= photos.Count) {
|
||
break;
|
||
}
|
||
Photo photo = photos[ribbonIndex + i];
|
||
Box2i box = geometry.ThumbnailBoxes[i];
|
||
DrawTexture(photo.Texture(), box);
|
||
for (int j = 0; j < photo.Rating; j++) {
|
||
DrawTexture(STAR_SMALL, box.Min.X + 8 + ((STAR_SMALL.Size.X + 2) * j), box.Min.Y + 8);
|
||
}
|
||
if (ribbonIndex + i == photoIndex) {
|
||
DrawBox(box, 5, Color4.Black);
|
||
DrawBox(box, 3, Color4.White);
|
||
}
|
||
}
|
||
|
||
// Draw status box.
|
||
int statusPadding = 2;
|
||
DrawFilledBox(geometry.StatusBox, Color4.Black);
|
||
DrawText(activePhoto.Description(), geometry.StatusBox.Min.X + 80, geometry.StatusBox.Min.Y + statusPadding);
|
||
DrawText(String.Format("FPS: {0,2}", fpsCounter.Fps), geometry.StatusBox.Max.X - 66, geometry.StatusBox.Min.Y + statusPadding);
|
||
|
||
if (activePhoto.Loaded) {
|
||
DrawText($"{(scale * 100):F1}%", geometry.StatusBox.Min.X, geometry.StatusBox.Min.Y + statusPadding);
|
||
}
|
||
|
||
SwapBuffers();
|
||
}
|
||
|
||
void DrawTexture(Texture texture, int x, int y) {
|
||
DrawTexture(texture, Util.MakeBox(x, y, texture.Size.X, texture.Size.Y));
|
||
}
|
||
|
||
void DrawTexture(Texture texture, Box2i box) {
|
||
DrawTexture(texture, box, Color4.White);
|
||
}
|
||
|
||
void DrawTexture(Texture texture, Box2i box, Color4 color) {
|
||
GL.Uniform4(shader.GetUniformLocation("color"), color);
|
||
SetVertices(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y);
|
||
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
|
||
GL.BindTexture(TextureTarget.Texture2D, texture.Handle);
|
||
GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
|
||
}
|
||
|
||
void DrawBox(Box2i box, int thickness, Color4 color) {
|
||
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Min.Y, box.Size.X, thickness), color);
|
||
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Min.Y, thickness, box.Size.Y), color);
|
||
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Max.Y - thickness, box.Size.X, thickness), color);
|
||
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Max.X - thickness, box.Min.Y, thickness, box.Size.Y), color);
|
||
}
|
||
|
||
void DrawFilledBox(Box2i box, Color4 color) {
|
||
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y), color);
|
||
}
|
||
|
||
void DrawText(string text, int x, int y) {
|
||
Texture label = Util.RenderText(text);
|
||
DrawTexture(label, x, y);
|
||
label.Dispose();
|
||
}
|
||
|
||
protected override void OnResize(ResizeEventArgs e) {
|
||
base.OnResize(e);
|
||
Console.WriteLine($"OnResize: {e.Width}x{e.Height}");
|
||
|
||
geometry = new UiGeometry(e.Size, STAR_FILLED.Size.X);
|
||
|
||
projection = Matrix4.CreateOrthographicOffCenter(0f, e.Width, e.Height, 0f, -1f, 1f);
|
||
GL.UniformMatrix4(shader.GetUniformLocation("projection"), true, ref projection);
|
||
GL.Viewport(0, 0, e.Width, e.Height);
|
||
}
|
||
|
||
private void SetVertices(float left, float top, float width, float height) {
|
||
// top left
|
||
vertices[0] = left;
|
||
vertices[1] = top;
|
||
vertices[2] = 0f;
|
||
vertices[3] = 0f;
|
||
vertices[4] = 0f;
|
||
|
||
// top right
|
||
vertices[5] = left + width;
|
||
vertices[6] = top;
|
||
vertices[7] = 0f;
|
||
vertices[8] = 1f;
|
||
vertices[9] = 0f;
|
||
|
||
// bottom right
|
||
vertices[10] = left + width;
|
||
vertices[11] = top + height;
|
||
vertices[12] = 0f;
|
||
vertices[13] = 1f;
|
||
vertices[14] = 1f;
|
||
|
||
// bottom left
|
||
vertices[15] = left;
|
||
vertices[16] = top + height;
|
||
vertices[17] = 0f;
|
||
vertices[18] = 0f;
|
||
vertices[19] = 1f;
|
||
}
|
||
}
|
||
|
||
static class Program {
|
||
static void Main(string[] args) {
|
||
List<MonitorInfo> monitors = Monitors.GetMonitors();
|
||
MonitorInfo bestMonitor = monitors[0];
|
||
int bestResolution = bestMonitor.HorizontalResolution * bestMonitor.VerticalResolution;
|
||
for (int i = 1; i < monitors.Count; i++) {
|
||
MonitorInfo monitor = monitors[i];
|
||
int resolution = monitor.HorizontalResolution * monitor.VerticalResolution;
|
||
if (resolution > bestResolution) {
|
||
bestResolution = resolution;
|
||
bestMonitor = monitor;
|
||
}
|
||
}
|
||
Console.WriteLine($"best monitor: {bestMonitor.HorizontalResolution}x{bestMonitor.VerticalResolution}");
|
||
GameWindowSettings gwSettings = new();
|
||
gwSettings.UpdateFrequency = 30.0;
|
||
gwSettings.RenderFrequency = 30.0;
|
||
|
||
NativeWindowSettings nwSettings = new();
|
||
nwSettings.WindowState = WindowState.Normal;
|
||
nwSettings.CurrentMonitor = bestMonitor.Handle;
|
||
nwSettings.Location = new Vector2i(bestMonitor.WorkArea.Min.X + 1, bestMonitor.WorkArea.Min.Y + 31);
|
||
nwSettings.Size = new Vector2i(bestMonitor.WorkArea.Size.X - 2, bestMonitor.WorkArea.Size.Y - 32);
|
||
nwSettings.MinimumSize = UiGeometry.MIN_WINDOW_SIZE;
|
||
nwSettings.Title = "Totte";
|
||
nwSettings.IsEventDriven = false;
|
||
nwSettings.Icon = new WindowIcon(Util.RenderAppIcon());
|
||
|
||
using (Game game = new(gwSettings, nwSettings)) {
|
||
game.Run();
|
||
}
|
||
}
|
||
}
|