totte/Program.cs

506 lines
16 KiB
C#

using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
using OpenTK.Windowing.Common;
using OpenTK.Windowing.Desktop;
using OpenTK.Windowing.GraphicsLibraryFramework;
using System.Runtime.CompilerServices;
// https://docs.sixlabors.com/api/ImageSharp/SixLabors.ImageSharp.Image.html
using Image = SixLabors.ImageSharp.Image;
using SixLabors.ImageSharp.Metadata.Profiles.Exif;
namespace SemiColinGames;
public class CameraInfo {
public readonly Vector2i Resolution;
private CameraInfo(Vector2i resolution) {
Resolution = resolution;
}
public static readonly CameraInfo NIKON_D7000 = new(new Vector2i(4928, 3264));
public static readonly CameraInfo CANON_EOS_R6M2 = new(new Vector2i(6000, 4000));
public static readonly CameraInfo IPHONE_12_MINI = new(new Vector2i(4032, 3024));
}
public class Shader : IDisposable {
public int Handle;
private bool init = false;
public Shader() {}
public void Init() {
init = true;
int VertexShader;
int FragmentShader;
string VertexShaderSource = @"
#version 330
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec2 aTexCoord;
out vec2 texCoord;
uniform mat4 projection;
void main(void) {
texCoord = aTexCoord;
gl_Position = vec4(aPosition, 1.0) * projection;
}";
string FragmentShaderSource = @"
#version 330
out vec4 outputColor;
in vec2 texCoord;
uniform sampler2D texture0;
uniform vec4 color;
void main() {
outputColor = texture(texture0, texCoord) * color;
}";
VertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(VertexShader, VertexShaderSource);
FragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(FragmentShader, FragmentShaderSource);
GL.CompileShader(VertexShader);
int success;
GL.GetShader(VertexShader, ShaderParameter.CompileStatus, out success);
if (success == 0) {
string infoLog = GL.GetShaderInfoLog(VertexShader);
Console.WriteLine(infoLog);
}
GL.CompileShader(FragmentShader);
GL.GetShader(FragmentShader, ShaderParameter.CompileStatus, out success);
if (success == 0) {
string infoLog = GL.GetShaderInfoLog(FragmentShader);
Console.WriteLine(infoLog);
}
Handle = GL.CreateProgram();
GL.AttachShader(Handle, VertexShader);
GL.AttachShader(Handle, FragmentShader);
GL.LinkProgram(Handle);
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out success);
if (success == 0) {
string infoLog = GL.GetProgramInfoLog(Handle);
Console.WriteLine(infoLog);
}
GL.DetachShader(Handle, VertexShader);
GL.DetachShader(Handle, FragmentShader);
GL.DeleteShader(FragmentShader);
GL.DeleteShader(VertexShader);
}
public void Use() {
if (!init) {
Console.WriteLine("Shader.Use(): must call Init() first");
}
GL.UseProgram(Handle);
}
private bool disposedValue = false;
protected virtual void Dispose(bool disposing) {
if (!disposedValue) {
GL.DeleteProgram(Handle);
disposedValue = true;
}
}
~Shader() {
if (disposedValue == false) {
Console.WriteLine("~Shader(): resource leak? Dispose() should be called manually.");
}
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
public int GetAttribLocation(string name) {
return GL.GetAttribLocation(Handle, name);
}
public int GetUniformLocation(string name) {
return GL.GetUniformLocation(Handle, name);
}
}
public class Photo {
private Texture texture;
private Texture placeholder;
private Image<Rgba32> image;
public Photo(Image<Rgba32> image, Texture placeholder) {
this.image = image;
this.placeholder = placeholder;
texture = placeholder;
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()}");
}
}
}
}
public Texture Texture() {
if (texture == placeholder) {
texture = new Texture(image);
image.Dispose();
}
return texture;
}
}
public class Texture : IDisposable {
public int Handle;
public Vector2i Size;
public Texture(Image<Rgba32> image) {
Size = new Vector2i(image.Width, image.Height);
byte[] pixelBytes = new byte[Size.X * Size.Y * Unsafe.SizeOf<Rgba32>()];
image.CopyPixelDataTo(pixelBytes);
Handle = GL.GenTexture();
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);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear); // FIXME: is this right?
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) TextureWrapMode.ClampToBorder);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) TextureWrapMode.ClampToBorder);
float[] borderColor = { 0.0f, 0.0f, 0.0f, 1.0f };
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor);
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
}
private bool disposedValue = false;
protected virtual void Dispose(bool disposing) {
if (!disposedValue) {
GL.DeleteTexture(Handle);
disposedValue = true;
}
}
~Texture() {
if (!disposedValue) {
Console.WriteLine("~Texture(): resource leak? Dispose() should be called manually.");
}
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
}
public class UiGeometry {
public static Vector2i MIN_WINDOW_SIZE = new(640, 480);
private static CameraInfo activeCamera = CameraInfo.CANON_EOS_R6M2;
public readonly Vector2i WindowSize;
public readonly List<Box2i> ThumbnailBoxes = new();
public readonly Box2i PhotoBox;
public UiGeometry() : this(MIN_WINDOW_SIZE) {}
public UiGeometry(Vector2i windowSize) {
WindowSize = windowSize;
int numThumbnails = 20;
int thumbnailHeight = WindowSize.Y / numThumbnails;
int thumbnailWidth = (int) 1.0 * thumbnailHeight * activeCamera.Resolution.X / activeCamera.Resolution.Y;
for (int i = 0; i < numThumbnails; i++) {
Box2i box = Util.makeBox(WindowSize.X - thumbnailWidth, i * thumbnailHeight, thumbnailWidth, thumbnailHeight);
ThumbnailBoxes.Add(box);
}
PhotoBox = new Box2i(0, 0, WindowSize.X - thumbnailWidth, WindowSize.Y);
}
}
public static class Util {
public static Box2i makeBox(int left, int top, int width, int height) {
return new Box2i(left, top, left + width, top + height);
}
}
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)));
UiGeometry geometry = new();
// Input handling.
long downTimer = Int64.MaxValue;
long upTimer = Int64.MaxValue;
// 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
};
bool doneLoading = false;
int VertexBufferObject;
int ElementBufferObject;
int VertexArrayObject;
List<Photo> photos = new();
int photoIndex = 0;
Shader shader = new();
Matrix4 projection;
protected override void OnUpdateFrame(FrameEventArgs e) {
base.OnUpdateFrame(e);
long now = DateTime.Now.Ticks;
KeyboardState input = KeyboardState;
// Close when Escape is pressed.
if (input.IsKeyDown(Keys.Escape)) {
Close();
}
// Look for mouse clicks on thumbnails.
if (MouseState.IsButtonPressed(0)) {
for (int i = 0; i < geometry.ThumbnailBoxes.Count; i++) {
Box2i box = geometry.ThumbnailBoxes[i];
if (box.ContainsInclusive((Vector2i) MouseState.Position)) {
if (0 <= i && i < photos.Count) {
photoIndex = i;
}
}
}
}
// Track keyboard repeat times for advancing up/down.
if (!input.IsKeyDown(Keys.Down)) {
downTimer = Int64.MaxValue;
}
if (!input.IsKeyDown(Keys.Up)) {
upTimer = Int64.MaxValue;
}
// FIXME: make a proper Model class for tracking the state of the controls?
if (input.IsKeyPressed(Keys.Down) || now > downTimer) {
if (photoIndex < photos.Count - 1) {
downTimer = now + 10000 * 200;
photoIndex++;
}
}
if (input.IsKeyPressed(Keys.Up) || now > upTimer) {
if (photoIndex > 0) {
upTimer = now + 10000 * 200;
photoIndex--;
}
}
}
protected override async void OnLoad() {
base.OnLoad();
GL.ClearColor(0f, 0f, 0f, 1f);
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 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(@"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));
}
}
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() {
base.OnUnload();
}
protected override void OnRenderFrame(FrameEventArgs e) {
base.OnRenderFrame(e);
if (!doneLoading) {
return;
}
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
GL.ActiveTexture(TextureUnit.Texture0);
Texture active = photos[photoIndex].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);
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 < photos.Count && i < geometry.ThumbnailBoxes.Count(); i++) {
Box2i box = geometry.ThumbnailBoxes[i];
DrawTexture(photos[i].Texture(), box);
if (i == photoIndex) {
DrawBox(box, 5, Color4.Black);
DrawBox(box, 3, Color4.White);
}
}
SwapBuffers();
}
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);
}
protected override void OnResize(ResizeEventArgs e) {
base.OnResize(e);
Console.WriteLine($"OnResize: {e.Width}x{e.Height}");
geometry = new UiGeometry(e.Size);
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.RenderFrequency = 60.0;
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";
// FIXME: nwSettings.Icon = ...
using (Game game = new(gwSettings, nwSettings)) {
game.Run();
}
}
}