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move Texture into its own file

main
Colin McMillen 9 months ago
parent
commit
3d507f3794
  1. 1
      Photo.cs
  2. 59
      Program.cs
  3. 55
      Texture.cs

1
Photo.cs

@ -8,7 +8,6 @@ using System.Xml.Linq;
namespace SemiColinGames;
public class Photo {
public string Filename;
public bool Loaded = false;

59
Program.cs

@ -11,11 +11,9 @@ using SixLabors.ImageSharp.Drawing;
using SixLabors.ImageSharp.Formats.Jpeg;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace SemiColinGames;
public class FpsCounter {
private readonly int[] frameTimes = new int[30];
private double fps = 0;
@ -209,57 +207,6 @@ public class CropTool : ITool {
}
public class Texture : IDisposable {
public int Handle;
public Vector2i Size;
private static int maxHandle = -1;
private bool disposedValue = false;
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();
if (Handle > maxHandle) {
// Console.WriteLine("GL.GenTexture #" + Handle);
maxHandle = 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);
//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.Linear);
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);
// FIXME: should we use mipmaps?
//GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
}
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(1024, 768);
@ -805,7 +752,8 @@ public class Game : GameWindow {
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);
Box2i photoBox = Util.MakeBox(center.X - renderSize.X / 2, center.Y - renderSize.Y / 2,
renderSize.X, renderSize.Y);
activeOffset = new(photoBox.Min.X, photoBox.Min.Y);
transform = new Transform(activeScale, activeOffset, activePhoto.Size);
DrawTexture(active, photoBox);
@ -817,7 +765,8 @@ public class Game : GameWindow {
DrawCropRectangle(cropActive);
// Draw thumbnail boxes.
ribbonIndex = Math.Clamp(photoIndex - (geometry.ThumbnailBoxes.Count - 1) / 2, 0, Math.Max(0, photos.Count - geometry.ThumbnailBoxes.Count));
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) {

55
Texture.cs

@ -0,0 +1,55 @@
using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
using System.Runtime.CompilerServices;
namespace SemiColinGames;
public class Texture : IDisposable {
public int Handle;
public Vector2i Size;
private static int maxHandle = -1;
private bool disposedValue = false;
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();
if (Handle > maxHandle) {
// Console.WriteLine("GL.GenTexture #" + Handle);
maxHandle = 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);
//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.Linear);
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);
// FIXME: should we use mipmaps?
//GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
}
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);
}
}
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