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rotating a texture works, but only about the origin

main
Colin McMillen 9 months ago
parent
commit
4f3e9f50ed
  1. 2
      Photo.cs
  2. 43
      Program.cs

2
Photo.cs

@ -105,7 +105,7 @@ public class Photo {
public GpsInfo? Gps = null;
public Rectangle CropRectangle = Rectangle.Empty;
public Vector2i ViewOffset = Vector2i.Zero;
public float Rotation = 0;
public float RotationDegrees = 0;
private static long touchCounter = 0;
private Texture texture;

43
Program.cs

@ -261,16 +261,16 @@ public class StraightenTool : ITool {
public StraightenTool(Photo photo) {
this.photo = photo;
initialRotation = photo.Rotation;
initialRotation = photo.RotationDegrees;
}
public ToolStatus HandleInput(KeyboardState input, MouseState mouse, Transform transform, Game game, Photo photo, UiGeometry geometry) {
if (input.IsKeyPressed(Keys.Left)) {
photo.Rotation += 1;
photo.RotationDegrees += 5;
}
if (input.IsKeyPressed(Keys.Right)) {
photo.Rotation -= 1;
photo.RotationDegrees -= 5;
}
if (input.IsKeyPressed(Keys.Enter)) {
@ -278,7 +278,7 @@ public class StraightenTool : ITool {
}
if (input.IsKeyPressed(Keys.Escape)) {
photo.Rotation = initialRotation;
photo.RotationDegrees = initialRotation;
return ToolStatus.Canceled;
}
@ -286,7 +286,7 @@ public class StraightenTool : ITool {
}
public string Status() {
return String.Format("[straighten] {0}", photo.Rotation);
return String.Format("[straighten] {0}", photo.RotationDegrees);
}
}
@ -977,7 +977,7 @@ public class Game : GameWindow {
renderSize.X, renderSize.Y);
activeOffset = new(photoBox.Min.X, photoBox.Min.Y);
transform = new Transform(activeScale, activeOffset, activePhoto.Size);
DrawTexture(active, photoBox);
DrawTexture(active, photoBox, Color4.White, activePhoto.RotationDegrees);
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);
@ -1088,8 +1088,12 @@ public class Game : GameWindow {
}
public void DrawTexture(Texture texture, Box2i box, Color4 color) {
DrawTexture(texture, box, color, 0);
}
public void DrawTexture(Texture texture, Box2i box, Color4 color, float rotationDegrees) {
GL.Uniform4(shader.GetUniformLocation("color"), color);
SetVertices(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y);
SetVertices(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y, rotationDegrees);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices,
BufferUsageHint.DynamicDraw);
GL.BindTexture(TextureTarget.Texture2D, texture.Handle);
@ -1136,31 +1140,38 @@ public class Game : GameWindow {
GL.Viewport(0, 0, e.Width, e.Height);
}
private void SetVertices(float left, float top, float width, float height) {
private void SetVertices(float left, float top, float width, float height, float rotationDegrees) {
Matrix2 transform = Matrix2.CreateRotation(MathHelper.DegreesToRadians(rotationDegrees));
Vector2 topLeft = new Vector2(left, top) * transform;
Vector2 topRight = new Vector2(left + width, top) * transform;
Vector2 bottomRight = new Vector2(left + width, top + height) * transform;
Vector2 bottomLeft = new Vector2(left, top + height) * transform;
// top left
vertices[0] = left;
vertices[1] = top;
vertices[0] = topLeft.X;
vertices[1] = topLeft.Y;
vertices[2] = 0f;
vertices[3] = 0f;
vertices[4] = 0f;
// top right
vertices[5] = left + width;
vertices[6] = top;
vertices[5] = topRight.X;
vertices[6] = topRight.Y;
vertices[7] = 0f;
vertices[8] = 1f;
vertices[9] = 0f;
// bottom right
vertices[10] = left + width;
vertices[11] = top + height;
vertices[10] = bottomRight.X;
vertices[11] = bottomRight.Y;
vertices[12] = 0f;
vertices[13] = 1f;
vertices[14] = 1f;
// bottom left
vertices[15] = left;
vertices[16] = top + height;
vertices[15] = bottomLeft.X;
vertices[16] = bottomLeft.Y;
vertices[17] = 0f;
vertices[18] = 0f;
vertices[19] = 1f;

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