use a Vector2i for Texture size
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30f21943a8
commit
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23
Program.cs
23
Program.cs
@ -3,8 +3,8 @@ using OpenTK.Mathematics;
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using OpenTK.Windowing.Common;
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using OpenTK.Windowing.Common;
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using OpenTK.Windowing.Desktop;
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using OpenTK.Windowing.Desktop;
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using OpenTK.Windowing.GraphicsLibraryFramework;
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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 System.Runtime.CompilerServices;
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using System.Runtime.CompilerServices;
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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 Image = SixLabors.ImageSharp.Image;
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namespace SemiColinGames;
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namespace SemiColinGames;
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@ -138,26 +138,23 @@ void main() {
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public class Texture : IDisposable {
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public class Texture : IDisposable {
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public int Handle;
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public int Handle;
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// FIXME: use a Vector2i for dimensions.
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public Vector2i Size;
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public int Width;
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public int Height;
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public Texture(Image<Rgba32> image) {
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public Texture(Image<Rgba32> image) {
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Width = image.Width;
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Size = new Vector2i(image.Width, image.Height);
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Height = image.Height;
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Console.WriteLine($"image loaded: {Size}");
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Console.WriteLine($"image loaded: {Width}x{Height}");
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//foreach (IExifValue exif in image.Metadata.ExifProfile.Values) {
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//foreach (IExifValue exif in image.Metadata.ExifProfile.Values) {
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// Console.WriteLine($"{exif.Tag} : {exif.GetValue()}");
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// Console.WriteLine($"{exif.Tag} : {exif.GetValue()}");
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//}
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//}
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byte[] pixelBytes = new byte[Width * Height * Unsafe.SizeOf<Rgba32>()];
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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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image.CopyPixelDataTo(pixelBytes);
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image.Dispose();
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image.Dispose();
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Handle = GL.GenTexture();
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Handle = GL.GenTexture();
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, pixelBytes);
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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); // FIXME: is this right?
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear); // FIXME: is this right?
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Nearest);
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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.TextureWrapS, (int) TextureWrapMode.ClampToBorder);
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@ -321,11 +318,11 @@ public class Game : GameWindow {
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Texture active = textures[textureIndex];
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Texture active = textures[textureIndex];
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// FIXME: make a function for scaling & centering one box on another.
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// FIXME: make a function for scaling & centering one box on another.
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double scaleX = 1.0 * geometry.PhotoBox.Size.X / active.Width;
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double scaleX = 1.0 * geometry.PhotoBox.Size.X / active.Size.X;
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double scaleY = 1.0 * geometry.PhotoBox.Size.Y / active.Height;
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double scaleY = 1.0 * geometry.PhotoBox.Size.Y / active.Size.Y;
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double scale = Math.Min(scaleX, scaleY);
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double scale = Math.Min(scaleX, scaleY);
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int renderWidth = (int) (active.Width * scale);
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int renderWidth = (int) (active.Size.X * scale);
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int renderHeight = (int) (active.Height * scale);
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int renderHeight = (int) (active.Size.Y * scale);
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Box2i photoBox = Util.makeBox((int) geometry.PhotoBox.Center.X - renderWidth / 2, (int) geometry.PhotoBox.Center.Y - renderHeight / 2, renderWidth, renderHeight);
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Box2i photoBox = Util.makeBox((int) geometry.PhotoBox.Center.X - renderWidth / 2, (int) geometry.PhotoBox.Center.Y - renderHeight / 2, renderWidth, renderHeight);
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DrawTexture(active, photoBox);
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DrawTexture(active, photoBox);
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for (int i = 0; i < textures.Count; i++) {
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for (int i = 0; i < textures.Count; i++) {
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