476 lines
15 KiB
C#
476 lines
15 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.Desktop;
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using OpenTK.Windowing.GraphicsLibraryFramework;
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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 SixLabors.ImageSharp.Metadata.Profiles.Exif;
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namespace SemiColinGames;
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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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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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public class Texture : IDisposable {
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public int Handle;
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public Vector2i Size;
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public Texture(Image<Rgba32> image) {
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Size = new Vector2i(image.Width, image.Height);
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Console.WriteLine("----------------------------------");
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Console.WriteLine($"image loaded: {Size}");
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ExifProfile? exifs = image.Metadata.ExifProfile;
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if (exifs != null) {
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foreach (IExifValue exif in exifs.Values) {
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if (exif.Tag.ToString() == "Model") {
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Console.WriteLine($"{exif.Tag}: {exif.GetValue()}");
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}
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}
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}
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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.Dispose();
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Handle = GL.GenTexture();
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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); // 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.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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GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
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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.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(640, 480);
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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 List<Box2i> ThumbnailBoxes = new();
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public readonly Box2i PhotoBox;
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public UiGeometry() : this(MIN_WINDOW_SIZE) {}
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public UiGeometry(Vector2i windowSize) {
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WindowSize = windowSize;
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int numThumbnails = 20;
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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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PhotoBox = new Box2i(0, 0, WindowSize.X - thumbnailWidth, WindowSize.Y);
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}
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}
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public static class Util {
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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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}
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public class Game : GameWindow {
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public Game(GameWindowSettings gwSettings, NativeWindowSettings nwSettings) : base(gwSettings, nwSettings) {}
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private static Texture TEXTURE_WHITE = new(new Image<Rgba32>(1, 1, new Rgba32(255, 255, 255)));
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UiGeometry geometry = new();
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// Input handling.
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long downTimer = Int64.MaxValue;
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long upTimer = Int64.MaxValue;
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// Four points, each consisting of (x, y, z, tex_x, tex_y).
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float[] vertices = new float[20];
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// Indices to draw a rectangle from two triangles.
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uint[] indices = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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int VertexBufferObject;
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int ElementBufferObject;
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int VertexArrayObject;
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List<Texture> textures = new();
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int textureIndex = 0;
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Shader shader = new();
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Matrix4 projection;
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protected override void OnUpdateFrame(FrameEventArgs e) {
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base.OnUpdateFrame(e);
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long now = DateTime.Now.Ticks;
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KeyboardState input = KeyboardState;
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// Close when Escape is pressed.
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if (input.IsKeyDown(Keys.Escape)) {
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Close();
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}
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// Look for mouse clicks on thumbnails.
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if (MouseState.IsButtonPressed(0)) {
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for (int i = 0; i < geometry.ThumbnailBoxes.Count; i++) {
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Box2i box = geometry.ThumbnailBoxes[i];
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if (box.ContainsInclusive((Vector2i) MouseState.Position)) {
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if (0 <= i && i < textures.Count) {
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textureIndex = i;
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}
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}
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}
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}
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// Track keyboard repeat times for advancing up/down.
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if (!input.IsKeyDown(Keys.Down)) {
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downTimer = Int64.MaxValue;
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}
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if (!input.IsKeyDown(Keys.Up)) {
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upTimer = Int64.MaxValue;
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}
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// FIXME: make a proper Model class for tracking the state of the controls?
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if (input.IsKeyPressed(Keys.Down) || now > downTimer) {
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if (textureIndex < textures.Count - 1) {
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downTimer = now + 10000 * 200;
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textureIndex++;
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}
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}
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if (input.IsKeyPressed(Keys.Up) || now > upTimer) {
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if (textureIndex > 0) {
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upTimer = now + 10000 * 200;
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textureIndex--;
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}
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}
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}
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protected override void OnLoad() {
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base.OnLoad();
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GL.ClearColor(0f, 0f, 0f, 1f);
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VertexArrayObject = GL.GenVertexArray();
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GL.BindVertexArray(VertexArrayObject);
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VertexBufferObject = GL.GenBuffer();
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ElementBufferObject = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
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GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.DynamicDraw);
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shader.Init();
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shader.Use();
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// Because there's 5 floats between the start of the first vertex and the start of the second,
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// the stride is 5 * sizeof(float).
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// This will now pass the new vertex array to the buffer.
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var vertexLocation = shader.GetAttribLocation("aPosition");
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GL.EnableVertexAttribArray(vertexLocation);
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GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0);
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// Next, we also setup texture coordinates. It works in much the same way.
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// We add an offset of 3, since the texture coordinates comes after the position data.
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// We also change the amount of data to 2 because there's only 2 floats for texture coordinates.
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var texCoordLocation = shader.GetAttribLocation("aTexCoord");
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GL.EnableVertexAttribArray(texCoordLocation);
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GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
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// Load textures from JPEGs.
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// string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\");
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string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\07\14\");
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foreach (string file in files) {
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if (file.ToLower().EndsWith(".jpg")) {
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Image<Rgba32> image = Image.Load<Rgba32>(file);
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textures.Add(new Texture(image));
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if (textures.Count > 10) {
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break;
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}
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}
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}
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}
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protected override void OnUnload() {
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base.OnUnload();
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}
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protected override void OnRenderFrame(FrameEventArgs e) {
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base.OnRenderFrame(e);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
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GL.ActiveTexture(TextureUnit.Texture0);
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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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float scaleX = 1f * geometry.PhotoBox.Size.X / active.Size.X;
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float scaleY = 1f * geometry.PhotoBox.Size.Y / active.Size.Y;
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float scale = Math.Min(scaleX, scaleY);
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Vector2i renderSize = (Vector2i) (((Vector2) active.Size) * scale);
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Vector2i center = (Vector2i) geometry.PhotoBox.Center;
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Box2i photoBox = Util.makeBox(center.X - renderSize.X / 2, center.Y - renderSize.Y / 2, renderSize.X, renderSize.Y);
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DrawTexture(active, photoBox);
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for (int i = 0; i < textures.Count; i++) {
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Box2i box = geometry.ThumbnailBoxes[i];
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DrawTexture(textures[i], box);
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if (i == textureIndex) {
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DrawBox(box, 5, Color4.Black);
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DrawBox(box, 3, Color4.White);
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}
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}
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SwapBuffers();
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}
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void DrawTexture(Texture texture, Box2i box) {
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DrawTexture(texture, box, Color4.White);
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}
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void DrawTexture(Texture texture, Box2i box, Color4 color) {
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GL.Uniform4(shader.GetUniformLocation("color"), color);
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SetVertices(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
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GL.BindTexture(TextureTarget.Texture2D, texture.Handle);
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GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
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}
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void DrawBox(Box2i box, int thickness, Color4 color) {
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DrawTexture(TEXTURE_WHITE, Util.makeBox(box.Min.X, box.Min.Y, box.Size.X, thickness), color);
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DrawTexture(TEXTURE_WHITE, Util.makeBox(box.Min.X, box.Min.Y, thickness, box.Size.Y), color);
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DrawTexture(TEXTURE_WHITE, Util.makeBox(box.Min.X, box.Max.Y - thickness, box.Size.X, thickness), color);
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DrawTexture(TEXTURE_WHITE, Util.makeBox(box.Max.X - thickness, box.Min.Y, thickness, box.Size.Y), color);
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}
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protected override void OnResize(ResizeEventArgs e) {
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base.OnResize(e);
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Console.WriteLine($"OnResize: {e.Width}x{e.Height}");
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geometry = new UiGeometry(e.Size);
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projection = Matrix4.CreateOrthographicOffCenter(0f, e.Width, e.Height, 0f, -1f, 1f);
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GL.UniformMatrix4(shader.GetUniformLocation("projection"), true, ref projection);
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GL.Viewport(0, 0, e.Width, e.Height);
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}
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private void SetVertices(float left, float top, float width, float height) {
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// top left
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vertices[0] = left;
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vertices[1] = top;
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vertices[2] = 0f;
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vertices[3] = 0f;
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vertices[4] = 0f;
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// top right
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vertices[5] = left + width;
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vertices[6] = top;
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vertices[7] = 0f;
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vertices[8] = 1f;
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vertices[9] = 0f;
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// bottom right
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vertices[10] = left + width;
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vertices[11] = top + height;
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vertices[12] = 0f;
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vertices[13] = 1f;
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vertices[14] = 1f;
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// bottom left
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vertices[15] = left;
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vertices[16] = top + height;
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vertices[17] = 0f;
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vertices[18] = 0f;
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vertices[19] = 1f;
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}
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}
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static class Program {
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static void Main(string[] args) {
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List<MonitorInfo> monitors = Monitors.GetMonitors();
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MonitorInfo bestMonitor = monitors[0];
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int bestResolution = bestMonitor.HorizontalResolution * bestMonitor.VerticalResolution;
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for (int i = 1; i < monitors.Count; i++) {
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MonitorInfo monitor = monitors[i];
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int resolution = monitor.HorizontalResolution * monitor.VerticalResolution;
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if (resolution > bestResolution) {
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bestResolution = resolution;
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bestMonitor = monitor;
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}
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}
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Console.WriteLine($"best monitor: {bestMonitor.HorizontalResolution}x{bestMonitor.VerticalResolution}");
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GameWindowSettings gwSettings = new();
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gwSettings.RenderFrequency = 60.0;
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NativeWindowSettings nwSettings = new();
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nwSettings.WindowState = WindowState.Normal;
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nwSettings.CurrentMonitor = bestMonitor.Handle;
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nwSettings.Location = new Vector2i(bestMonitor.WorkArea.Min.X + 1, bestMonitor.WorkArea.Min.Y + 31);
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nwSettings.Size = new Vector2i(bestMonitor.WorkArea.Size.X - 2, bestMonitor.WorkArea.Size.Y - 32);
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nwSettings.MinimumSize = UiGeometry.MIN_WINDOW_SIZE;
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nwSettings.Title = "Totte";
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// FIXME: nwSettings.Icon = ...
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using (Game game = new(gwSettings, nwSettings)) {
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game.Run();
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}
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}
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}
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