Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
bf04c70f50 | ||
|
|
f2e238ed5e | ||
|
|
ed4a0178da |
No files matched your search
@@ -0,0 +1,19 @@
|
|||||||
|
precision mediump float;
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform vec2 samplesOffset[4];
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 color = vec3(0, 0, 0);
|
||||||
|
for (int i = 0; i < 4; ++i)
|
||||||
|
{
|
||||||
|
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
|
||||||
|
}
|
||||||
|
color /= 4;
|
||||||
|
|
||||||
|
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
|
||||||
|
gl_FragColor = vec4(color, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
varying vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
texCoord = vTexCoord;
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
precision mediump float;
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform float Transparency;
|
||||||
|
uniform vec4 BrickColor;
|
||||||
|
varying vec2 texCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(color.rgb, color.a * Transparency);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
varying vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
//480x320
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
texCoord = vTexCoord;
|
||||||
|
}
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
precision mediump float;
|
||||||
|
varying vec4 color;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_FragColor = color;
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec4 vColor;
|
||||||
|
varying vec4 color;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
color = vColor;
|
||||||
|
}
|
||||||
|
After Width: | Height: | Size: 102 B |
|
Before Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 165 KiB |
|
Before Width: | Height: | Size: 131 KiB |
|
Before Width: | Height: | Size: 148 KiB |
|
Before Width: | Height: | Size: 167 KiB |
|
Before Width: | Height: | Size: 158 KiB |
|
Before Width: | Height: | Size: 134 KiB |
|
Before Width: | Height: | Size: 142 KiB |
|
Before Width: | Height: | Size: 127 KiB |
|
Before Width: | Height: | Size: 134 KiB |
|
Before Width: | Height: | Size: 130 KiB |
|
Before Width: | Height: | Size: 175 KiB |
|
Before Width: | Height: | Size: 152 KiB |
|
Before Width: | Height: | Size: 141 KiB |
|
Before Width: | Height: | Size: 136 KiB |
|
Before Width: | Height: | Size: 133 KiB |
|
Before Width: | Height: | Size: 170 KiB |
|
Before Width: | Height: | Size: 168 KiB |
|
Before Width: | Height: | Size: 131 KiB |
|
Before Width: | Height: | Size: 138 KiB |
|
Before Width: | Height: | Size: 155 KiB |
|
Before Width: | Height: | Size: 150 KiB |
|
Before Width: | Height: | Size: 129 KiB |
|
Before Width: | Height: | Size: 152 KiB |
|
Before Width: | Height: | Size: 133 KiB |
|
Before Width: | Height: | Size: 197 KiB |
@@ -1,249 +0,0 @@
|
|||||||
{
|
|
||||||
"transform version": "V1",
|
|
||||||
|
|
||||||
"models": [
|
|
||||||
{
|
|
||||||
"type": "EmojiModel",
|
|
||||||
"name": "Smile"
|
|
||||||
}],
|
|
||||||
|
|
||||||
"renderParams": [
|
|
||||||
{
|
|
||||||
"vertexShader": "./assets/shaders/vertex/orthoVertexShader.txt",
|
|
||||||
"fragmentShader": "./assets/shaders/fragment/orthoFragmentShader.txt",
|
|
||||||
"alphaTest": "true",
|
|
||||||
"blend": "true",
|
|
||||||
"TAG": "smile & tongue 0"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
|
|
||||||
"initialModules": [0, 1, 2, 3, 4],
|
|
||||||
|
|
||||||
"modules": [
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 3@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 3@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 24@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 24@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 13@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 13@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 23@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 23@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 19@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 19@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 20@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 20@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 17@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 17@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 18@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 18@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 15@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 15@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 16@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 16@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 21@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 21@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 4@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 4@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 22@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 22@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 14@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 14@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 11@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 11@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 25@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 25@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 26@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 26@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 27@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 27@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 28@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 28@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 5@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 5@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 6@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 6@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 7@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 7@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 8@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 8@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 9@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 9@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 10@20x.png",
|
|
||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 10@20x.png"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -7,7 +7,7 @@ void main()
|
|||||||
{
|
{
|
||||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||||
|
|
||||||
gl_FragColor = vec4(color.rgb, color.a * Transparency);
|
gl_FragColor = vec4(color.rgb, 1.0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,422 @@
|
|||||||
|
#version 410 compatibility
|
||||||
|
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||||
|
|
||||||
|
|
||||||
|
#define SMAA_THRESHOLD 0.05
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS 32
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||||
|
#define SMAA_CORNER_ROUNDING 25
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_DEPTH_THRESHOLD
|
||||||
|
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_REPROJECTION
|
||||||
|
#define SMAA_REPROJECTION 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||||
|
#endif
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||||
|
#endif
|
||||||
|
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||||
|
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||||
|
|
||||||
|
|
||||||
|
/* --- Define section is over ---- */
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Diagonal Search Functions
|
||||||
|
|
||||||
|
/**
|
||||||
|
* These functions allows to perform diagonal pattern searches.
|
||||||
|
*/
|
||||||
|
float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
|
||||||
|
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||||
|
vec2 e = vec2(0.0, 0.0);
|
||||||
|
float i;
|
||||||
|
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
|
||||||
|
e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||||
|
|
||||||
|
//SMAA_FLATTEN
|
||||||
|
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
|
||||||
|
|
||||||
|
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||||
|
}
|
||||||
|
return i + float(e.g > 0.9) * c;
|
||||||
|
}
|
||||||
|
|
||||||
|
float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
|
||||||
|
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||||
|
vec2 e = vec2(0.0, 0.0);
|
||||||
|
float i;
|
||||||
|
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
|
||||||
|
e.g = textureLod(edgesTex, texcoord, 0.0).g;
|
||||||
|
e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
|
||||||
|
|
||||||
|
//SMAA_FLATTEN
|
||||||
|
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
|
||||||
|
|
||||||
|
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||||
|
}
|
||||||
|
return i + float(e.g > 0.9) * c;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Similar to SMAAArea, this calculates the area corresponding to a certain
|
||||||
|
* diagonal distance and crossing edges 'e'.
|
||||||
|
*/
|
||||||
|
vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
|
||||||
|
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
|
||||||
|
|
||||||
|
// We do a scale and bias for mapping to texel space:
|
||||||
|
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
||||||
|
|
||||||
|
// Diagonal areas are on the second half of the texture:
|
||||||
|
texcoord.x += 0.5;
|
||||||
|
|
||||||
|
// Move to proper place, according to the subpixel offset:
|
||||||
|
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
||||||
|
|
||||||
|
|
||||||
|
return textureLod(areaTex, texcoord, 0.0).rg;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This searches for diagonal patterns and returns the corresponding weights.
|
||||||
|
*/
|
||||||
|
vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
|
||||||
|
vec2 weights = vec2(0.0, 0.0);
|
||||||
|
|
||||||
|
vec2 d;
|
||||||
|
d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
|
||||||
|
d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
|
||||||
|
|
||||||
|
//SMAA_BRANCH
|
||||||
|
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
|
||||||
|
vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||||
|
|
||||||
|
vec4 c;
|
||||||
|
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
|
||||||
|
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
|
||||||
|
c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
|
||||||
|
c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
|
||||||
|
vec2 e = 2.0 * c.xz + c.yw;
|
||||||
|
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
|
||||||
|
e *= step(d.rg, vec2(t, t));
|
||||||
|
|
||||||
|
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
|
||||||
|
}
|
||||||
|
|
||||||
|
d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
|
||||||
|
float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
|
||||||
|
d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
|
||||||
|
|
||||||
|
//SMAA_BRANCH
|
||||||
|
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
|
||||||
|
vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||||
|
|
||||||
|
vec4 c;
|
||||||
|
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
|
||||||
|
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
|
||||||
|
c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
|
||||||
|
vec2 e = 2.0 * c.xz + c.yw;
|
||||||
|
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
|
||||||
|
e *= step(d.rg, vec2(t, t));
|
||||||
|
|
||||||
|
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
|
||||||
|
}
|
||||||
|
|
||||||
|
return weights;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Horizontal/Vertical Search Functions
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This allows to determine how much length should we add in the last step
|
||||||
|
* of the searches. It takes the bilinearly interpolated edge (see
|
||||||
|
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
|
||||||
|
* crossing edges are active.
|
||||||
|
*/
|
||||||
|
float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
|
||||||
|
// Not required if searchTex accesses are set to point:
|
||||||
|
// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
|
||||||
|
// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
|
||||||
|
// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
|
||||||
|
e.r = bias + e.r * scale;
|
||||||
|
e.g = -e.g;
|
||||||
|
return 255.0 * textureLod(searchTex, e, 0.0).r;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Horizontal/vertical search functions for the 2nd pass.
|
||||||
|
*/
|
||||||
|
float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||||
|
/**
|
||||||
|
* @PSEUDO_GATHER4
|
||||||
|
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
|
||||||
|
* sample between edge, thus fetching four edges in a row.
|
||||||
|
* Sampling with different offsets in each direction allows to disambiguate
|
||||||
|
* which edges are active from the four fetched ones.
|
||||||
|
*/
|
||||||
|
vec2 e = vec2(0.0, 1.0);
|
||||||
|
while (texcoord.x > end &&
|
||||||
|
e.g > 0.8281 && // Is there some edge not activated?
|
||||||
|
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||||
|
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||||
|
texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
// We correct the previous (-0.25, -0.125) offset we applied:
|
||||||
|
texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
|
||||||
|
|
||||||
|
// The searches are bias by 1, so adjust the coords accordingly:
|
||||||
|
texcoord.x += SMAA_PIXEL_SIZE.x;
|
||||||
|
|
||||||
|
// Disambiguate the length added by the last step:
|
||||||
|
texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
|
||||||
|
texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
|
||||||
|
|
||||||
|
return texcoord.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||||
|
vec2 e = vec2(0.0, 1.0);
|
||||||
|
while (texcoord.x < end &&
|
||||||
|
e.g > 0.8281 && // Is there some edge not activated?
|
||||||
|
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||||
|
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||||
|
texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
|
||||||
|
texcoord.x -= SMAA_PIXEL_SIZE.x;
|
||||||
|
texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
|
||||||
|
texcoord.x += SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.5, 0.5);
|
||||||
|
return texcoord.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||||
|
vec2 e = vec2(1.0, 0.0);
|
||||||
|
while (texcoord.y > end &&
|
||||||
|
e.r > 0.8281 && // Is there some edge not activated?
|
||||||
|
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||||
|
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||||
|
texcoord -= vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
texcoord.y += 0.25 * SMAA_PIXEL_SIZE.y;
|
||||||
|
texcoord.y += SMAA_PIXEL_SIZE.y;
|
||||||
|
texcoord.y += 2.0 * SMAA_PIXEL_SIZE.y;
|
||||||
|
texcoord.y -= SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5);
|
||||||
|
return texcoord.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||||
|
vec2 e = vec2(1.0, 0.0);
|
||||||
|
while (texcoord.y < end &&
|
||||||
|
e.r > 0.8281 && // Is there some edge not activated?
|
||||||
|
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||||
|
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||||
|
texcoord += vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
texcoord.y -= 0.25 * SMAA_PIXEL_SIZE.y;
|
||||||
|
texcoord.y -= SMAA_PIXEL_SIZE.y;
|
||||||
|
texcoord.y -= 2.0 * SMAA_PIXEL_SIZE.y;
|
||||||
|
texcoord.y += SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5);
|
||||||
|
return texcoord.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ok, we have the distance and both crossing edges. So, what are the areas
|
||||||
|
* at each side of current edge?
|
||||||
|
*/
|
||||||
|
vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
|
||||||
|
// Rounding prevents precision errors of bilinear filtering:
|
||||||
|
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
|
||||||
|
|
||||||
|
// We do a scale and bias for mapping to texel space:
|
||||||
|
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
||||||
|
|
||||||
|
// Move to proper place, according to the subpixel offset:
|
||||||
|
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
||||||
|
|
||||||
|
|
||||||
|
return textureLod(areaTex, texcoord, 0.0).rg;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Corner Detection Functions
|
||||||
|
|
||||||
|
void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
|
||||||
|
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
|
||||||
|
vec4 coords = fma(vec4(d.x, 0.0, d.y, 0.0),
|
||||||
|
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||||
|
vec2 e;
|
||||||
|
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, 1.0)).r;
|
||||||
|
bool left = abs(d.x) < abs(d.y);
|
||||||
|
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, -2.0)).r;
|
||||||
|
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||||
|
|
||||||
|
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, 1.0)).r;
|
||||||
|
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, -2.0)).r;
|
||||||
|
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
|
||||||
|
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
|
||||||
|
vec4 coords = fma(vec4(0.0, d.x, 0.0, d.y),
|
||||||
|
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||||
|
vec2 e;
|
||||||
|
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 1.0, 0.0)).g;
|
||||||
|
bool left = abs(d.x) < abs(d.y);
|
||||||
|
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-2.0, 0.0)).g;
|
||||||
|
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||||
|
|
||||||
|
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1.0, 1.0)).g;
|
||||||
|
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(-2.0, 1.0)).g;
|
||||||
|
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Blending Weight Calculation Pixel Shader (Second Pass)
|
||||||
|
|
||||||
|
vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
|
||||||
|
vec2 pixcoord,
|
||||||
|
vec4 offset[3],
|
||||||
|
sampler2D edgesTex,
|
||||||
|
sampler2D areaTex,
|
||||||
|
sampler2D searchTex,
|
||||||
|
ivec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
|
||||||
|
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
|
||||||
|
vec2 e = texture(edgesTex, texcoord).rg;
|
||||||
|
|
||||||
|
//SMAA_BRANCH
|
||||||
|
if (e.g > 0.0) { // Edge at north
|
||||||
|
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||||
|
// Diagonals have both north and west edges, so searching for them in
|
||||||
|
// one of the boundaries is enough.
|
||||||
|
weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
|
||||||
|
|
||||||
|
// We give priority to diagonals, so if we find a diagonal we skip
|
||||||
|
// horizontal/vertical processing.
|
||||||
|
//SMAA_BRANCH
|
||||||
|
if (dot(weights.rg, vec2(1.0, 1.0)) == 0.0) {
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec2 d;
|
||||||
|
|
||||||
|
// Find the distance to the left:
|
||||||
|
vec2 coords;
|
||||||
|
coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
|
||||||
|
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_PIXEL_SIZE.y (@CROSSING_OFFSET)
|
||||||
|
d.x = coords.x;
|
||||||
|
|
||||||
|
// Now fetch the left crossing edges, two at a time using bilinear
|
||||||
|
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
|
||||||
|
// discern what value each edge has:
|
||||||
|
float e1 = textureLod(edgesTex, coords, 0.0).r;
|
||||||
|
|
||||||
|
// Find the distance to the right:
|
||||||
|
coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
|
||||||
|
d.y = coords.x;
|
||||||
|
|
||||||
|
// We want the distances to be in pixel units (doing this here allow to
|
||||||
|
// better interleave arithmetic and memory accesses):
|
||||||
|
d = d / SMAA_PIXEL_SIZE.x - pixcoord.x;
|
||||||
|
|
||||||
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||||
|
// quadratically:
|
||||||
|
vec2 sqrt_d = sqrt(abs(d));
|
||||||
|
|
||||||
|
// Fetch the right crossing edges:
|
||||||
|
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(1, 0)).r;
|
||||||
|
|
||||||
|
// Ok, we know how this pattern looks like, now it is time for getting
|
||||||
|
// the actual area:
|
||||||
|
weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
|
||||||
|
|
||||||
|
// Fix corners:
|
||||||
|
SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, texcoord, d);
|
||||||
|
|
||||||
|
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||||
|
} else
|
||||||
|
e.r = 0.0; // Skip vertical processing.
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
//SMAA_BRANCH
|
||||||
|
if (e.r > 0.0) { // Edge at west
|
||||||
|
vec2 d;
|
||||||
|
|
||||||
|
// Find the distance to the top:
|
||||||
|
vec2 coords;
|
||||||
|
coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z);
|
||||||
|
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_PIXEL_SIZE.x;
|
||||||
|
d.x = coords.y;
|
||||||
|
|
||||||
|
// Fetch the top crossing edges:
|
||||||
|
float e1 = textureLod(edgesTex, coords, 0.0).g;
|
||||||
|
|
||||||
|
// Find the distance to the bottom:
|
||||||
|
coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
|
||||||
|
d.y = coords.y;
|
||||||
|
|
||||||
|
// We want the distances to be in pixel units:
|
||||||
|
d = d / SMAA_PIXEL_SIZE.y - pixcoord.y;
|
||||||
|
|
||||||
|
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||||
|
// quadratically:
|
||||||
|
vec2 sqrt_d = sqrt(abs(d));
|
||||||
|
|
||||||
|
// Fetch the bottom crossing edges:
|
||||||
|
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(0, 1)).g;
|
||||||
|
|
||||||
|
// Get the area for this direction:
|
||||||
|
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
|
||||||
|
|
||||||
|
// Fix corners:
|
||||||
|
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, texcoord, d);
|
||||||
|
|
||||||
|
//return vec4(weights.ba, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
return weights;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/* ------------- Header is over -------------- */
|
||||||
|
|
||||||
|
|
||||||
|
uniform sampler2D edge_tex;
|
||||||
|
uniform sampler2D area_tex;
|
||||||
|
uniform sampler2D search_tex;
|
||||||
|
in vec2 texcoord;
|
||||||
|
in vec2 pixcoord;
|
||||||
|
in vec4 offset[3];
|
||||||
|
in vec4 dummy2;
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,74 @@
|
|||||||
|
#version 410 compatibility
|
||||||
|
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||||
|
|
||||||
|
#define SMAA_THRESHOLD 0.05
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS 32
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||||
|
#define SMAA_CORNER_ROUNDING 25
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_DEPTH_THRESHOLD
|
||||||
|
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_REPROJECTION
|
||||||
|
#define SMAA_REPROJECTION 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||||
|
#endif
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||||
|
#endif
|
||||||
|
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||||
|
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||||
|
|
||||||
|
|
||||||
|
/* --- Define section is over ---- */
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Blend Weight Calculation Vertex Shader
|
||||||
|
*/
|
||||||
|
void SMAABlendingWeightCalculationVS(vec4 position,
|
||||||
|
out vec4 svPosition,
|
||||||
|
inout vec2 texcoord,
|
||||||
|
out vec2 pixcoord,
|
||||||
|
out vec4 offset[3]) {
|
||||||
|
svPosition = position;
|
||||||
|
|
||||||
|
pixcoord = texcoord / SMAA_PIXEL_SIZE;
|
||||||
|
|
||||||
|
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
|
||||||
|
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
|
||||||
|
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
|
||||||
|
|
||||||
|
// And these for the searches, they indicate the ends of the loops:
|
||||||
|
offset[2] = vec4(offset[0].xz, offset[1].yw) +
|
||||||
|
vec4(-2.0, 2.0, -2.0, 2.0) *
|
||||||
|
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ------------- Header is over -------------- */
|
||||||
|
|
||||||
|
out vec2 texcoord;
|
||||||
|
out vec2 pixcoord;
|
||||||
|
out vec4 offset[3];
|
||||||
|
out vec4 dummy2;
|
||||||
|
|
||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
texcoord = vTexCoord;
|
||||||
|
vec4 dummy1 = vec4(0);
|
||||||
|
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,105 @@
|
|||||||
|
#version 410 compatibility
|
||||||
|
|
||||||
|
#define SMAA_THRESHOLD 0.05
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS 32
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||||
|
#define SMAA_CORNER_ROUNDING 25
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_DEPTH_THRESHOLD
|
||||||
|
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_REPROJECTION
|
||||||
|
#define SMAA_REPROJECTION 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||||
|
#endif
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||||
|
#endif
|
||||||
|
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||||
|
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||||
|
|
||||||
|
|
||||||
|
/* --- Define section is over ---- */
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Color Edge Detection
|
||||||
|
*
|
||||||
|
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
|
||||||
|
* thus 'colorTex' should be a non-sRGB texture.
|
||||||
|
*/
|
||||||
|
vec4 SMAAColorEdgeDetectionPS(vec2 texcoord,
|
||||||
|
vec4 offset[3],
|
||||||
|
sampler2D colorTex
|
||||||
|
) {
|
||||||
|
vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
|
||||||
|
|
||||||
|
// Calculate color deltas:
|
||||||
|
vec4 delta;
|
||||||
|
vec3 C = texture(colorTex, texcoord).rgb;
|
||||||
|
|
||||||
|
vec3 Cleft = texture(colorTex, offset[0].xy).rgb;
|
||||||
|
vec3 t = abs(C - Cleft);
|
||||||
|
delta.x = max(max(t.r, t.g), t.b);
|
||||||
|
|
||||||
|
vec3 Ctop = texture(colorTex, offset[0].zw).rgb;
|
||||||
|
t = abs(C - Ctop);
|
||||||
|
delta.y = max(max(t.r, t.g), t.b);
|
||||||
|
|
||||||
|
// We do the usual threshold:
|
||||||
|
vec2 edges = step(threshold, delta.xy);
|
||||||
|
|
||||||
|
// Then discard if there is no edge:
|
||||||
|
if (dot(edges, vec2(1.0, 1.0)) == 0.0)
|
||||||
|
discard;
|
||||||
|
|
||||||
|
// Calculate right and bottom deltas:
|
||||||
|
vec3 Cright = texture(colorTex, offset[1].xy).rgb;
|
||||||
|
t = abs(C - Cright);
|
||||||
|
delta.z = max(max(t.r, t.g), t.b);
|
||||||
|
|
||||||
|
vec3 Cbottom = texture(colorTex, offset[1].zw).rgb;
|
||||||
|
t = abs(C - Cbottom);
|
||||||
|
delta.w = max(max(t.r, t.g), t.b);
|
||||||
|
|
||||||
|
// Calculate the maximum delta in the direct neighborhood:
|
||||||
|
float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);
|
||||||
|
|
||||||
|
// Calculate left-left and top-top deltas:
|
||||||
|
vec3 Cleftleft = texture(colorTex, offset[2].xy).rgb;
|
||||||
|
t = abs(C - Cleftleft);
|
||||||
|
delta.z = max(max(t.r, t.g), t.b);
|
||||||
|
|
||||||
|
vec3 Ctoptop = texture(colorTex, offset[2].zw).rgb;
|
||||||
|
t = abs(C - Ctoptop);
|
||||||
|
delta.w = max(max(t.r, t.g), t.b);
|
||||||
|
|
||||||
|
// Calculate the final maximum delta:
|
||||||
|
maxDelta = max(max(maxDelta, delta.z), delta.w);
|
||||||
|
|
||||||
|
// Local contrast adaptation in action:
|
||||||
|
edges.xy *= step(0.5 * maxDelta, delta.xy);
|
||||||
|
|
||||||
|
return vec4(edges, 0.0, 0.0);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/* ------------- Header is over -------------- */
|
||||||
|
|
||||||
|
uniform sampler2D albedo_tex;
|
||||||
|
in vec2 texcoord;
|
||||||
|
in vec4 offset[3];
|
||||||
|
in vec4 dummy2;
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
|
||||||
|
}
|
||||||
@@ -0,0 +1,67 @@
|
|||||||
|
#version 410 compatibility
|
||||||
|
#define SMAA_PIXEL_SIZE vec2(1.0/512.0, 1.0/512.0)
|
||||||
|
|
||||||
|
#define SMAA_THRESHOLD 0.05
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS 32
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||||
|
#define SMAA_CORNER_ROUNDING 25
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_DEPTH_THRESHOLD
|
||||||
|
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_REPROJECTION
|
||||||
|
#define SMAA_REPROJECTION 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||||
|
#endif
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||||
|
#endif
|
||||||
|
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||||
|
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||||
|
|
||||||
|
|
||||||
|
/* --- Define section is over ---- */
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Edge Detection Vertex Shader
|
||||||
|
*/
|
||||||
|
void SMAAEdgeDetectionVS(vec4 position,
|
||||||
|
out vec4 svPosition,
|
||||||
|
inout vec2 texcoord,
|
||||||
|
out vec4 offset[3]) {
|
||||||
|
svPosition = position;
|
||||||
|
|
||||||
|
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||||
|
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||||
|
offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ------------- Header is over -------------- */
|
||||||
|
|
||||||
|
out vec2 texcoord;
|
||||||
|
out vec4 offset[3];
|
||||||
|
out vec4 dummy2;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
texcoord = vTexCoord;
|
||||||
|
vec4 dummy1 = vec4(0);
|
||||||
|
SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,102 @@
|
|||||||
|
#version 410 compatibility
|
||||||
|
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||||
|
|
||||||
|
#define SMAA_THRESHOLD 0.05
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS 32
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||||
|
#define SMAA_CORNER_ROUNDING 25
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_DEPTH_THRESHOLD
|
||||||
|
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_REPROJECTION
|
||||||
|
#define SMAA_REPROJECTION 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||||
|
#endif
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||||
|
#endif
|
||||||
|
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||||
|
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||||
|
|
||||||
|
|
||||||
|
/* --- Define section is over ---- */
|
||||||
|
|
||||||
|
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
|
||||||
|
vec4 offset[2],
|
||||||
|
sampler2D colorTex,
|
||||||
|
sampler2D blendTex) {
|
||||||
|
// Fetch the blending weights for current pixel:
|
||||||
|
vec4 a;
|
||||||
|
a.xz = texture(blendTex, texcoord).xz;
|
||||||
|
a.y = texture(blendTex, offset[1].zw).g;
|
||||||
|
a.w = texture(blendTex, offset[1].xy).a;
|
||||||
|
|
||||||
|
// Is there any blending weight with a value greater than 0.0?
|
||||||
|
//SMAA_BRANCH
|
||||||
|
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
|
||||||
|
return textureLod(colorTex, texcoord, 0.0);
|
||||||
|
else {
|
||||||
|
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
|
||||||
|
// Up to 4 lines can be crossing a pixel (one through each edge). We
|
||||||
|
// favor blending by choosing the line with the maximum weight for each
|
||||||
|
// direction:
|
||||||
|
vec2 offset;
|
||||||
|
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
|
||||||
|
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
|
||||||
|
|
||||||
|
// Then we go in the direction that has the maximum weight:
|
||||||
|
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
|
||||||
|
offset.y = 0.0;
|
||||||
|
else
|
||||||
|
offset.x = 0.0;
|
||||||
|
|
||||||
|
#if SMAA_REPROJECTION == 1
|
||||||
|
// Fetch the opposite color and lerp by hand:
|
||||||
|
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||||
|
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||||
|
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||||
|
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||||
|
|
||||||
|
// Unpack the velocity values:
|
||||||
|
C.a *= C.a;
|
||||||
|
Cop.a *= Cop.a;
|
||||||
|
|
||||||
|
// Lerp the colors:
|
||||||
|
vec4 Caa = mix(C, Cop, s);
|
||||||
|
|
||||||
|
// Unpack velocity and return the resulting value:
|
||||||
|
Caa.a = sqrt(Caa.a);
|
||||||
|
return Caa;
|
||||||
|
#else
|
||||||
|
// Fetch the opposite color and lerp by hand:
|
||||||
|
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||||
|
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||||
|
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||||
|
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||||
|
return mix(C, Cop, s);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ------------- Header is over -------------- */
|
||||||
|
|
||||||
|
uniform sampler2D albedo_tex;
|
||||||
|
uniform sampler2D blend_tex;
|
||||||
|
in vec2 texcoord;
|
||||||
|
in vec4 offset[2];
|
||||||
|
in vec4 dummy2;
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
|
||||||
|
}
|
||||||
@@ -0,0 +1,65 @@
|
|||||||
|
#version 410 compatibility
|
||||||
|
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||||
|
|
||||||
|
#define SMAA_THRESHOLD 0.05
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS 32
|
||||||
|
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||||
|
#define SMAA_CORNER_ROUNDING 25
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_DEPTH_THRESHOLD
|
||||||
|
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_REPROJECTION
|
||||||
|
#define SMAA_REPROJECTION 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||||
|
#endif
|
||||||
|
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||||
|
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||||
|
#endif
|
||||||
|
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||||
|
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||||
|
|
||||||
|
|
||||||
|
/* --- Define section is over ---- */
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Neighborhood Blending Vertex Shader
|
||||||
|
*/
|
||||||
|
void SMAANeighborhoodBlendingVS(vec4 position,
|
||||||
|
out vec4 svPosition,
|
||||||
|
inout vec2 texcoord,
|
||||||
|
out vec4 offset[2]) {
|
||||||
|
svPosition = position;
|
||||||
|
|
||||||
|
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||||
|
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ------------- Header is over -------------- */
|
||||||
|
|
||||||
|
|
||||||
|
out vec2 texcoord;
|
||||||
|
out vec4 offset[2];
|
||||||
|
out vec4 dummy2;
|
||||||
|
|
||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
texcoord = vTexCoord;
|
||||||
|
vec4 dummy1 = vec4(0);
|
||||||
|
SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,83 @@
|
|||||||
|
#include "creditscode.h"
|
||||||
|
#include "include/Engine.h"
|
||||||
|
|
||||||
|
#include "main_code.h"
|
||||||
|
|
||||||
|
const int TGameCredits::CONST_STATE_APPEARING = 0;
|
||||||
|
const int TGameCredits::CONST_STATE_APPEARED = 1;
|
||||||
|
const int TGameCredits::CONST_STATE_DISAPPEARING = 2;
|
||||||
|
const int TGameCredits::CONST_STATE_DISAPPEARED = 3;
|
||||||
|
|
||||||
|
const float TGameCredits::CONST_APPEAR_TIME = 150.f;
|
||||||
|
|
||||||
|
TGameCredits::TGameCredits()
|
||||||
|
: TGameAreaAncestor()
|
||||||
|
, StateTimer(0)
|
||||||
|
, State(CONST_STATE_DISAPPEARED)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameCredits::Draw()
|
||||||
|
{
|
||||||
|
//*SE::Console << "TGameCredits::Draw";
|
||||||
|
float transparency = StateTimer/CONST_APPEAR_TIME;
|
||||||
|
|
||||||
|
|
||||||
|
RenderUniform1f("Transparency", transparency);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
|
||||||
|
Renderer->DrawRect(Vector2f(0, 0.f), Vector2f(480.f, 320.f));
|
||||||
|
|
||||||
|
const Vector2f creditsPos(140.f, 130.f);
|
||||||
|
|
||||||
|
const Vector2f creditsHalfSize(128.f, 128.f);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_CREDITS_TEXTURE]);
|
||||||
|
Renderer->DrawRect(creditsPos-creditsHalfSize, creditsPos+creditsHalfSize);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
|
||||||
|
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 320.f-64.f), Vector2f(240.f+128.f+15.f, 320.f));
|
||||||
|
|
||||||
|
CheckGlError("Draw TGameCredits");
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameCredits::Update(size_t dt)
|
||||||
|
{
|
||||||
|
if (State == CONST_STATE_APPEARING)
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameCredits::Update - CONST_STATE_APPEARING";
|
||||||
|
StateTimer += dt;
|
||||||
|
if (StateTimer >= CONST_APPEAR_TIME)
|
||||||
|
{
|
||||||
|
StateTimer = CONST_APPEAR_TIME;
|
||||||
|
State = CONST_STATE_APPEARED;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (State == CONST_STATE_DISAPPEARING)
|
||||||
|
{
|
||||||
|
StateTimer -= dt;
|
||||||
|
if (StateTimer <= 0.f)
|
||||||
|
{
|
||||||
|
StateTimer = 0.f;
|
||||||
|
State = CONST_STATE_DISAPPEARED;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameCredits::OnTapDown(Vector2f p)
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameCredits::OnTapDown";
|
||||||
|
Application->GoFromCreditsToMenu();
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameCredits::StartAppear()
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameCredits::StartAppear";
|
||||||
|
State = CONST_STATE_APPEARING;
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameCredits::StartDisappear()
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameCredits::StartDisappear";
|
||||||
|
State = CONST_STATE_DISAPPEARING;
|
||||||
|
}
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
#ifndef CREDITSCODE_H_INCLUDED
|
||||||
|
#define CREDITSCODE_H_INCLUDED
|
||||||
|
|
||||||
|
#include "game_area_interface.h"
|
||||||
|
|
||||||
|
using namespace SE;
|
||||||
|
|
||||||
|
|
||||||
|
class TGameCredits : public TGameAreaAncestor
|
||||||
|
{
|
||||||
|
static const int CONST_STATE_APPEARING;
|
||||||
|
static const int CONST_STATE_APPEARED;
|
||||||
|
static const int CONST_STATE_DISAPPEARING;
|
||||||
|
static const int CONST_STATE_DISAPPEARED;
|
||||||
|
static const float CONST_APPEAR_TIME;
|
||||||
|
|
||||||
|
|
||||||
|
int State;
|
||||||
|
float StateTimer;
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
TGameCredits();
|
||||||
|
|
||||||
|
virtual void Draw();
|
||||||
|
virtual void Update(size_t dt);
|
||||||
|
virtual void OnTapDown(Vector2f p);
|
||||||
|
|
||||||
|
void StartAppear();
|
||||||
|
void StartDisappear();
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
#ifndef GAME_AREA_INTERFACE_H_INCLUDED
|
||||||
|
#define GAME_AREA_INTERFACE_H_INCLUDED
|
||||||
|
|
||||||
|
#include "include/Engine.h"
|
||||||
|
|
||||||
|
using namespace SE;
|
||||||
|
|
||||||
|
|
||||||
|
class TGameAreaAncestor
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
virtual void Draw() { }
|
||||||
|
virtual void Update(size_t) { }
|
||||||
|
virtual void OnTapUp(Vector2f) { }
|
||||||
|
virtual void OnTapUpAfterMove(Vector2f) { }
|
||||||
|
|
||||||
|
virtual void OnTapDown(Vector2f) { }
|
||||||
|
virtual void OnFling(Vector2f) { }
|
||||||
|
virtual void OnScroll(Vector2f) { }
|
||||||
|
|
||||||
|
virtual ~TGameAreaAncestor() { } //By default destructor is not virtual
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,205 @@
|
|||||||
|
#ifndef GAMECODE_H_INCLUDED
|
||||||
|
#define GAMECODE_H_INCLUDED
|
||||||
|
|
||||||
|
#include "include/Engine.h"
|
||||||
|
#include "game_area_interface.h"
|
||||||
|
|
||||||
|
#include <list>
|
||||||
|
|
||||||
|
using namespace SE;
|
||||||
|
|
||||||
|
|
||||||
|
const int CONST_BRICKSTATE_VISIBLE = 3;
|
||||||
|
const int CONST_BRICKSTATE_DISAPPEAR = 2;
|
||||||
|
const int CONST_BRICKSTATE_INVISIBLE = 1;
|
||||||
|
const int CONST_BRICKSTATE_APPEAR = 0;
|
||||||
|
|
||||||
|
const float CONST_BRICK_DISAPPEAR_TIME = 200.f;
|
||||||
|
const float CONST_BRICK_APPEAR_TIME = 200.f;
|
||||||
|
|
||||||
|
const int CONST_BRICKMATRIX_WIDTH = 12;
|
||||||
|
const int CONST_BRICKMATRIX_HEIGHT = 13;
|
||||||
|
const float CONST_BRICK_WIDTH = 37.5f;
|
||||||
|
const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
|
||||||
|
const float CONST_BRICK_SHIFT_X = 15.f;
|
||||||
|
const float CONST_BRICK_SHIFT_Y = -16.f;
|
||||||
|
|
||||||
|
const float CONST_BONUS_APPEAR_TIME = 400.f;
|
||||||
|
const float CONST_BONUS_FALL_SPEED = 100.f;
|
||||||
|
const float CONST_BONUS_GOTHROUGH_TIME = 8000.f;
|
||||||
|
const float CONST_BONUS_CATCH_DISTANCE_X = 65.f;
|
||||||
|
const float CONST_BONUS_CATCH_DISTANCE_Y = 20.f;
|
||||||
|
|
||||||
|
const float CONST_BONUS_FLOOR_TIME = 8000.f;
|
||||||
|
const float CONST_BONUS_FLOOR_APPEAR_SPEED = 50.f;
|
||||||
|
|
||||||
|
const int CONST_BONUS_TYPE_MULTIPLIER = 0;
|
||||||
|
const int CONST_BONUS_TYPE_GOTHROUGH = 1;
|
||||||
|
const int CONST_BONUS_TYPE_FLOOR = 2;
|
||||||
|
|
||||||
|
|
||||||
|
class TBrick
|
||||||
|
{
|
||||||
|
protected:
|
||||||
|
int InitialLocked;
|
||||||
|
int Locked; //0, 1 or 2
|
||||||
|
int State;
|
||||||
|
float StateTimer;
|
||||||
|
Vector4f Color;
|
||||||
|
public:
|
||||||
|
TBrick();
|
||||||
|
void SetVisible(Vector4f color, int locked);
|
||||||
|
void SetInvisible();
|
||||||
|
void TryDrawAppear(int ipos, int jpos);
|
||||||
|
void Update(size_t dt);
|
||||||
|
Vector2f GetPosFrom(int ipos, int jpos);
|
||||||
|
Vector4f GetColor();
|
||||||
|
void Appear(Vector4f color, int locked);
|
||||||
|
void Appear();
|
||||||
|
void Hit();
|
||||||
|
void Disappear();
|
||||||
|
int GetLocked();
|
||||||
|
bool CanReact();
|
||||||
|
};
|
||||||
|
|
||||||
|
class TBonusFalling
|
||||||
|
{
|
||||||
|
protected:
|
||||||
|
float Lifetime;
|
||||||
|
Vector2f Pos;
|
||||||
|
std::string TexName;
|
||||||
|
int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
|
||||||
|
public:
|
||||||
|
TBonusFalling(Vector2f pos);
|
||||||
|
Vector2f GetPos();
|
||||||
|
int GetType();
|
||||||
|
void Draw();
|
||||||
|
void Update(size_t dt);
|
||||||
|
};
|
||||||
|
|
||||||
|
struct TBall
|
||||||
|
{
|
||||||
|
Vector2f Pos;
|
||||||
|
Vector2f Velocity;
|
||||||
|
Vector4f Color;
|
||||||
|
std::list<Vector2f> TalePos;
|
||||||
|
|
||||||
|
Vector2f BallInBlock;
|
||||||
|
Vector2f PrevBallInBlock;
|
||||||
|
|
||||||
|
TBall(Vector2f pos, Vector2f velocity, Vector4f color);
|
||||||
|
Vector2f GetPos();
|
||||||
|
Vector2f GetVelocityVector();
|
||||||
|
|
||||||
|
void Go();
|
||||||
|
|
||||||
|
void ReflectToLeft();
|
||||||
|
void ReflectToRight();
|
||||||
|
void ReflectToUp();
|
||||||
|
void ReflectToDown();
|
||||||
|
|
||||||
|
void TryReflectOnReflector(Vector2f refPos);
|
||||||
|
|
||||||
|
void Update(size_t dt);
|
||||||
|
};
|
||||||
|
|
||||||
|
typedef std::pair<Vector4f, std::string> PairColorTexture;
|
||||||
|
|
||||||
|
struct TBlockInstansingList
|
||||||
|
{
|
||||||
|
//color-texture ---> and list of triangles for this color
|
||||||
|
std::list<std::pair<PairColorTexture, TTriangleList>> ColorBlockList;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct TBallInstancingList
|
||||||
|
{
|
||||||
|
std::map<int, TTriangleList> BallAndGlowList;
|
||||||
|
};
|
||||||
|
|
||||||
|
class TGameLevel : public TGameAreaAncestor
|
||||||
|
{
|
||||||
|
protected:
|
||||||
|
std::string BkgTexture;
|
||||||
|
std::string LevelScreenTexture;
|
||||||
|
std::string LevelFileName;
|
||||||
|
|
||||||
|
Vector2f ReflectorPos;
|
||||||
|
|
||||||
|
int LevelState;
|
||||||
|
bool PrevLevelStateIsStandby;
|
||||||
|
float StateTimer;
|
||||||
|
|
||||||
|
TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
|
||||||
|
TBlockInstansingList BlockInstansingList;
|
||||||
|
|
||||||
|
bool TapInBackBtnArea(const Vector2f& pos);
|
||||||
|
|
||||||
|
void ReloadBlockInstansingList();
|
||||||
|
void SetFinished();
|
||||||
|
void SetFinishFreeze();
|
||||||
|
|
||||||
|
void DrawBuffer();
|
||||||
|
void DrawPauseButtons();
|
||||||
|
|
||||||
|
void DrawBallInstancingList();
|
||||||
|
|
||||||
|
bool RenderBufferReady;
|
||||||
|
|
||||||
|
float OutScale;
|
||||||
|
|
||||||
|
float OutScaleVelocity;
|
||||||
|
|
||||||
|
void TryGoToMenu();
|
||||||
|
|
||||||
|
std::list<TBonusFalling> BonusFallingList;
|
||||||
|
|
||||||
|
std::list<TBall> BallList;
|
||||||
|
|
||||||
|
TBallInstancingList BallInstancingList;
|
||||||
|
|
||||||
|
Vector4f BallColor;
|
||||||
|
|
||||||
|
void ReloadBallInstancingList();
|
||||||
|
void RefreshBallInstancingList();
|
||||||
|
|
||||||
|
|
||||||
|
void UpdateBallList(size_t dt);
|
||||||
|
void MultiplyBalls(Vector2f pos, Vector2f velocity);
|
||||||
|
|
||||||
|
Vector2f GetBlock(const Vector2f& pos);
|
||||||
|
void InitLevel();
|
||||||
|
|
||||||
|
float BonusGothroughTimer;
|
||||||
|
float BonusFloorTimer;
|
||||||
|
float BonusFloorPosY;
|
||||||
|
|
||||||
|
Vector4f ParseColor(const std::string& s);
|
||||||
|
void ReloadLevel();
|
||||||
|
|
||||||
|
public:
|
||||||
|
TGameLevel();
|
||||||
|
~TGameLevel();
|
||||||
|
|
||||||
|
void FillWithFile(const std::string& filename);
|
||||||
|
|
||||||
|
void SetStandBy();
|
||||||
|
void SetLoading(const std::string& bkg, const std::string& levelscreen);
|
||||||
|
bool IsLoaded();
|
||||||
|
|
||||||
|
virtual void Draw();
|
||||||
|
|
||||||
|
void SetPause();
|
||||||
|
bool IsPaused();
|
||||||
|
void ReleasePause();
|
||||||
|
|
||||||
|
virtual void Update(size_t dt);
|
||||||
|
virtual void OnTapDown(Vector2f pos);
|
||||||
|
virtual void OnTapUp(Vector2f pos);
|
||||||
|
virtual void OnFling(Vector2f slideSpeed);
|
||||||
|
virtual void OnScroll(Vector2f shift);
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
#include "loadingcode.h"
|
||||||
|
#include "include/Engine.h"
|
||||||
|
#include "main_code.h"
|
||||||
|
|
||||||
|
void TGameLoading::Draw()
|
||||||
|
{
|
||||||
|
//*SE::Console << "TGameLoading::Draw";
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
||||||
|
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOADING_TEXTURE]);
|
||||||
|
Renderer->DrawRect(Vector2f(240.f - 128.f, 10.f), Vector2f(240.f + 128.f, 10.f + 64.f));
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
|
||||||
|
Renderer->DrawRect(Vector2f(480.f - 256.f+50.f, 320.f - 64.f), Vector2f(480.f+50.f, 320.f));
|
||||||
|
|
||||||
|
CheckGlError();
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
#ifndef LOADINGCODE_H_INCLUDED
|
||||||
|
#define LOADINGCODE_H_INCLUDED
|
||||||
|
|
||||||
|
#include "game_area_interface.h"
|
||||||
|
|
||||||
|
using namespace SE;
|
||||||
|
|
||||||
|
class TGameLoading : public TGameAreaAncestor
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
virtual void Draw();
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -1,592 +0,0 @@
|
|||||||
#include "main_code.h"
|
|
||||||
|
|
||||||
#include <stdio.h>
|
|
||||||
#include <stdlib.h>
|
|
||||||
#include <math.h>
|
|
||||||
#include <time.h>
|
|
||||||
|
|
||||||
#include "include/Engine.h"
|
|
||||||
|
|
||||||
#include "main_code.h"
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
FaceStruct::FaceStruct()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
FaceStruct::FaceStruct(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
|
|
||||||
{
|
|
||||||
ApplyPreds(fromPreds);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceStruct::CalcFromPreds()
|
|
||||||
{
|
|
||||||
float minX = preds[0](0);
|
|
||||||
float maxX = preds[0](0);
|
|
||||||
float minY = preds[0](1);
|
|
||||||
float maxY = preds[0](1);
|
|
||||||
float sumX = preds[0](0);
|
|
||||||
float sumY = preds[0](1);
|
|
||||||
|
|
||||||
for (size_t i = 1; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
if (minX > preds[i](0))
|
|
||||||
{
|
|
||||||
minX = preds[i](0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (minY > preds[i](1))
|
|
||||||
{
|
|
||||||
minY = preds[i](1);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (maxX < preds[i](0))
|
|
||||||
{
|
|
||||||
maxX = preds[i](0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (maxY < preds[i](1))
|
|
||||||
{
|
|
||||||
maxY = preds[i](1);
|
|
||||||
}
|
|
||||||
|
|
||||||
sumX += preds[i](0);
|
|
||||||
sumY += preds[i](1);
|
|
||||||
}
|
|
||||||
|
|
||||||
float avgX = sumX / static_cast<float>(LANDMARK_POINT_COUNT);
|
|
||||||
float avgY = sumY / static_cast<float>(LANDMARK_POINT_COUNT);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
center = { avgX, avgY };
|
|
||||||
size = { maxX- minX,maxY - minY };
|
|
||||||
|
|
||||||
//center = { centerXSmoother.responsiveAnalogReadSimple(avgX), centerYSmoother.responsiveAnalogReadSimple(avgY) };
|
|
||||||
//size = { sizeWidthSmoother.responsiveAnalogReadSimple(maxX- minX), sizeHeightSmoother.responsiveAnalogReadSimple(maxY - minY) };
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceStruct::ApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
|
|
||||||
{
|
|
||||||
InnerApplyPreds(fromPreds);
|
|
||||||
CalcFromPreds();
|
|
||||||
|
|
||||||
/*
|
|
||||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
preds[i] = preds[i] - center;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
historicalPreds.push_back(preds);
|
|
||||||
if (historicalPreds.size() > 4)
|
|
||||||
{
|
|
||||||
historicalPreds.erase(historicalPreds.begin());
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
preds[i] = { 0.f, 0.f };
|
|
||||||
for (size_t x = 0; x < historicalPreds.size(); x++)
|
|
||||||
{
|
|
||||||
preds[i] += historicalPreds[x][i];
|
|
||||||
}
|
|
||||||
|
|
||||||
preds[i] = preds[i] / static_cast<float>(historicalPreds.size());
|
|
||||||
}
|
|
||||||
|
|
||||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
preds[i] = preds[i] + center;
|
|
||||||
}*/
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceStruct::InnerApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
|
|
||||||
{
|
|
||||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
preds[i] = { fromPreds[i].x, 720 - fromPreds[i].y};
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
cv::VideoCapture cap;
|
|
||||||
|
|
||||||
FaceLandmarkDetector faceLandmarkDetector;
|
|
||||||
|
|
||||||
GLuint lastFrameTexture;
|
|
||||||
|
|
||||||
|
|
||||||
std::array<FaceLandmarkStruct, MAX_FACE_COUNT> faceLandmarkArr;
|
|
||||||
|
|
||||||
cv::Mat frame;
|
|
||||||
|
|
||||||
std::vector<cv::Mat> frameArr;
|
|
||||||
|
|
||||||
int currentIndex = -1;
|
|
||||||
int lastProcessedIndex = 0;
|
|
||||||
int lineShift = 0;
|
|
||||||
|
|
||||||
int prevPassedIndex = 0;
|
|
||||||
|
|
||||||
int indexStep = 0;
|
|
||||||
|
|
||||||
std::array<FaceStruct, MAX_FACE_COUNT> faceStruct;
|
|
||||||
|
|
||||||
|
|
||||||
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
|
|
||||||
|
|
||||||
|
|
||||||
TMyApplication* Application;
|
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerInit()
|
|
||||||
{
|
|
||||||
|
|
||||||
Application = this;
|
|
||||||
|
|
||||||
#ifdef TARGET_WIN32
|
|
||||||
#ifdef NDEBUG
|
|
||||||
//ST::PathToResources = "resources/";
|
|
||||||
ST::PathToResources = "../../../assets/";
|
|
||||||
#else
|
|
||||||
ST::PathToResources = "../../../assets/";
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef TARGET_IOS
|
|
||||||
ST::PathToResources = "assets/";
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (Console != NULL)
|
|
||||||
{
|
|
||||||
*Console<<"APP INIT\n";
|
|
||||||
}
|
|
||||||
srand (static_cast<size_t>(time(NULL)));
|
|
||||||
|
|
||||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
|
||||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
|
||||||
Renderer->PushShader("DefaultShader");
|
|
||||||
|
|
||||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
|
||||||
|
|
||||||
|
|
||||||
auto texid = ResourceManager->TexList.AddTexture("emoji/Asset 3@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 4@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 5@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 6@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 7@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 8@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 9@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 10@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 11@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 13@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 14@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 15@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 16@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 17@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 18@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 19@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 20@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 21@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 22@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 23@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 24@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 25@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 26@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 27@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 28@20x.png");
|
|
||||||
|
|
||||||
|
|
||||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
|
||||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
|
||||||
|
|
||||||
|
|
||||||
lastFrameTexture = ResourceManager->TexList.AddEmptyTexture("lastFrameTexture", 1280, 720);
|
|
||||||
|
|
||||||
Renderer->SetOrthoProjection();
|
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
|
||||||
faceRenderPair[i].first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "Asset "+boost::lexical_cast<std::string>(i+3)+"@20x.png";
|
|
||||||
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
|
||||||
|
|
||||||
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
|
||||||
faceRenderPair[i].second.RefreshBuffer();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
cap = cv::VideoCapture(0);
|
|
||||||
//cap = cv::VideoCapture("video.mp4");
|
|
||||||
//cap = cv::VideoCapture("bp.mp4");
|
|
||||||
|
|
||||||
|
|
||||||
// Check if camera opened successfully
|
|
||||||
if (!cap.isOpened()) {
|
|
||||||
std::cout << "Error opening video stream or file" << std::endl;
|
|
||||||
}
|
|
||||||
|
|
||||||
cap.set(CV_CAP_PROP_FRAME_WIDTH, 1280);
|
|
||||||
cap.set(CV_CAP_PROP_FRAME_HEIGHT, 720);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
faceLandmarkDetector.StartTrackProcess();
|
|
||||||
|
|
||||||
Inited = true;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerDeinit()
|
|
||||||
{
|
|
||||||
|
|
||||||
faceLandmarkDetector.StopTrackProcess();
|
|
||||||
cap.release();
|
|
||||||
|
|
||||||
Inited = false;
|
|
||||||
|
|
||||||
if (Console != NULL)
|
|
||||||
{
|
|
||||||
*Console<<"APP DEINIT\n";
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::OnFling(Vector2f v)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
|
||||||
{
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
|
||||||
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
|
||||||
TRenderParamsSetter params(faceRenderPair[i].first);
|
|
||||||
Renderer->DrawTriangleList(faceRenderPair[i].second);
|
|
||||||
}*/
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerUpdate(size_t dt)
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
/*cap >> lastFrame;
|
|
||||||
|
|
||||||
if (lastFrame.empty())
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
faceLandmarkTracker.HandleOneFrame(lastFrame, localInputStructArr, localFaceShift, localOutputStructArr);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
high_resolution_clock::time_point t2 = high_resolution_clock::now();
|
|
||||||
|
|
||||||
auto duration = duration_cast<microseconds>(t2 - FaceLandmarkTracker::lastTimePoint).count();
|
|
||||||
|
|
||||||
FaceLandmarkTracker::lastTimePoint = t2;
|
|
||||||
|
|
||||||
std::stringstream ofs;
|
|
||||||
|
|
||||||
ofs << round(1000000.0 / duration);
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
|
||||||
{
|
|
||||||
if (localOutputStructArr[index].valid && localInputStructArr[index].valid)
|
|
||||||
{
|
|
||||||
cv::Rect oldFaceRect = localOutputStructArr[index].face;
|
|
||||||
cv::Rect newFaceRect = localInputStructArr[index].face;
|
|
||||||
cv::Point2f oldCenter(oldFaceRect.x + oldFaceRect.width*0.5f, oldFaceRect.y + oldFaceRect.height*0.5f);
|
|
||||||
cv::Point2f newCenter(newFaceRect.x + newFaceRect.width*0.5f, newFaceRect.y + newFaceRect.height*0.5f);
|
|
||||||
|
|
||||||
localFaceShift[index] = newCenter - oldCenter;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
localFaceShift[index] = cv::Point2f(0, 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
|
||||||
{
|
|
||||||
if (localOutputStructArr[index].valid)
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
faceStruct[index].ApplyPreds(localOutputStructArr[index].preds);
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t i = 0; i < CONST_PREDS_COUNT; i++)
|
|
||||||
{
|
|
||||||
//cv::ellipse(lastFrame, cv::Point2f(faceStruct[index].preds[i](0), 720 - faceStruct[index].preds[i](1)) + localFaceShift[index], cv::Size(2, 2), 0, 0, 360, cv::Scalar(255, 128, 128), 4, 8, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Vector2f posFrom = faceStruct[index].center - faceStruct[index].size*0.5f* 1.25f;
|
|
||||||
Vector2f posTo = faceStruct[index].center + faceStruct[index].size*0.5f* 1.25f;
|
|
||||||
|
|
||||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], posFrom, posTo, 0);
|
|
||||||
|
|
||||||
faceRenderPair[index].second.RefreshBuffer();
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], {0,0}, { 0,0 }, 0);
|
|
||||||
|
|
||||||
faceRenderPair[index].second.RefreshBuffer();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
|
||||||
{
|
|
||||||
if (localInputStructArr[index].valid)
|
|
||||||
{
|
|
||||||
//cv::rectangle(lastFrame, localInputStructArr[index].face, cv::Scalar(255, 0, 255), 4, 8, 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
*/
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
cap >> frame; // get a new frame from camera/video or read image
|
|
||||||
|
|
||||||
if (frame.empty())
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
cv::Mat image = frame.clone();
|
|
||||||
|
|
||||||
frameArr.push_back(image);
|
|
||||||
|
|
||||||
while (frameArr.size() > 40)
|
|
||||||
{
|
|
||||||
lineShift++;
|
|
||||||
frameArr.erase(frameArr.begin());
|
|
||||||
}
|
|
||||||
|
|
||||||
currentIndex++;
|
|
||||||
|
|
||||||
faceLandmarkArr = faceLandmarkDetector.GetFaceLandmarks(frame, currentIndex);
|
|
||||||
|
|
||||||
|
|
||||||
bool newProcessedIndexFound = false;
|
|
||||||
int newProcessedIndex;
|
|
||||||
|
|
||||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
|
||||||
{
|
|
||||||
if (faceLandmarkArr[i].valid)
|
|
||||||
{
|
|
||||||
if (!newProcessedIndexFound)
|
|
||||||
{
|
|
||||||
newProcessedIndexFound = true;
|
|
||||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (newProcessedIndex < faceLandmarkArr[i].frameIndex)
|
|
||||||
{
|
|
||||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
if (newProcessedIndexFound && newProcessedIndex > lastProcessedIndex)
|
|
||||||
{
|
|
||||||
indexStep = 0;
|
|
||||||
|
|
||||||
lastProcessedIndex = newProcessedIndex;
|
|
||||||
prevPassedIndex = currentIndex;
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (prevPassedIndex > lastProcessedIndex + indexStep)
|
|
||||||
{
|
|
||||||
indexStep++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//std::cout << currentIndex << " " << lastProcessedIndex << " stepped:" << lastProcessedIndex + indexStep << " indexStep: " << indexStep << std::endl;
|
|
||||||
|
|
||||||
|
|
||||||
cv::Mat renderImage;
|
|
||||||
|
|
||||||
if (lastProcessedIndex + indexStep - lineShift < 0)
|
|
||||||
{
|
|
||||||
renderImage = frameArr[0];
|
|
||||||
}
|
|
||||||
else if (lastProcessedIndex + indexStep - lineShift >= frameArr.size())
|
|
||||||
{
|
|
||||||
renderImage = frameArr[frameArr.size() - 1];
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
renderImage = frameArr[lastProcessedIndex + indexStep - lineShift];
|
|
||||||
}
|
|
||||||
|
|
||||||
renderImage = renderImage.clone();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
cv::Rect frameRect(cv::Point(), renderImage.size());
|
|
||||||
|
|
||||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
|
||||||
{
|
|
||||||
if (faceLandmarkArr[i].valid)
|
|
||||||
{
|
|
||||||
cv::rectangle(renderImage, faceLandmarkArr[i].faceRect, cv::Scalar(0, 0, 255), 1, 4, 0);
|
|
||||||
|
|
||||||
for (size_t j = 0; j < faceLandmarkArr[i].landmarkArr.size(); j++)
|
|
||||||
{
|
|
||||||
|
|
||||||
//cv::circle(renderImage, faceLandmarkArr[i].landmarkArr[j], 0.1, cv::Scalar(0, 255, 255), 4, 8, 0);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (size_t index = 0; index < faceLandmarkArr.size(); index++)
|
|
||||||
{
|
|
||||||
if (faceLandmarkArr[index].valid)
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
faceStruct[index].ApplyPreds(faceLandmarkArr[index].landmarkArr);
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
cv::ellipse(renderImage, cv::Point2f(faceStruct[index].preds[i](0), 720 - faceStruct[index].preds[i](1)), cv::Size(2, 2), 0, 0, 360, cv::Scalar(255, 128, 128), 4, 8, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Vector2f posFrom = faceStruct[index].center - faceStruct[index].size*0.5f* 1.35f;
|
|
||||||
Vector2f posTo = faceStruct[index].center + faceStruct[index].size*0.5f* 1.35f;
|
|
||||||
|
|
||||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], posFrom, posTo, 0);
|
|
||||||
|
|
||||||
faceRenderPair[index].second.RefreshBuffer();
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], { 0,0 }, { 0,0 }, 0);
|
|
||||||
|
|
||||||
faceRenderPair[index].second.RefreshBuffer();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
|
||||||
|
|
||||||
static std::array<char, 1280 * 720 * 3> buffer;
|
|
||||||
|
|
||||||
int step = renderImage.step;
|
|
||||||
int height = renderImage.rows;
|
|
||||||
int width = renderImage.cols;
|
|
||||||
int channels = 3;
|
|
||||||
char * data = (char *)renderImage.data;
|
|
||||||
for (int i = 0; i < height; i++)
|
|
||||||
{
|
|
||||||
int ci = height - i - 1;
|
|
||||||
memcpy(&buffer[i*width*channels], &(data[ci*step]), width*channels);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
glTexImage2D(
|
|
||||||
GL_TEXTURE_2D,
|
|
||||||
0,
|
|
||||||
GL_RGB,
|
|
||||||
1280,
|
|
||||||
720,
|
|
||||||
0,
|
|
||||||
GL_BGR_EXT,
|
|
||||||
GL_UNSIGNED_BYTE,
|
|
||||||
&buffer[0]);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
bool TMyApplication::IsInited()
|
|
||||||
{
|
|
||||||
return Inited;
|
|
||||||
}
|
|
||||||
@@ -9,187 +9,19 @@
|
|||||||
|
|
||||||
#include "main_code.h"
|
#include "main_code.h"
|
||||||
|
|
||||||
//#define USE_PREDICTION
|
|
||||||
|
|
||||||
cv::Point flipVertical(cv::Point point) {
|
|
||||||
return cv::Point(point.x, 720 - point.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
FaceStruct::FaceStruct()
|
|
||||||
{
|
|
||||||
modelPoints.push_back(cv::Point3d(6.825897, 6.760612, 4.402142)); // left brow left corner
|
|
||||||
modelPoints.push_back(cv::Point3d(1.330353, 7.122144, 6.903745)); // left brow right corner
|
|
||||||
modelPoints.push_back(cv::Point3d(-1.330353, 7.122144, 6.903745)); // right brow left corner
|
|
||||||
modelPoints.push_back(cv::Point3d(-6.825897, 6.760612, 4.402142)); // right brow right corner
|
|
||||||
modelPoints.push_back(cv::Point3d(5.311432, 5.485328, 3.987654)); // left eye left corner
|
|
||||||
modelPoints.push_back(cv::Point3d(1.789930, 5.393625, 4.413414)); // left eye right corner
|
|
||||||
modelPoints.push_back(cv::Point3d(-1.789930, 5.393625, 4.413414)); // right eye left corner
|
|
||||||
modelPoints.push_back(cv::Point3d(-5.311432, 5.485328, 3.987654)); // right eye right corner
|
|
||||||
modelPoints.push_back(cv::Point3d(2.005628, 1.409845, 6.165652)); // nose left corner
|
|
||||||
modelPoints.push_back(cv::Point3d(-2.005628, 1.409845, 6.165652)); // nose right corner
|
|
||||||
modelPoints.push_back(cv::Point3d(2.774015, -2.080775, 5.048531)); // mouth left corner
|
|
||||||
modelPoints.push_back(cv::Point3d(-2.774015, -2.080775, 5.048531)); // mouth right corner
|
|
||||||
modelPoints.push_back(cv::Point3d(0.000000, -3.116408, 6.097667)); // mouth central bottom corner
|
|
||||||
modelPoints.push_back(cv::Point3d(0.000000, -7.415691, 4.070434)); // chin corner
|
|
||||||
|
|
||||||
poseMatrix = cv::Mat(3, 4, CV_64FC1);
|
|
||||||
eulerAngles = cv::Mat(3, 1, CV_64FC1);
|
|
||||||
|
|
||||||
boxModelSrc.push_back(cv::Point3d(10.0, 10.0, 10.0));
|
|
||||||
boxModelSrc.push_back(cv::Point3d(10.0, 10.0, -10.0));
|
|
||||||
boxModelSrc.push_back(cv::Point3d(10.0, -10.0, -10.0));
|
|
||||||
boxModelSrc.push_back(cv::Point3d(10.0, -10.0, 10.0));
|
|
||||||
boxModelSrc.push_back(cv::Point3d(-10.0, 10.0, 10.0));
|
|
||||||
boxModelSrc.push_back(cv::Point3d(-10.0, 10.0, -10.0));
|
|
||||||
boxModelSrc.push_back(cv::Point3d(-10.0, -10.0, -10.0));
|
|
||||||
boxModelSrc.push_back(cv::Point3d(-10.0, -10.0, 10.0));
|
|
||||||
}
|
|
||||||
|
|
||||||
FaceStruct::FaceStruct(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients)
|
|
||||||
{
|
|
||||||
FaceStruct();
|
|
||||||
ApplyPreds(fromPreds, 0.0, cameraMatrix, distortionCoefficients);
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceStruct::CalcFromPreds(bool noticeablyChanged, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients)
|
|
||||||
{
|
|
||||||
for(size_t i = 0; i < LANDMARK_POINT_COUNT; i++) {
|
|
||||||
if(noticeablyChanged) {
|
|
||||||
landmarkSmoothers[i * 2].reset();
|
|
||||||
landmarkSmoothers[i * 2 + 1].reset();
|
|
||||||
} else {
|
|
||||||
preds[i] = Vector2f(
|
|
||||||
landmarkSmoothers[i * 2].responsiveAnalogReadSimple(preds[i](0)),
|
|
||||||
landmarkSmoothers[i * 2 + 1].responsiveAnalogReadSimple(preds[i](1))
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
float minX = preds[0](0);
|
|
||||||
float maxX = preds[0](0);
|
|
||||||
float minY = preds[0](1);
|
|
||||||
float maxY = preds[0](1);
|
|
||||||
float sumX = preds[0](0);
|
|
||||||
float sumY = preds[0](1);
|
|
||||||
|
|
||||||
for (size_t i = 1; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
if (minX > preds[i](0))
|
|
||||||
{
|
|
||||||
minX = preds[i](0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (minY > preds[i](1))
|
|
||||||
{
|
|
||||||
minY = preds[i](1);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (maxX < preds[i](0))
|
|
||||||
{
|
|
||||||
maxX = preds[i](0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (maxY < preds[i](1))
|
|
||||||
{
|
|
||||||
maxY = preds[i](1);
|
|
||||||
}
|
|
||||||
|
|
||||||
sumX += preds[i](0);
|
|
||||||
sumY += preds[i](1);
|
|
||||||
}
|
|
||||||
|
|
||||||
float avgX = sumX / static_cast<float>(LANDMARK_POINT_COUNT);
|
|
||||||
float avgY = sumY / static_cast<float>(LANDMARK_POINT_COUNT);
|
|
||||||
|
|
||||||
std::vector<cv::Point2f> imagePoints;
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[17](0), preds[17](1))); // #17 left brow left corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[21](0), preds[21](1))); // #21 left brow right corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[22](0), preds[22](1))); // #22 right brow left corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[26](0), preds[26](1))); // #26 right brow right corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[36](0), preds[36](1))); // #36 left eye left corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[39](0), preds[39](1))); // #39 left eye right corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[42](0), preds[42](1))); // #42 right eye left corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[45](0), preds[45](1))); // #45 right eye right corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[31](0), preds[31](1))); // #31 nose left corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[35](0), preds[35](1))); // #35 nose right corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[48](0), preds[48](1))); // #48 mouth left corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[54](0), preds[54](1))); // #54 mouth right corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[57](0), preds[57](1))); // #57 mouth central bottom corner
|
|
||||||
imagePoints.push_back(cv::Point2f(preds[8](0), preds[8](1))); // #8 chin corner
|
|
||||||
|
|
||||||
cv::solvePnP(modelPoints, imagePoints, cameraMatrix, distortionCoefficients, rotationVector, translationVector);
|
|
||||||
|
|
||||||
//if(similarity > 0.01) {
|
|
||||||
// for (size_t i = 0; i < 3; i++) {
|
|
||||||
// rotationVectorSmoothers[i].reset();
|
|
||||||
// translationVectorSmoothers[i].reset();
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
|
|
||||||
/*for(size_t i = 0; i < 3; i++) {
|
|
||||||
rotationVector.at<double>(i) = rotationVectorSmoothers[i].responsiveAnalogReadSimple(rotationVector.at<double>(i));
|
|
||||||
translationVector.at<double>(i) = translationVectorSmoothers[i].responsiveAnalogReadSimple(translationVector.at<double>(i));
|
|
||||||
}*/
|
|
||||||
|
|
||||||
cv::projectPoints(boxModelSrc, rotationVector, translationVector, cameraMatrix, distortionCoefficients, boxModelDst);
|
|
||||||
|
|
||||||
// calc Euler angles
|
|
||||||
cv::Rodrigues(rotationVector, rotationMatrix);
|
|
||||||
cv::hconcat(rotationMatrix, translationVector, poseMatrix);
|
|
||||||
|
|
||||||
cv::Mat outIntrinsics = cv::Mat(3, 3, CV_64FC1);
|
|
||||||
cv::Mat outRotation = cv::Mat(3, 3, CV_64FC1);
|
|
||||||
cv::Mat outTranslation = cv::Mat(3, 1, CV_64FC1);
|
|
||||||
cv::decomposeProjectionMatrix(poseMatrix, outIntrinsics, outRotation, outTranslation, cv::noArray(), cv::noArray(), cv::noArray(), eulerAngles);
|
|
||||||
|
|
||||||
center = {avgX, avgY};
|
|
||||||
size = {maxX- minX, maxY - minY};
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceStruct::ApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds, bool noticeablyChanged, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients)
|
|
||||||
{
|
|
||||||
InnerApplyPreds(fromPreds);
|
|
||||||
CalcFromPreds(noticeablyChanged, cameraMatrix, distortionCoefficients);
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceStruct::InnerApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
|
|
||||||
{
|
|
||||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
preds[i] = { fromPreds[i].x, 720 - fromPreds[i].y};
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
cv::VideoCapture cap;
|
|
||||||
|
|
||||||
FaceLandmarkDetector faceLandmarkDetector;
|
|
||||||
|
|
||||||
GLuint lastFrameTexture;
|
|
||||||
|
|
||||||
std::array<FaceLandmarkStruct, MAX_FACE_COUNT> faceLandmarkArr;
|
|
||||||
|
|
||||||
cv::Mat frame;
|
|
||||||
|
|
||||||
std::vector<cv::Mat> frameArr;
|
|
||||||
|
|
||||||
int currentIndex = -1;
|
|
||||||
int lastProcessedIndex = 0;
|
|
||||||
int lineShift = 0;
|
|
||||||
|
|
||||||
int prevPassedIndex = 0;
|
|
||||||
|
|
||||||
int indexStep = 0;
|
|
||||||
|
|
||||||
std::array<FaceStruct, MAX_FACE_COUNT> faceStruct;
|
|
||||||
|
|
||||||
|
|
||||||
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
|
|
||||||
|
|
||||||
|
|
||||||
TMyApplication* Application;
|
TMyApplication* Application;
|
||||||
|
|
||||||
|
|
||||||
|
#define AREATEX_WIDTH 160
|
||||||
|
#define AREATEX_HEIGHT 560
|
||||||
|
#define SEARCHTEX_WIDTH 66
|
||||||
|
#define SEARCHTEX_HEIGHT 33
|
||||||
|
|
||||||
|
|
||||||
|
GLuint area_tex;
|
||||||
|
GLuint search_tex;
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerInit()
|
void TMyApplication::InnerInit()
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -197,8 +29,7 @@ void TMyApplication::InnerInit()
|
|||||||
|
|
||||||
#ifdef TARGET_WIN32
|
#ifdef TARGET_WIN32
|
||||||
#ifdef NDEBUG
|
#ifdef NDEBUG
|
||||||
//ST::PathToResources = "resources/";
|
ST::PathToResources = "resources/";
|
||||||
ST::PathToResources = "../../../assets/";
|
|
||||||
#else
|
#else
|
||||||
ST::PathToResources = "../../../assets/";
|
ST::PathToResources = "../../../assets/";
|
||||||
#endif
|
#endif
|
||||||
@@ -216,108 +47,145 @@ void TMyApplication::InnerInit()
|
|||||||
|
|
||||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||||
|
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
|
||||||
|
|
||||||
|
|
||||||
|
ResourceManager->ShaderManager.AddShader("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
|
||||||
|
ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
|
||||||
|
ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_fragment.txt");
|
||||||
|
|
||||||
Renderer->PushShader("DefaultShader");
|
Renderer->PushShader("DefaultShader");
|
||||||
|
|
||||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||||
|
|
||||||
|
ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
|
||||||
|
ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
|
||||||
|
ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
|
||||||
|
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||||
|
|
||||||
|
|
||||||
auto texid = ResourceManager->TexList.AddTexture("emoji/Asset 3@20x.png");
|
//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 4@20x.png");
|
#if 1
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 5@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 6@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 7@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 8@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 9@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 10@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 11@20x.png");
|
#else
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 13@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 14@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 15@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 16@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 17@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 18@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 19@20x.png");
|
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 20@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 21@20x.png");
|
#endif
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 22@20x.png");
|
pair.first.ShaderName = "ColorShader";
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 23@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 24@20x.png");
|
pair.second.RefreshBuffer();
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 25@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 26@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 27@20x.png");
|
|
||||||
ResourceManager->TexList.AddTexture("emoji/Asset 28@20x.png");
|
|
||||||
|
|
||||||
|
|
||||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
|
||||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
|
||||||
|
|
||||||
|
|
||||||
lastFrameTexture = ResourceManager->TexList.AddEmptyTexture("lastFrameTexture", 1280, 720);
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||||
|
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||||
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
|
|
||||||
|
|
||||||
|
rect.second.RefreshBuffer();
|
||||||
|
|
||||||
Renderer->SetOrthoProjection();
|
Renderer->SetOrthoProjection();
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
Renderer->SetFullScreenViewport();
|
||||||
|
|
||||||
|
glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
|
||||||
faceRenderPair[i].first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "Asset "+boost::lexical_cast<std::string>(i+3)+"@20x.png";
|
|
||||||
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
|
||||||
|
|
||||||
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
|
||||||
faceRenderPair[i].second.RefreshBuffer();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
cap = cv::VideoCapture(0);
|
|
||||||
//cap = cv::VideoCapture("video.mp4");
|
|
||||||
//cap = cv::VideoCapture("bp.mp4");
|
|
||||||
|
|
||||||
|
|
||||||
// Check if camera opened successfully
|
|
||||||
if (!cap.isOpened()) {
|
|
||||||
std::cout << "Error opening video stream or file" << std::endl;
|
|
||||||
}
|
|
||||||
|
|
||||||
cap.set(CV_CAP_PROP_FRAME_WIDTH, 1280);
|
|
||||||
cap.set(CV_CAP_PROP_FRAME_HEIGHT, 720);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
faceLandmarkDetector.StartTrackProcess();
|
|
||||||
|
|
||||||
Inited = true;
|
Inited = true;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//This is stuff from original https://github.com/scrawl/smaa-opengl
|
||||||
|
//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||||
|
|
||||||
|
unsigned char* buffer = 0;
|
||||||
|
FILE* f = 0;
|
||||||
|
|
||||||
|
buffer = new unsigned char[1024 * 1024];
|
||||||
|
f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
|
||||||
|
|
||||||
|
if (!f)
|
||||||
|
{
|
||||||
|
std::cerr << "Couldn't open smaa_area.raw.\n";
|
||||||
|
}
|
||||||
|
|
||||||
|
fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
|
||||||
|
fclose(f);
|
||||||
|
|
||||||
|
f = 0;
|
||||||
|
|
||||||
|
glGenTextures(1, &area_tex);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, area_tex);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
|
||||||
|
|
||||||
|
f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
|
||||||
|
|
||||||
|
if (!f)
|
||||||
|
{
|
||||||
|
std::cerr << "Couldn't open smaa_search.raw.\n";
|
||||||
|
}
|
||||||
|
|
||||||
|
fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
|
||||||
|
fclose(f);
|
||||||
|
|
||||||
|
f = 0;
|
||||||
|
|
||||||
|
glGenTextures(1, &search_tex);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, search_tex);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
|
||||||
|
|
||||||
|
delete[] buffer;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDeinit()
|
void TMyApplication::InnerDeinit()
|
||||||
{
|
{
|
||||||
|
|
||||||
faceLandmarkDetector.StopTrackProcess();
|
|
||||||
cap.release();
|
|
||||||
|
|
||||||
Inited = false;
|
Inited = false;
|
||||||
|
Loaded = false;
|
||||||
if (Console != NULL)
|
if (Console != NULL)
|
||||||
{
|
{
|
||||||
*Console<<"APP DEINIT\n";
|
*Console<<"APP DEINIT\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glDeleteTextures(1, &search_tex);
|
||||||
|
glDeleteTextures(1, &area_tex);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -346,215 +214,138 @@ void TMyApplication::OnFling(Vector2f v)
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
|
//Render the frame
|
||||||
|
Renderer->SwitchToFrameBuffer("AlbedoBuffer");
|
||||||
|
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||||
|
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
|
||||||
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
{
|
||||||
TRenderParamsSetter params(faceRenderPair[i].first);
|
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||||
Renderer->DrawTriangleList(faceRenderPair[i].second);
|
TRenderParamsSetter params(pair.first);
|
||||||
}*/
|
Renderer->DrawTriangleList(pair.second);
|
||||||
|
}
|
||||||
|
|
||||||
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
|
//-------------------------
|
||||||
|
//First pass - edge detection
|
||||||
|
|
||||||
|
Renderer->PushShader("SmaaEdge");
|
||||||
|
|
||||||
|
|
||||||
|
Renderer->SwitchToFrameBuffer("EdgeBuffer");
|
||||||
|
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||||
|
|
||||||
|
RenderUniform1i("albedo_tex", 0);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||||
|
|
||||||
|
|
||||||
|
Renderer->DrawTriangleList(rect.second);
|
||||||
|
|
||||||
|
Renderer->PopShader();
|
||||||
|
|
||||||
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
|
//-------------------------
|
||||||
|
//Second pass - blend plus pattern matching
|
||||||
|
|
||||||
|
Renderer->PushShader("SmaaBlend");
|
||||||
|
|
||||||
|
Renderer->SwitchToFrameBuffer("BlendBuffer");
|
||||||
|
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
RenderUniform1i("edge_tex", 0);
|
||||||
|
RenderUniform1i("area_tex", 1);
|
||||||
|
RenderUniform1i("search_tex", 2);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, area_tex);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, search_tex);
|
||||||
|
|
||||||
|
Renderer->DrawTriangleList(rect.second);
|
||||||
|
|
||||||
|
Renderer->PopShader();
|
||||||
|
|
||||||
|
CheckGlError("");
|
||||||
|
|
||||||
|
#if 1
|
||||||
|
//-------------------------
|
||||||
|
//Last pass - neightborhood
|
||||||
|
|
||||||
|
Renderer->PushShader("SmaaNeighborhood");
|
||||||
|
|
||||||
|
Renderer->SwitchToScreen();
|
||||||
|
Renderer->SetFullScreenViewport();
|
||||||
|
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
RenderUniform1i("albedo_tex", 0);
|
||||||
|
RenderUniform1i("blend_tex", 1);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||||
|
Renderer->DrawTriangleList(rect.second);
|
||||||
|
|
||||||
|
Renderer->PopShader();
|
||||||
|
|
||||||
|
CheckGlError("");
|
||||||
|
#else
|
||||||
|
|
||||||
|
|
||||||
|
//... or just render intermediate buffers to see what is going on
|
||||||
|
Renderer->PushShader("DefaultShader");
|
||||||
|
Renderer->SwitchToScreen();
|
||||||
|
Renderer->SetFullScreenViewport();
|
||||||
|
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||||
|
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
|
||||||
|
//Choose any to render for debug:
|
||||||
|
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||||
|
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||||
|
|
||||||
|
Renderer->DrawTriangleList(rect.second);
|
||||||
|
|
||||||
|
Renderer->PopShader();
|
||||||
|
|
||||||
|
CheckGlError("");
|
||||||
|
#endif
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerUpdate(size_t dt)
|
void TMyApplication::InnerUpdate(size_t dt)
|
||||||
{
|
{
|
||||||
cap >> frame; // get a new frame from camera/video or read image
|
|
||||||
|
|
||||||
if (frame.empty())
|
}
|
||||||
|
|
||||||
|
bool TMyApplication::IsLoaded()
|
||||||
{
|
{
|
||||||
return;
|
return Loaded;
|
||||||
}
|
}
|
||||||
|
|
||||||
cv::Mat image = frame.clone();
|
|
||||||
|
|
||||||
currentIndex++;
|
|
||||||
|
|
||||||
faceLandmarkArr = faceLandmarkDetector.GetFaceLandmarks(frame, currentIndex);
|
|
||||||
|
|
||||||
#ifdef USE_PREDICTION
|
|
||||||
|
|
||||||
frameArr.push_back(image);
|
|
||||||
|
|
||||||
while (frameArr.size() > 40)
|
|
||||||
{
|
|
||||||
lineShift++;
|
|
||||||
frameArr.erase(frameArr.begin());
|
|
||||||
}
|
|
||||||
|
|
||||||
currentIndex++;
|
|
||||||
|
|
||||||
faceLandmarkArr = faceLandmarkDetector.GetFaceLandmarks(frame, currentIndex);
|
|
||||||
|
|
||||||
|
|
||||||
bool newProcessedIndexFound = false;
|
|
||||||
int newProcessedIndex;
|
|
||||||
|
|
||||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
|
||||||
{
|
|
||||||
if (faceLandmarkArr[i].valid)
|
|
||||||
{
|
|
||||||
if (!newProcessedIndexFound)
|
|
||||||
{
|
|
||||||
newProcessedIndexFound = true;
|
|
||||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (newProcessedIndex < faceLandmarkArr[i].frameIndex)
|
|
||||||
{
|
|
||||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
if (newProcessedIndexFound && newProcessedIndex > lastProcessedIndex)
|
|
||||||
{
|
|
||||||
indexStep = 0;
|
|
||||||
|
|
||||||
lastProcessedIndex = newProcessedIndex;
|
|
||||||
prevPassedIndex = currentIndex;
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (prevPassedIndex > lastProcessedIndex + indexStep)
|
|
||||||
{
|
|
||||||
indexStep++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//std::cout << currentIndex << " " << lastProcessedIndex << " stepped:" << lastProcessedIndex + indexStep << " indexStep: " << indexStep << std::endl;
|
|
||||||
|
|
||||||
|
|
||||||
cv::Mat renderImage;
|
|
||||||
|
|
||||||
if (lastProcessedIndex + indexStep - lineShift < 0)
|
|
||||||
{
|
|
||||||
renderImage = frameArr[0];
|
|
||||||
}
|
|
||||||
else if (lastProcessedIndex + indexStep - lineShift >= frameArr.size())
|
|
||||||
{
|
|
||||||
renderImage = frameArr[frameArr.size() - 1];
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
renderImage = frameArr[lastProcessedIndex + indexStep - lineShift];
|
|
||||||
}
|
|
||||||
|
|
||||||
renderImage = renderImage.clone();
|
|
||||||
|
|
||||||
#else
|
|
||||||
cv::Mat renderImage = image;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
cv::Mat cameraMatrix = (cv::Mat_<float>(3, 3) << 9.5434798118121421e+02, 0.0, 640.0, 0.0, 9.5434798118121421e+02, 360.0, 0.0, 0.0, 1.0);
|
|
||||||
cv::Mat distortionCoefficients = (cv::Mat_<float>(5, 1) << 3.5475494652047600e-02, - 5.9818881494543774e-01, 0.0, 0.0, 1.4642154802454528e+00);
|
|
||||||
|
|
||||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
|
||||||
{
|
|
||||||
if (faceLandmarkArr[i].valid)
|
|
||||||
{
|
|
||||||
cv::rectangle(renderImage, faceLandmarkArr[i].faceRect, cv::Scalar(0, 0, 255), 1, 4, 0);
|
|
||||||
|
|
||||||
for (size_t j = 0; j < faceLandmarkArr[i].landmarkArr.size(); j++)
|
|
||||||
{
|
|
||||||
|
|
||||||
//cv::circle(renderImage, faceLandmarkArr[i].landmarkArr[j], 0.1, cv::Scalar(0, 255, 255), 4, 8, 0);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (size_t index = 0; index < faceLandmarkArr.size(); index++)
|
|
||||||
{
|
|
||||||
if (faceLandmarkArr[index].valid)
|
|
||||||
{
|
|
||||||
faceStruct[index].ApplyPreds(faceLandmarkArr[index].landmarkArr, faceLandmarkArr[index].noticeablyChanged, cameraMatrix, distortionCoefficients);
|
|
||||||
|
|
||||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
|
||||||
{
|
|
||||||
cv::ellipse(renderImage, cv::Point2f(faceStruct[index].preds[i](0), 720 - faceStruct[index].preds[i](1)), cv::Size(2, 2), 0, 0, 360, cv::Scalar(255, 128, 128), 4, 8, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[0]), flipVertical(faceStruct[index].boxModelDst[1]), cv::Scalar(0, 0, 255));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[1]), flipVertical(faceStruct[index].boxModelDst[2]), cv::Scalar(0, 0, 255));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[2]), flipVertical(faceStruct[index].boxModelDst[3]), cv::Scalar(0, 0, 255));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[3]), flipVertical(faceStruct[index].boxModelDst[0]), cv::Scalar(0, 255, 0));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[4]), flipVertical(faceStruct[index].boxModelDst[5]), cv::Scalar(0, 0, 255));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[5]), flipVertical(faceStruct[index].boxModelDst[6]), cv::Scalar(0, 0, 255));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[6]), flipVertical(faceStruct[index].boxModelDst[7]), cv::Scalar(0, 0, 255));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[7]), flipVertical(faceStruct[index].boxModelDst[4]), cv::Scalar(0, 255, 0));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[0]), flipVertical(faceStruct[index].boxModelDst[4]), cv::Scalar(0, 255, 0));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[1]), flipVertical(faceStruct[index].boxModelDst[5]), cv::Scalar(0, 0, 255));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[2]), flipVertical(faceStruct[index].boxModelDst[6]), cv::Scalar(0, 0, 255));
|
|
||||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[3]), flipVertical(faceStruct[index].boxModelDst[7]), cv::Scalar(0, 255, 0));
|
|
||||||
|
|
||||||
Vector2f posFrom = faceStruct[index].center - faceStruct[index].size*0.5f* 1.35f;
|
|
||||||
Vector2f posTo = faceStruct[index].center + faceStruct[index].size*0.5f* 1.35f;
|
|
||||||
|
|
||||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], posFrom, posTo, 0);
|
|
||||||
|
|
||||||
faceRenderPair[index].second.RefreshBuffer();
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], { 0,0 }, { 0,0 }, 0);
|
|
||||||
|
|
||||||
faceRenderPair[index].second.RefreshBuffer();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
|
||||||
|
|
||||||
static std::array<char, 1280 * 720 * 3> buffer;
|
|
||||||
|
|
||||||
int step = renderImage.step;
|
|
||||||
int height = renderImage.rows;
|
|
||||||
int width = renderImage.cols;
|
|
||||||
int channels = 3;
|
|
||||||
char * data = (char *)renderImage.data;
|
|
||||||
for (int i = 0; i < height; i++)
|
|
||||||
{
|
|
||||||
int ci = height - i - 1;
|
|
||||||
memcpy(&buffer[i*width*channels], &(data[ci*step]), width*channels);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
glTexImage2D(
|
|
||||||
GL_TEXTURE_2D,
|
|
||||||
0,
|
|
||||||
GL_RGB,
|
|
||||||
1280,
|
|
||||||
720,
|
|
||||||
0,
|
|
||||||
GL_BGR_EXT,
|
|
||||||
GL_UNSIGNED_BYTE,
|
|
||||||
&buffer[0]);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
bool TMyApplication::IsInited()
|
bool TMyApplication::IsInited()
|
||||||
{
|
{
|
||||||
return Inited;
|
return Inited;
|
||||||
|
|||||||
@@ -24,56 +24,21 @@
|
|||||||
|
|
||||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||||
|
|
||||||
#include "../windows/DoubleHitBalls-win/DoubleHitBalls-win/FaceLandmarkDetector.h"
|
|
||||||
#include "../windows/DoubleHitBalls-win/DoubleHitBalls-win/ValueSmoother.h"
|
|
||||||
|
|
||||||
|
|
||||||
struct FaceStruct
|
|
||||||
{
|
|
||||||
SE::Vector2f center;
|
|
||||||
SE::Vector2f size;
|
|
||||||
|
|
||||||
std::array<SE::Vector2f, LANDMARK_POINT_COUNT> preds;
|
|
||||||
|
|
||||||
std::vector<cv::Point3f> modelPoints;
|
|
||||||
cv::Mat rotationVector;
|
|
||||||
cv::Mat translationVector;
|
|
||||||
cv::Mat rotationMatrix;
|
|
||||||
cv::Mat poseMatrix;
|
|
||||||
cv::Mat eulerAngles;
|
|
||||||
|
|
||||||
std::vector<cv::Point3d> boxModelSrc;
|
|
||||||
std::vector<cv::Point2d> boxModelDst;
|
|
||||||
|
|
||||||
ValueSmoother landmarkSmoothers[2 * LANDMARK_POINT_COUNT];
|
|
||||||
ValueSmoother rotationVectorSmoothers[3];
|
|
||||||
ValueSmoother translationVectorSmoothers[3];
|
|
||||||
|
|
||||||
FaceStruct();
|
|
||||||
FaceStruct(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients);
|
|
||||||
|
|
||||||
void CalcFromPreds(bool noticeablyChanged, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients);
|
|
||||||
void ApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPred, bool noticeablyChanged, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficientss);
|
|
||||||
void InnerApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds);
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
using namespace SE;
|
using namespace SE;
|
||||||
|
|
||||||
extern const std::string CONST_LOADING_BACKGROUND_BLACK;
|
|
||||||
|
|
||||||
class TMyApplication : public TApplication
|
class TMyApplication : public TApplication
|
||||||
{
|
{
|
||||||
protected:
|
protected:
|
||||||
|
|
||||||
bool Inited;
|
bool Inited;
|
||||||
|
|
||||||
std::array<TRenderPair, MAX_FACE_COUNT> faceRenderPair;
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
TRenderPair pair;
|
||||||
|
TRenderPair rect;
|
||||||
|
|
||||||
TMyApplication() : TApplication(), Inited(false) { }
|
bool Loaded;
|
||||||
|
|
||||||
|
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||||
|
|
||||||
virtual void InnerInit();
|
virtual void InnerInit();
|
||||||
|
|
||||||
@@ -83,8 +48,11 @@ public:
|
|||||||
|
|
||||||
virtual void InnerUpdate(size_t dt);
|
virtual void InnerUpdate(size_t dt);
|
||||||
|
|
||||||
|
bool IsLoaded();
|
||||||
|
|
||||||
bool IsInited();
|
bool IsInited();
|
||||||
|
|
||||||
|
|
||||||
virtual void InnerOnTapDown(Vector2f p);
|
virtual void InnerOnTapDown(Vector2f p);
|
||||||
|
|
||||||
virtual void InnerOnTapUp(Vector2f p);
|
virtual void InnerOnTapUp(Vector2f p);
|
||||||
@@ -103,5 +71,3 @@ extern TMyApplication* Application;
|
|||||||
|
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
@@ -0,0 +1,220 @@
|
|||||||
|
#include "menucode.h"
|
||||||
|
#include "main_code.h"
|
||||||
|
|
||||||
|
const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f;
|
||||||
|
|
||||||
|
const float CONST_MENU_POS_K = 0.25f;
|
||||||
|
|
||||||
|
const float CONST_MENU_WINDOW_DISTANCE = 240.f + 40.f;
|
||||||
|
|
||||||
|
const float CONST_SHIFT_ON_SIDE = 0.f;
|
||||||
|
|
||||||
|
TGameMenu::TGameMenu()
|
||||||
|
: MenuSpeed(0)
|
||||||
|
, MenuPos(0)
|
||||||
|
, HoldToTap(false)
|
||||||
|
, MenuItemCount(1)
|
||||||
|
, SelectedGame(-1)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void TGameMenu::Draw()
|
||||||
|
{
|
||||||
|
// *SE::Console << "TGameMenu::Draw";
|
||||||
|
CheckGlError("Draw TGameMenu");
|
||||||
|
RenderUniform1i("sel", 0);
|
||||||
|
RenderUniform1f("Transparency", 1.f);
|
||||||
|
float bkgShift = MenuPos*0.1f - 100.f;
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_left"]);
|
||||||
|
Renderer->DrawRect(Vector2f(bkgShift,0.f), Vector2f(480.f+bkgShift,320.f));
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_right"]);
|
||||||
|
Renderer->DrawRect(Vector2f(480.f+bkgShift,0.f), Vector2f(960.f+bkgShift,320.f));
|
||||||
|
|
||||||
|
|
||||||
|
if (SelectedGame == 0)
|
||||||
|
{
|
||||||
|
RenderUniform1i("sel", 1);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
RenderUniform1i("sel", 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i=0; i<MenuItemCount; i++)
|
||||||
|
{
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["levelshot"+tostr(i+1)]);
|
||||||
|
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i,80.f), Vector2f(160.f+240.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i, 240.f));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (MenuItemCount == 12)
|
||||||
|
{
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["game_end"]);
|
||||||
|
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12,160.f - 64.f), Vector2f(160.f+256.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12, 160.f + 64.f));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["select_level"]);
|
||||||
|
Renderer->DrawRect(Vector2f(240.f-128.f, 241.f), Vector2f(240.f+128.f, 305.f));
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["logo_small"]);
|
||||||
|
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 0.f), Vector2f(240.f+128.f+15.f, 64.f));
|
||||||
|
|
||||||
|
CheckGlError("Draw TGameMenu 2");
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameMenu::Update(size_t dt)
|
||||||
|
{
|
||||||
|
if (HoldToTap)
|
||||||
|
return;
|
||||||
|
// åñëè êíîïêà íå íàæàòà
|
||||||
|
float k;
|
||||||
|
|
||||||
|
MenuPos = MenuPos + MenuSpeed*dt/1000.f;
|
||||||
|
|
||||||
|
int menuItemToShowCount;
|
||||||
|
|
||||||
|
if (MenuItemCount == 12)
|
||||||
|
{
|
||||||
|
menuItemToShowCount = 13;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
menuItemToShowCount = MenuItemCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
float acc;
|
||||||
|
|
||||||
|
if (MenuItemCount == 1)
|
||||||
|
{
|
||||||
|
k = 3;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
k = fabs( - MenuPos - ((menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f)) / ((MenuItemCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
acc = -MenuSpeed * CONST_SPEED_NEG_ACCELERATION_K * k;
|
||||||
|
|
||||||
|
|
||||||
|
float xleft = (- MenuPos + CONST_SHIFT_ON_SIDE - (menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE);
|
||||||
|
|
||||||
|
if (xleft < 0)
|
||||||
|
{
|
||||||
|
xleft = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
acc += xleft*CONST_MENU_POS_K;
|
||||||
|
|
||||||
|
float xright = (MenuPos - CONST_SHIFT_ON_SIDE);
|
||||||
|
|
||||||
|
if (xright < 0)
|
||||||
|
{
|
||||||
|
xright = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
acc -= xright*CONST_MENU_POS_K;
|
||||||
|
|
||||||
|
if ((MenuSpeed + acc*dt) * MenuSpeed < 0) //Check if MenuSpeed changes direction
|
||||||
|
{
|
||||||
|
MenuSpeed = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
MenuSpeed += acc*dt;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameMenu::OnTapDown(Vector2f pos)
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameMenu::OnTapDown";
|
||||||
|
HoldToTap = true;
|
||||||
|
|
||||||
|
if (pos(1)<64.f && pos(0)>=265.f-128.f && pos(0)<=265.f+128.f)
|
||||||
|
{
|
||||||
|
Application->GoFromMenuToCredits();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2f realPos = pos - Vector2f(MenuPos, 0);
|
||||||
|
|
||||||
|
if (realPos(1) >= 80.f && realPos(1) <= 240.f)
|
||||||
|
{
|
||||||
|
float x = realPos(0) - 160.f;
|
||||||
|
|
||||||
|
int p = 0;
|
||||||
|
while (x >280.f)
|
||||||
|
{
|
||||||
|
x -= 280.f;
|
||||||
|
p++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (x <= 240.f && x >= 0.f && (p<MenuItemCount))
|
||||||
|
{
|
||||||
|
SelectedGame = p;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
SelectedGame = -1;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameMenu::OnTapUp(Vector2f pos)
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameMenu::OnTapUp";
|
||||||
|
HoldToTap = false;
|
||||||
|
|
||||||
|
if (SelectedGame != -1)
|
||||||
|
{
|
||||||
|
MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
|
||||||
|
Application->GoFromMenuToGame(SelectedGame);
|
||||||
|
SelectedGame = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameMenu::OnTapUpAfterMove(Vector2f pos)
|
||||||
|
{
|
||||||
|
HoldToTap = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void TGameMenu::OnFling(Vector2f slideSpeed)
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameMenu::OnFling";
|
||||||
|
HoldToTap = false;
|
||||||
|
MenuSpeed = slideSpeed(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameMenu::OnScroll(Vector2f shift)
|
||||||
|
{
|
||||||
|
MenuPos = MenuPos - shift(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameMenu::OpenNextLevel()
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameMenu::OpenNextLevel";
|
||||||
|
if (MenuItemCount < 12)
|
||||||
|
{
|
||||||
|
MenuItemCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int TGameMenu::GetMenuItemCount()
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameMenu::GetMenuItemCount";
|
||||||
|
return MenuItemCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
void TGameMenu::SetMenuItemCount(int menuItemCount)
|
||||||
|
{
|
||||||
|
*SE::Console << "TGameMenu::SetMenuItemCount";
|
||||||
|
MenuItemCount = menuItemCount;
|
||||||
|
}
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
#ifndef MENUCODE_H_INCLUDED
|
||||||
|
#define MENUCODE_H_INCLUDED
|
||||||
|
|
||||||
|
#include "include/Engine.h"
|
||||||
|
#include "game_area_interface.h"
|
||||||
|
|
||||||
|
using namespace SE;
|
||||||
|
|
||||||
|
|
||||||
|
class TGameMenu : public TGameAreaAncestor
|
||||||
|
{
|
||||||
|
protected:
|
||||||
|
float MenuSpeed;
|
||||||
|
float MenuPos;
|
||||||
|
|
||||||
|
bool HoldToTap;
|
||||||
|
|
||||||
|
int MenuItemCount;
|
||||||
|
|
||||||
|
int SelectedGame;
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
TGameMenu();
|
||||||
|
virtual void Draw();
|
||||||
|
virtual void Update(size_t dt);
|
||||||
|
virtual void OnTapDown(Vector2f pos);
|
||||||
|
virtual void OnTapUp(Vector2f pos);
|
||||||
|
virtual void OnTapUpAfterMove(Vector2f pos);
|
||||||
|
virtual void OnFling(Vector2f slideSpeed);
|
||||||
|
virtual void OnScroll(Vector2f shift);
|
||||||
|
|
||||||
|
void OpenNextLevel();
|
||||||
|
int GetMenuItemCount();
|
||||||
|
void SetMenuItemCount(int menuItemCount);
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
|
Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 3.4 KiB |
|
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
|
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
|
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
|
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
|
Before Width: | Height: | Size: 50 KiB After Width: | Height: | Size: 50 KiB |
|
Before Width: | Height: | Size: 59 KiB After Width: | Height: | Size: 59 KiB |
|
Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 67 KiB |
|
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |
|
Before Width: | Height: | Size: 9.3 KiB After Width: | Height: | Size: 9.3 KiB |
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
@@ -1,5 +1,5 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<ItemGroup Label="ProjectConfigurations">
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
<ProjectConfiguration Include="Debug|Win32">
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
<Configuration>Debug</Configuration>
|
<Configuration>Debug</Configuration>
|
||||||
@@ -22,35 +22,33 @@
|
|||||||
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
||||||
<Keyword>Win32Proj</Keyword>
|
<Keyword>Win32Proj</Keyword>
|
||||||
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
||||||
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
|
|
||||||
<ProjectName>TorchFaceTracker</ProjectName>
|
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v141</PlatformToolset>
|
<PlatformToolset>v140</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v141</PlatformToolset>
|
<PlatformToolset>v140</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v141</PlatformToolset>
|
<PlatformToolset>v140</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v141</PlatformToolset>
|
<PlatformToolset>v140</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
@@ -112,13 +110,13 @@
|
|||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<PreprocessorDefinitions>TARGET_WIN32;DEBUG;_WIN32_WINNT=0x0501;EIGEN_DONT_ALIGN_STATICALLY;_WINDOWS;WIN32;WIN32_LEAN_AND_MEAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
<PreprocessorDefinitions>TARGET_WIN32;DEBUG;_WIN32_WINNT=0x0501;EIGEN_DONT_ALIGN_STATICALLY;_WINDOWS;WIN32;WIN32_LEAN_AND_MEAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
<AdditionalIncludeDirectories>../../../../luajit-vlad/luajit-vlad;..\..\..\..\..\Torch7\distro\install\include;C:\Work\TorchProjects\dlib;D:\Work\TorchProjects\dlib\dlib\..;..\..\..\..\..\Torch7\distro\exe\luajit-2.1\src;..\..\..\..\..\opencv3.4\build\include;D:\Work\Torch7\distro\install\include;../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||||
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Windows</SubSystem>
|
<SubSystem>Windows</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
@@ -148,11 +146,11 @@
|
|||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<PrecompiledHeader>
|
<PrecompiledHeader>
|
||||||
</PrecompiledHeader>
|
</PrecompiledHeader>
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>MaxSpeed</Optimization>
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
<AdditionalIncludeDirectories>../../../../luajit-vlad/luajit-vlad;..\..\..\..\..\Torch7\distro\install\include;C:\Work\TorchProjects\dlib;D:\Work\TorchProjects\dlib\dlib\..;..\..\..\..\..\Torch7\distro\exe\luajit-2.1\src;..\..\..\..\..\opencv3.4\build\include;D:\Work\Torch7\distro\install\include;../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||||
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
@@ -160,21 +158,17 @@
|
|||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
<AdditionalLibraryDirectories>..\..\..\..\..\opencv3.4-build\lib\$(Configuration);..\..\..\..\..\opencv3.4-build\3rdparty\lib\$(Configuration);..\..\..\..\..\opencv3.4-build\3rdparty\ippicv\ippicv_win\lib\intel64;../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../x64/Release;C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v9.1/lib/x64;C:/Program Files/NVIDIA GPU Computing</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>ippiw.lib;ippicvmt.lib;cudart.lib;nppc.lib;nppial.lib;nppicc.lib;nppicom.lib;nppidei.lib;nppif.lib;nppig.lib;nppim.lib;nppist.lib;nppisu.lib;nppitc.lib;npps.lib;cufft.lib;opencv_dnn341.lib;opencv_highgui341.lib;opencv_videoio341.lib;opencv_imgcodecs341.lib;opencv_imgproc341.lib;opencv_core341.lib;opencv_calib3d341.lib;opencv_cudev341.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;comdlg32.lib;advapi32.lib;Engine.lib;opengl32.lib;glu32.lib;libjpeg-static.lib;libpng-static.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="..\..\..\game\main_code.cpp" />
|
<ClCompile Include="..\..\..\game\main_code.cpp" />
|
||||||
<ClCompile Include="FaceLandmarkDetector.cpp" />
|
|
||||||
<ClCompile Include="main.cpp" />
|
<ClCompile Include="main.cpp" />
|
||||||
<ClCompile Include="ValueSmoother.cpp" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="..\..\..\game\main_code.h" />
|
<ClInclude Include="..\..\..\game\main_code.h" />
|
||||||
<ClInclude Include="FaceLandmarkDetector.h" />
|
|
||||||
<ClInclude Include="main.h" />
|
<ClInclude Include="main.h" />
|
||||||
<ClInclude Include="ValueSmoother.h" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
|||||||
@@ -21,12 +21,6 @@
|
|||||||
<ClCompile Include="..\..\..\game\main_code.cpp">
|
<ClCompile Include="..\..\..\game\main_code.cpp">
|
||||||
<Filter>Файлы исходного кода</Filter>
|
<Filter>Файлы исходного кода</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="FaceLandmarkDetector.cpp">
|
|
||||||
<Filter>Файлы исходного кода</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ValueSmoother.cpp">
|
|
||||||
<Filter>Файлы исходного кода</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="main.h">
|
<ClInclude Include="main.h">
|
||||||
@@ -35,11 +29,5 @@
|
|||||||
<ClInclude Include="..\..\..\game\main_code.h">
|
<ClInclude Include="..\..\..\game\main_code.h">
|
||||||
<Filter>Заголовочные файлы</Filter>
|
<Filter>Заголовочные файлы</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="FaceLandmarkDetector.h">
|
|
||||||
<Filter>Заголовочные файлы</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="ValueSmoother.h">
|
|
||||||
<Filter>Заголовочные файлы</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<PropertyGroup />
|
|
||||||
</Project>
|
|
||||||
@@ -1,490 +0,0 @@
|
|||||||
#include "FaceLandmarkDetector.h"
|
|
||||||
|
|
||||||
static const size_t faceTrackerWidth = 300;
|
|
||||||
static const size_t faceTrackerHeight = 300;
|
|
||||||
|
|
||||||
static const double faceTrackerScaleFactor = 1.0;
|
|
||||||
static const cv::Scalar faceTrackerMeanVal(104.0, 177.0, 123.0);
|
|
||||||
|
|
||||||
float calcSquaredDistanceBetweenFaces(const cv::Rect& face1, const cv::Rect& face2)
|
|
||||||
{
|
|
||||||
cv::Point2f oldCenter(face1.x + face1.width*0.5f, face1.y + face1.height*0.5f);
|
|
||||||
cv::Point2f newCenter(face2.x + face2.width*0.5f, face2.y + face2.height*0.5f);
|
|
||||||
|
|
||||||
float distanceX = newCenter.x - oldCenter.x;
|
|
||||||
float distanceY = newCenter.y - oldCenter.y;
|
|
||||||
|
|
||||||
float squareDistance = distanceX * distanceX + distanceY * distanceY;
|
|
||||||
|
|
||||||
return squareDistance;
|
|
||||||
}
|
|
||||||
|
|
||||||
double calcSimilarity(const cv::Mat& first, const cv::Mat& second)
|
|
||||||
{
|
|
||||||
// assumes that first and second have the same size
|
|
||||||
double errorL2 = cv::norm(first, second, CV_L2);
|
|
||||||
// Convert to a reasonable scale, since L2 error is summed across all pixels of the image.
|
|
||||||
double similarity = errorL2 / static_cast<double>(first.rows * first.cols);
|
|
||||||
return similarity;
|
|
||||||
}
|
|
||||||
|
|
||||||
FaceLandmarkDetector::FaceLandmarkDetector()
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
static const cv::String faceTrackerConfiguration = "deploy.prototxt";
|
|
||||||
static const cv::String faceTrackerBinary = "res10_300x300_ssd_iter_140000.caffemodel";
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef USE_3D_LANDMARKS
|
|
||||||
static const cv::String landmarkTrackerConfiguration = "fa_deploy.prototxt";
|
|
||||||
static const cv::String landmarkTrackerBinary = "fa__iter_1400000.caffemodel";
|
|
||||||
|
|
||||||
#else
|
|
||||||
static const cv::String landmarkTrackerConfiguration = "landmark_deploy.prototxt";
|
|
||||||
static const cv::String landmarkTrackerBinary = "VanFace.caffemodel";
|
|
||||||
|
|
||||||
#endif
|
|
||||||
|
|
||||||
faceNet = cv::dnn::readNetFromCaffe(faceTrackerConfiguration, faceTrackerBinary);
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
|
||||||
landmarkNetArr[i] = cv::dnn::readNetFromCaffe(landmarkTrackerConfiguration, landmarkTrackerBinary);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
FaceLandmarkDetector::~FaceLandmarkDetector()
|
|
||||||
{
|
|
||||||
StopTrackProcess();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void FaceLandmarkDetector::StartTrackProcess()
|
|
||||||
{
|
|
||||||
if (started)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
//Some init setup
|
|
||||||
|
|
||||||
syncStop = false;
|
|
||||||
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
|
||||||
syncFaceRectArr[i].valid = false;
|
|
||||||
syncFaceLandmarkArr[i].valid = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
syncLastFrame = cv::Mat();
|
|
||||||
|
|
||||||
|
|
||||||
//Start threads
|
|
||||||
|
|
||||||
findFaceThread = std::thread([this]() { this->FindFaceThreadProc(); });
|
|
||||||
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
|
||||||
landmarkThreadArr[i] = std::thread([this, i]() { this->FindLandmarkThreadProc(i); });
|
|
||||||
}
|
|
||||||
|
|
||||||
started = true;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceLandmarkDetector::StopTrackProcess()
|
|
||||||
{
|
|
||||||
if (!started)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
//Do not remove braces
|
|
||||||
{
|
|
||||||
std::unique_lock<std::mutex> lock(syncMutex);
|
|
||||||
|
|
||||||
syncStop = true;
|
|
||||||
|
|
||||||
syncFaceRectCond.notify_all();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
findFaceThread.join();
|
|
||||||
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
|
||||||
landmarkThreadArr[i].join();
|
|
||||||
}
|
|
||||||
|
|
||||||
started = false;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
std::array<FaceLandmarkStruct, MAX_FACE_COUNT> FaceLandmarkDetector::GetFaceLandmarks(cv::Mat frame, int frameIndex)
|
|
||||||
{
|
|
||||||
|
|
||||||
std::array<FaceLandmarkStruct, MAX_FACE_COUNT> result;
|
|
||||||
//Sync area
|
|
||||||
|
|
||||||
std::unique_lock<std::mutex> lock(syncMutex);
|
|
||||||
|
|
||||||
// OUT to face rect thread >>>>
|
|
||||||
syncLastFrame = frame;
|
|
||||||
|
|
||||||
syncLastFrameIndex = frameIndex;
|
|
||||||
|
|
||||||
// IN from landmark threads <<<<
|
|
||||||
result = syncFaceLandmarkArr;
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void FaceLandmarkDetector::FindFaceThreadProc()
|
|
||||||
{
|
|
||||||
cv::Mat localFrame;
|
|
||||||
std::array<FaceIntermediateStruct, MAX_FACE_COUNT> localFaceRectArr;
|
|
||||||
|
|
||||||
bool localStop = false;
|
|
||||||
|
|
||||||
int localFrameIndex = 0;
|
|
||||||
|
|
||||||
|
|
||||||
while (!syncStop)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (!localFrame.empty())
|
|
||||||
{
|
|
||||||
std::vector<cv::Rect> faces = InnerFindFaces(localFrame);
|
|
||||||
std::vector<cv::Mat> faceFrames;
|
|
||||||
|
|
||||||
//Get rid of faces that are too big
|
|
||||||
for (size_t i = 0; i < faces.size(); )
|
|
||||||
{
|
|
||||||
if (faces[i].x < 0 || faces[i].y < 0 || (faces[i].x + faces[i].width >= localFrame.cols) || (faces[i].y + faces[i].height >= localFrame.rows))
|
|
||||||
{
|
|
||||||
faces.erase(faces.begin() + i);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
i++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Cut faces from frame
|
|
||||||
for (size_t i = 0; i <faces.size(); i++)
|
|
||||||
{
|
|
||||||
faceFrames.push_back(InnerCutFaceFrame(localFrame, faces[i]));
|
|
||||||
}
|
|
||||||
|
|
||||||
InnerSeparateFacesToBuckets(faces, faceFrames, localFaceRectArr);
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t i = 0; i < localFaceRectArr.size(); i++)
|
|
||||||
{
|
|
||||||
if (localFaceRectArr[i].valid)
|
|
||||||
{
|
|
||||||
localFaceRectArr[i].frameIndex = localFrameIndex;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//Sync area
|
|
||||||
|
|
||||||
std::unique_lock<std::mutex> lock(syncMutex);
|
|
||||||
|
|
||||||
// OUT to landmark Threads >>>>
|
|
||||||
syncFaceRectArr = localFaceRectArr;
|
|
||||||
|
|
||||||
syncFaceRectCond.notify_all();
|
|
||||||
|
|
||||||
|
|
||||||
// IN from main thread <<<<
|
|
||||||
localFrame = syncLastFrame;
|
|
||||||
|
|
||||||
localFrameIndex = syncLastFrameIndex;
|
|
||||||
|
|
||||||
localStop = syncStop;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceLandmarkDetector::FindLandmarkThreadProc(size_t threadIndex)
|
|
||||||
{
|
|
||||||
FaceIntermediateStruct localInputFace;
|
|
||||||
FaceLandmarkStruct localOutputLandmarks;
|
|
||||||
|
|
||||||
bool localStop = false;
|
|
||||||
while (!localStop)
|
|
||||||
{
|
|
||||||
if (localInputFace.valid)
|
|
||||||
{
|
|
||||||
#ifdef USE_3D_LANDMARKS
|
|
||||||
cv::Mat landmarkInputBlob = cv::dnn::blobFromImage(localInputFace.faceFrame, 1.0, cv::Size(40, 40), cv::Scalar(), false, false);
|
|
||||||
#else
|
|
||||||
cv::Mat landmarkInputBlob = cv::dnn::blobFromImage(localInputFace.faceFrame, 1.0, cv::Size(60, 60), cv::Scalar(), false, false);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
landmarkInputBlob.reshape(0, std::vector<int>{ 1, 1, localInputFace.faceFrame.rows, localInputFace.faceFrame.cols });
|
|
||||||
|
|
||||||
landmarkNetArr[threadIndex].setInput(landmarkInputBlob);
|
|
||||||
#ifdef USE_3D_LANDMARKS
|
|
||||||
cv::Mat featureBlob = landmarkNetArr[threadIndex].forward("Dense2");
|
|
||||||
#else
|
|
||||||
cv::Mat featureBlob = landmarkNetArr[threadIndex].forward("Dense3");
|
|
||||||
#endif
|
|
||||||
|
|
||||||
for (int i = 0; i < featureBlob.cols / 2; i++)
|
|
||||||
{
|
|
||||||
cv::Point landmarkPoint;
|
|
||||||
|
|
||||||
landmarkPoint.x = int(featureBlob.at<float>(0, 2 * i) * (localInputFace.faceRect.width) + localInputFace.faceRect.x);
|
|
||||||
landmarkPoint.y = int(featureBlob.at<float>(0, 2 * i + 1) * (localInputFace.faceRect.height) + localInputFace.faceRect.y);
|
|
||||||
localOutputLandmarks.landmarkArr[i] = landmarkPoint;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
localOutputLandmarks.faceRect = localInputFace.faceRect;
|
|
||||||
localOutputLandmarks.frameIndex = localInputFace.frameIndex;
|
|
||||||
localOutputLandmarks.noticeablyChanged = localInputFace.noticeablyChanged;
|
|
||||||
localOutputLandmarks.valid = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
localOutputLandmarks.valid = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//Sync area
|
|
||||||
std::unique_lock<std::mutex> lock(syncMutex);
|
|
||||||
|
|
||||||
// OUT to main thread >>>>
|
|
||||||
syncFaceLandmarkArr[threadIndex] = localOutputLandmarks;
|
|
||||||
|
|
||||||
bool doLoop = true;
|
|
||||||
|
|
||||||
while (doLoop)
|
|
||||||
{
|
|
||||||
|
|
||||||
//IN from face rect thread <<<<
|
|
||||||
|
|
||||||
localInputFace = syncFaceRectArr[threadIndex];
|
|
||||||
|
|
||||||
|
|
||||||
localStop = syncStop;
|
|
||||||
|
|
||||||
//Time to quit
|
|
||||||
if (localStop)
|
|
||||||
{
|
|
||||||
doLoop = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!localInputFace.valid)
|
|
||||||
{
|
|
||||||
|
|
||||||
syncFaceLandmarkArr[threadIndex].valid = false;
|
|
||||||
|
|
||||||
syncFaceRectCond.wait(lock);
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
doLoop = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
std::vector<cv::Rect> FaceLandmarkDetector::InnerFindFaces(cv::Mat frame)
|
|
||||||
{
|
|
||||||
if (frame.channels() == 4)
|
|
||||||
{
|
|
||||||
cvtColor(frame, frame, cv::COLOR_BGRA2BGR);
|
|
||||||
}
|
|
||||||
|
|
||||||
cv::Mat inputBlob = cv::dnn::blobFromImage(frame, faceTrackerScaleFactor, cv::Size(faceTrackerWidth, faceTrackerHeight), faceTrackerMeanVal, false, false);
|
|
||||||
|
|
||||||
faceNet.setInput(inputBlob, "data");
|
|
||||||
|
|
||||||
cv::Mat detection = faceNet.forward("detection_out");
|
|
||||||
|
|
||||||
cv::Mat detectionMat(detection.size[2], detection.size[3], CV_32F, detection.ptr<float>());
|
|
||||||
|
|
||||||
float confidenceThreshold = 0.5f;
|
|
||||||
|
|
||||||
std::vector<cv::Rect> faces;
|
|
||||||
|
|
||||||
for (int i = 0; i < detectionMat.rows; i++)
|
|
||||||
{
|
|
||||||
float confidence = detectionMat.at<float>(i, 2);
|
|
||||||
|
|
||||||
if (confidence > confidenceThreshold)
|
|
||||||
{
|
|
||||||
int xLeftBottom = static_cast<int>(detectionMat.at<float>(i, 3) * frame.cols);
|
|
||||||
int yLeftBottom = static_cast<int>(detectionMat.at<float>(i, 4) * frame.rows);
|
|
||||||
int xRightTop = static_cast<int>(detectionMat.at<float>(i, 5) * frame.cols);
|
|
||||||
int yRightTop = static_cast<int>(detectionMat.at<float>(i, 6) * frame.rows);
|
|
||||||
|
|
||||||
cv::Rect object((int)xLeftBottom, (int)yLeftBottom,
|
|
||||||
(int)(xRightTop - xLeftBottom),
|
|
||||||
(int)(yRightTop - yLeftBottom));
|
|
||||||
|
|
||||||
|
|
||||||
object.x = object.x - object.width*0.1f;
|
|
||||||
object.y = object.y - object.height*0.1f;
|
|
||||||
object.width = object.width*1.2f;
|
|
||||||
object.height = object.height*1.2f;
|
|
||||||
|
|
||||||
faces.push_back(object);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return faces;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
cv::Mat FaceLandmarkDetector::InnerCutFaceFrame(cv::Mat frame, cv::Rect faceRect)
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
cv::Mat srcROI(frame, faceRect);
|
|
||||||
|
|
||||||
cv::Mat img2;
|
|
||||||
cvtColor(srcROI, img2, CV_RGB2GRAY);
|
|
||||||
|
|
||||||
img2.convertTo(img2, CV_32FC1);
|
|
||||||
#ifdef USE_3D_LANDMARKS
|
|
||||||
cv::Size dsize = cv::Size(40, 40);
|
|
||||||
#else
|
|
||||||
cv::Size dsize = cv::Size(60, 60);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
cv::Mat img3 = cv::Mat(dsize, CV_32FC1);
|
|
||||||
cv::resize(img2, img3, dsize, 0, 0, cv::INTER_CUBIC);
|
|
||||||
|
|
||||||
cv::Mat tmp_m, tmp_sd;
|
|
||||||
double m = 0, sd = 0;
|
|
||||||
meanStdDev(img3, tmp_m, tmp_sd);
|
|
||||||
m = tmp_m.at<double>(0, 0);
|
|
||||||
sd = tmp_sd.at<double>(0, 0);
|
|
||||||
|
|
||||||
img3 = (img3 - m) / (0.000001 + sd);
|
|
||||||
|
|
||||||
return img3;
|
|
||||||
}
|
|
||||||
|
|
||||||
void FaceLandmarkDetector::InnerSeparateFacesToBuckets(std::vector<cv::Rect>& faceArr, std::vector<cv::Mat>& faceFrameArr, std::array<FaceIntermediateStruct, MAX_FACE_COUNT>& inOutBucketArr)
|
|
||||||
{
|
|
||||||
static std::array<std::vector<std::pair<cv::Rect, cv::Mat>>, MAX_FACE_COUNT> facesBelongsToSpace;
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
|
||||||
facesBelongsToSpace[i].clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
//Distribute current faces to nearest old positions
|
|
||||||
for (size_t i = 0; i < faceArr.size(); )
|
|
||||||
{
|
|
||||||
float lastDistance = 1000000.f;
|
|
||||||
int lastIndex = -1;
|
|
||||||
|
|
||||||
for (size_t j = 0; j < MAX_FACE_COUNT; j++)
|
|
||||||
{
|
|
||||||
if (inOutBucketArr[j].valid)
|
|
||||||
{
|
|
||||||
float newDistance = calcSquaredDistanceBetweenFaces(inOutBucketArr[j].faceRect, faceArr[i]);
|
|
||||||
if (newDistance < lastDistance)
|
|
||||||
{
|
|
||||||
lastDistance = newDistance;
|
|
||||||
lastIndex = j;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (lastIndex != -1)
|
|
||||||
{
|
|
||||||
facesBelongsToSpace[lastIndex].push_back(std::make_pair(faceArr[i], faceFrameArr[i]));
|
|
||||||
faceArr.erase(faceArr.begin() + i);
|
|
||||||
faceFrameArr.erase(faceFrameArr.begin() + i);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
i++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Mark "free spots" to those that don't have any face belong to
|
|
||||||
for (size_t j = 0; j < MAX_FACE_COUNT; j++)
|
|
||||||
{
|
|
||||||
if (inOutBucketArr[j].valid)
|
|
||||||
{
|
|
||||||
if (facesBelongsToSpace[j].size() == 0)
|
|
||||||
{
|
|
||||||
inOutBucketArr[j].valid = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Find nearest face in each space - others return back to pool
|
|
||||||
for (size_t j = 0; j < MAX_FACE_COUNT; j++)
|
|
||||||
{
|
|
||||||
if (inOutBucketArr[j].valid)
|
|
||||||
{
|
|
||||||
float lastDistance = calcSquaredDistanceBetweenFaces(inOutBucketArr[j].faceRect, facesBelongsToSpace[j][0].first);
|
|
||||||
int lastIndex = 0;
|
|
||||||
|
|
||||||
for (size_t i = 1; i < facesBelongsToSpace[j].size(); i++)
|
|
||||||
{
|
|
||||||
float newDistance = calcSquaredDistanceBetweenFaces(inOutBucketArr[j].faceRect, facesBelongsToSpace[j][i].first);
|
|
||||||
if (newDistance < lastDistance)
|
|
||||||
{
|
|
||||||
lastDistance = newDistance;
|
|
||||||
lastIndex = i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inOutBucketArr[j].faceRect = facesBelongsToSpace[j][lastIndex].first;
|
|
||||||
inOutBucketArr[j].faceFrame = facesBelongsToSpace[j][lastIndex].second;
|
|
||||||
inOutBucketArr[j].noticeablyChanged =
|
|
||||||
calcSimilarity(inOutBucketArr[j].faceFrame, facesBelongsToSpace[j][lastIndex].second) > 0.01 ||
|
|
||||||
lastDistance > 100.0;
|
|
||||||
|
|
||||||
facesBelongsToSpace[j].erase(facesBelongsToSpace[j].begin() + lastIndex);
|
|
||||||
|
|
||||||
for (size_t k = 0; k < facesBelongsToSpace[j].size(); k++)
|
|
||||||
{
|
|
||||||
faceArr.push_back(facesBelongsToSpace[j][k].first);
|
|
||||||
faceFrameArr.push_back(facesBelongsToSpace[j][k].second);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Distribute faces from pool to empty slots
|
|
||||||
for (size_t j = 0; j < MAX_FACE_COUNT; j++)
|
|
||||||
{
|
|
||||||
if (!inOutBucketArr[j].valid)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (faceArr.size() > 0)
|
|
||||||
{
|
|
||||||
inOutBucketArr[j].valid = true;
|
|
||||||
|
|
||||||
inOutBucketArr[j].faceRect = faceArr[0];
|
|
||||||
inOutBucketArr[j].faceFrame = faceFrameArr[0];
|
|
||||||
|
|
||||||
|
|
||||||
faceArr.erase(faceArr.begin());
|
|
||||||
faceFrameArr.erase(faceFrameArr.begin());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,103 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <opencv2/core.hpp>
|
|
||||||
#include <opencv2/highgui.hpp>
|
|
||||||
#include <opencv2/imgproc.hpp>
|
|
||||||
#include <opencv2/calib3d.hpp>
|
|
||||||
|
|
||||||
#include <algorithm>
|
|
||||||
#include <memory>
|
|
||||||
#include <string>
|
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
#include <chrono>
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
#include <opencv2/dnn.hpp>
|
|
||||||
|
|
||||||
#include <thread>
|
|
||||||
#include <queue>
|
|
||||||
#include <mutex>
|
|
||||||
#include <condition_variable>
|
|
||||||
|
|
||||||
#define USE_3D_LANDMARKS
|
|
||||||
|
|
||||||
//#include "boost/thread.hpp"
|
|
||||||
|
|
||||||
constexpr size_t LANDMARK_POINT_COUNT = 68;
|
|
||||||
constexpr size_t MAX_FACE_COUNT = 5;
|
|
||||||
|
|
||||||
struct FaceIntermediateStruct
|
|
||||||
{
|
|
||||||
bool valid = false;
|
|
||||||
|
|
||||||
cv::Rect faceRect;
|
|
||||||
cv::Mat faceFrame;
|
|
||||||
|
|
||||||
int frameIndex;
|
|
||||||
bool noticeablyChanged = false;
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
struct FaceLandmarkStruct
|
|
||||||
{
|
|
||||||
bool valid = false;
|
|
||||||
|
|
||||||
cv::Rect faceRect;
|
|
||||||
std::array<cv::Point2f, LANDMARK_POINT_COUNT> landmarkArr;
|
|
||||||
|
|
||||||
int frameIndex;
|
|
||||||
bool noticeablyChanged = false;
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
class FaceLandmarkDetector
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
FaceLandmarkDetector();
|
|
||||||
~FaceLandmarkDetector();
|
|
||||||
|
|
||||||
void StartTrackProcess();
|
|
||||||
|
|
||||||
void StopTrackProcess();
|
|
||||||
|
|
||||||
std::array<FaceLandmarkStruct, MAX_FACE_COUNT> GetFaceLandmarks(cv::Mat frame, int frameIndex);
|
|
||||||
|
|
||||||
protected:
|
|
||||||
cv::dnn::Net faceNet;
|
|
||||||
|
|
||||||
std::array<cv::dnn::Net, MAX_FACE_COUNT> landmarkNetArr;
|
|
||||||
|
|
||||||
bool started = false;
|
|
||||||
|
|
||||||
|
|
||||||
//Sync variables - shared between threads:
|
|
||||||
|
|
||||||
cv::Mat syncLastFrame;
|
|
||||||
|
|
||||||
int syncLastFrameIndex;
|
|
||||||
|
|
||||||
std::array<FaceIntermediateStruct, MAX_FACE_COUNT> syncFaceRectArr;
|
|
||||||
|
|
||||||
std::array<FaceLandmarkStruct, MAX_FACE_COUNT> syncFaceLandmarkArr;
|
|
||||||
|
|
||||||
std::mutex syncMutex;
|
|
||||||
|
|
||||||
bool syncStop = false;
|
|
||||||
|
|
||||||
std::condition_variable syncFaceRectCond;
|
|
||||||
|
|
||||||
std::thread findFaceThread;
|
|
||||||
void FindFaceThreadProc();
|
|
||||||
|
|
||||||
std::array<std::thread, MAX_FACE_COUNT> landmarkThreadArr;
|
|
||||||
void FindLandmarkThreadProc(size_t threadIndex);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
std::vector<cv::Rect> InnerFindFaces(cv::Mat frame);
|
|
||||||
|
|
||||||
cv::Mat InnerCutFaceFrame(cv::Mat frame, cv::Rect faceRect);
|
|
||||||
|
|
||||||
void InnerSeparateFacesToBuckets(std::vector<cv::Rect>& faceArr, std::vector<cv::Mat>& faceFrameArr, std::array<FaceIntermediateStruct, MAX_FACE_COUNT>& inOutBucketArr);
|
|
||||||
};
|
|
||||||
@@ -1,98 +0,0 @@
|
|||||||
#include "ValueSmoother.h"
|
|
||||||
|
|
||||||
|
|
||||||
#include <array>
|
|
||||||
#include <chrono>
|
|
||||||
|
|
||||||
using namespace std;
|
|
||||||
|
|
||||||
using namespace std::chrono;
|
|
||||||
|
|
||||||
|
|
||||||
float snapCurve(float x)
|
|
||||||
{
|
|
||||||
float y = 1.0 / (x + 1.0);
|
|
||||||
y = (1.0 - y) * 2.0;
|
|
||||||
if (y > 1.0) {
|
|
||||||
return 1.0;
|
|
||||||
}
|
|
||||||
return y;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void ValueSmoother::reset()
|
|
||||||
{
|
|
||||||
inited = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
float ValueSmoother::responsiveAnalogReadSimple(float newValue)
|
|
||||||
{
|
|
||||||
if (!inited)
|
|
||||||
{
|
|
||||||
inited = true;
|
|
||||||
smoothValue = newValue;
|
|
||||||
return smoothValue;
|
|
||||||
}
|
|
||||||
auto diff = abs(newValue - smoothValue);
|
|
||||||
float snap = snapCurve(diff * SNAP_MULTIPLIER_SIMPLE);
|
|
||||||
|
|
||||||
smoothValue += (newValue - smoothValue) * snap;
|
|
||||||
return smoothValue;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void ExtendedValueSmoother::reset()
|
|
||||||
{
|
|
||||||
inited = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
float ExtendedValueSmoother::responsiveAnalogRead(float newValue)
|
|
||||||
{
|
|
||||||
using namespace std::chrono;
|
|
||||||
|
|
||||||
auto ms = duration_cast<milliseconds>(system_clock::now().time_since_epoch()).count();
|
|
||||||
|
|
||||||
|
|
||||||
auto diff = abs(newValue - smoothValue);
|
|
||||||
|
|
||||||
// measure the difference between the new value and current value over time
|
|
||||||
// to get a more reasonable indication of how far off the current smooth value is
|
|
||||||
// compared to the actual measurements
|
|
||||||
errorEMA += ((newValue - smoothValue) - errorEMA) * 0.4;
|
|
||||||
|
|
||||||
// if sleep has been enabled, keep track of when we're asleep or not by marking the time of last activity and testing to see how much time has passed since then
|
|
||||||
if (SLEEP_ENABLE) {
|
|
||||||
// recalculate sleeping status
|
|
||||||
// (asleep if last activity was over SLEEP_DELAY_MS ago)
|
|
||||||
sleeping = abs(errorEMA) < ACTIVITY_THRESHOLD;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
if (SLEEP_ENABLE && sleeping) {
|
|
||||||
return smoothValue;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
auto snap = snapCurve(diff * SNAP_MULTIPLIER);
|
|
||||||
|
|
||||||
// when sleep is enabled, the emphasis is stopping on a responsiveValue quickly, and it's less about easing into position. If sleep is enabled, add a small amount to snap so it'll tend to snap into a more accurate position before sleeping starts.
|
|
||||||
if (SLEEP_ENABLE) {
|
|
||||||
snap = snap * 0.5 + 0.5;
|
|
||||||
}
|
|
||||||
|
|
||||||
// calculate the exponential moving average based on the snap
|
|
||||||
smoothValue += (newValue - smoothValue) * snap;
|
|
||||||
|
|
||||||
return smoothValue;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -1,49 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class ValueSmoother {
|
|
||||||
public:
|
|
||||||
|
|
||||||
|
|
||||||
void reset();
|
|
||||||
|
|
||||||
float responsiveAnalogReadSimple(float newValue);
|
|
||||||
|
|
||||||
protected:
|
|
||||||
bool inited = false;
|
|
||||||
|
|
||||||
float SNAP_MULTIPLIER_SIMPLE = 1.0 / 60;
|
|
||||||
|
|
||||||
//float SNAP_MULTIPLIER_SIMPLE = 0.3;
|
|
||||||
|
|
||||||
float smoothValue = 0;
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
struct ExtendedValueSmoother {
|
|
||||||
public:
|
|
||||||
void reset();
|
|
||||||
|
|
||||||
float responsiveAnalogRead(float newValue);
|
|
||||||
|
|
||||||
protected:
|
|
||||||
|
|
||||||
bool inited = false;
|
|
||||||
|
|
||||||
float SNAP_MULTIPLIER = 1.0 / 200;
|
|
||||||
|
|
||||||
float smoothValue = 0;
|
|
||||||
|
|
||||||
bool SLEEP_ENABLE = true;
|
|
||||||
|
|
||||||
float ACTIVITY_THRESHOLD = 16.0;
|
|
||||||
|
|
||||||
float errorEMA = 0;
|
|
||||||
|
|
||||||
long long lastActivityMS = 0;
|
|
||||||
|
|
||||||
bool sleeping = false;
|
|
||||||
|
|
||||||
};
|
|
||||||
@@ -1,293 +0,0 @@
|
|||||||
name: "CNNFacepoint"
|
|
||||||
layer {
|
|
||||||
name: "data"
|
|
||||||
type: "Input"
|
|
||||||
top: "data"
|
|
||||||
input_param {
|
|
||||||
shape: {dim: 1 dim: 1 dim: 40 dim: 40}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Conv1"
|
|
||||||
type: "Convolution"
|
|
||||||
bottom: "data"
|
|
||||||
top: "Conv1"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
convolution_param {
|
|
||||||
num_output: 16
|
|
||||||
pad: 2
|
|
||||||
kernel_size: 5
|
|
||||||
stride: 1
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
std: 0.1
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0.2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH1"
|
|
||||||
bottom: "Conv1"
|
|
||||||
top: "ActivationTangH1"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs1"
|
|
||||||
bottom: "ActivationTangH1"
|
|
||||||
top: "Abs1"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Pool1"
|
|
||||||
type: "Pooling"
|
|
||||||
bottom: "Abs1"
|
|
||||||
top: "Pool1"
|
|
||||||
pooling_param {
|
|
||||||
pool: MAX
|
|
||||||
kernel_size: 2
|
|
||||||
stride: 2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Conv2"
|
|
||||||
type: "Convolution"
|
|
||||||
bottom: "Pool1"
|
|
||||||
top: "Conv2"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
convolution_param {
|
|
||||||
num_output: 48
|
|
||||||
pad: 1
|
|
||||||
kernel_size: 3
|
|
||||||
stride: 1
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
std: 0.1
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0.2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH2"
|
|
||||||
bottom: "Conv2"
|
|
||||||
top: "ActivationTangH2"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs2"
|
|
||||||
bottom: "ActivationTangH2"
|
|
||||||
top: "Abs2"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Pool2"
|
|
||||||
type: "Pooling"
|
|
||||||
bottom: "Abs2"
|
|
||||||
top: "Pool2"
|
|
||||||
pooling_param {
|
|
||||||
pool: MAX
|
|
||||||
kernel_size: 2
|
|
||||||
stride: 2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
# layer 3
|
|
||||||
layer {
|
|
||||||
name: "Conv3"
|
|
||||||
type: "Convolution"
|
|
||||||
bottom: "Pool2"
|
|
||||||
top: "Conv3"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
convolution_param {
|
|
||||||
num_output: 64
|
|
||||||
pad: 0
|
|
||||||
kernel_size: 3
|
|
||||||
stride: 1
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
std: 0.1
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0.2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH3"
|
|
||||||
bottom: "Conv3"
|
|
||||||
top: "ActivationTangH3"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs3"
|
|
||||||
bottom: "ActivationTangH3"
|
|
||||||
top: "Abs3"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Pool3"
|
|
||||||
type: "Pooling"
|
|
||||||
bottom: "Abs3"
|
|
||||||
top: "Pool3"
|
|
||||||
pooling_param {
|
|
||||||
pool: MAX
|
|
||||||
kernel_size: 3
|
|
||||||
stride: 2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
# layer 4
|
|
||||||
layer {
|
|
||||||
name: "Conv4"
|
|
||||||
type: "Convolution"
|
|
||||||
bottom: "Pool3"
|
|
||||||
top: "Conv4"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
convolution_param {
|
|
||||||
num_output: 64
|
|
||||||
pad: 0
|
|
||||||
kernel_size: 2
|
|
||||||
stride: 1
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
std: 0.1
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0.2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH4"
|
|
||||||
bottom: "Conv4"
|
|
||||||
top: "ActivationTangH4"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs4"
|
|
||||||
bottom: "ActivationTangH4"
|
|
||||||
top: "Abs4"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
########################################
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Dense1"
|
|
||||||
type: "InnerProduct"
|
|
||||||
bottom: "Abs4"
|
|
||||||
top: "Dense1"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
inner_product_param {
|
|
||||||
num_output: 100
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH5"
|
|
||||||
bottom: "Dense1"
|
|
||||||
top: "ActivationTangH5"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs5"
|
|
||||||
bottom: "ActivationTangH5"
|
|
||||||
top: "Abs5"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Dense2"
|
|
||||||
type: "InnerProduct"
|
|
||||||
bottom: "Abs5"
|
|
||||||
top: "Dense2"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
inner_product_param {
|
|
||||||
num_output: 136
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@@ -1,292 +0,0 @@
|
|||||||
name: "landmark"
|
|
||||||
input: "data"
|
|
||||||
input_shape {
|
|
||||||
dim: 1
|
|
||||||
dim: 1
|
|
||||||
dim: 60
|
|
||||||
dim: 60
|
|
||||||
}
|
|
||||||
########################################
|
|
||||||
# the actual net
|
|
||||||
# layer 1
|
|
||||||
layer {
|
|
||||||
name: "Conv1"
|
|
||||||
type: "Convolution"
|
|
||||||
bottom: "data"
|
|
||||||
top: "Conv1"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
convolution_param {
|
|
||||||
num_output: 20
|
|
||||||
pad: 2
|
|
||||||
kernel_size: 5
|
|
||||||
stride: 1
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
std: 0.1
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0.2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH1"
|
|
||||||
bottom: "Conv1"
|
|
||||||
top: "ActivationTangH1"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs1"
|
|
||||||
bottom: "ActivationTangH1"
|
|
||||||
top: "Abs1"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Pool1"
|
|
||||||
type: "Pooling"
|
|
||||||
bottom: "Abs1"
|
|
||||||
top: "Pool1"
|
|
||||||
pooling_param {
|
|
||||||
pool: MAX
|
|
||||||
kernel_size: 2
|
|
||||||
stride: 2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Conv2"
|
|
||||||
type: "Convolution"
|
|
||||||
bottom: "Pool1"
|
|
||||||
top: "Conv2"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
convolution_param {
|
|
||||||
num_output: 48
|
|
||||||
pad: 2
|
|
||||||
kernel_size: 5
|
|
||||||
stride: 1
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
std: 0.1
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0.2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH2"
|
|
||||||
bottom: "Conv2"
|
|
||||||
top: "ActivationTangH2"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs2"
|
|
||||||
bottom: "ActivationTangH2"
|
|
||||||
top: "Abs2"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Pool2"
|
|
||||||
type: "Pooling"
|
|
||||||
bottom: "Abs2"
|
|
||||||
top: "Pool2"
|
|
||||||
pooling_param {
|
|
||||||
pool: MAX
|
|
||||||
kernel_size: 2
|
|
||||||
stride: 2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
# layer 3
|
|
||||||
layer {
|
|
||||||
name: "Conv3"
|
|
||||||
type: "Convolution"
|
|
||||||
bottom: "Pool2"
|
|
||||||
top: "Conv3"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
convolution_param {
|
|
||||||
num_output: 64
|
|
||||||
pad: 0
|
|
||||||
kernel_size: 3
|
|
||||||
stride: 1
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
std: 0.1
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0.2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH3"
|
|
||||||
bottom: "Conv3"
|
|
||||||
top: "ActivationTangH3"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs3"
|
|
||||||
bottom: "ActivationTangH3"
|
|
||||||
top: "Abs3"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Pool3"
|
|
||||||
type: "Pooling"
|
|
||||||
bottom: "Abs3"
|
|
||||||
top: "Pool3"
|
|
||||||
pooling_param {
|
|
||||||
pool: MAX
|
|
||||||
kernel_size: 3
|
|
||||||
stride: 2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
# layer 4
|
|
||||||
layer {
|
|
||||||
name: "Conv4"
|
|
||||||
type: "Convolution"
|
|
||||||
bottom: "Pool3"
|
|
||||||
top: "Conv4"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
convolution_param {
|
|
||||||
num_output: 80
|
|
||||||
pad: 0
|
|
||||||
kernel_size: 3
|
|
||||||
stride: 1
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
std: 0.1
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0.2
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH4"
|
|
||||||
bottom: "Conv4"
|
|
||||||
top: "ActivationTangH4"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs4"
|
|
||||||
bottom: "ActivationTangH4"
|
|
||||||
top: "Abs4"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
########################################
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Dense1"
|
|
||||||
type: "InnerProduct"
|
|
||||||
bottom: "Abs4"
|
|
||||||
top: "Dense1"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
inner_product_param {
|
|
||||||
num_output: 512
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationTangH5"
|
|
||||||
bottom: "Dense1"
|
|
||||||
top: "ActivationTangH5"
|
|
||||||
type: "TanH"
|
|
||||||
}
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "ActivationAbs5"
|
|
||||||
bottom: "ActivationTangH5"
|
|
||||||
top: "Abs5"
|
|
||||||
type: "AbsVal"
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
layer {
|
|
||||||
name: "Dense3"
|
|
||||||
type: "InnerProduct"
|
|
||||||
bottom: "Abs5"
|
|
||||||
top: "Dense3"
|
|
||||||
param {
|
|
||||||
lr_mult: 1
|
|
||||||
decay_mult: 1
|
|
||||||
}
|
|
||||||
param {
|
|
||||||
lr_mult: 2
|
|
||||||
decay_mult: 0
|
|
||||||
}
|
|
||||||
inner_product_param {
|
|
||||||
num_output: 136
|
|
||||||
weight_filler {
|
|
||||||
type: "xavier"
|
|
||||||
}
|
|
||||||
bias_filler {
|
|
||||||
type: "constant"
|
|
||||||
value: 0
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||