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No files matched your search
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After Width: | Height: | Size: 35 KiB |
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After Width: | Height: | Size: 76 KiB |
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After Width: | Height: | Size: 62 KiB |
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After Width: | Height: | Size: 696 KiB |
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precision mediump float;
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uniform sampler2D Texture;
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uniform vec2 samplesOffset[4];
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varying vec2 texCoord;
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void main()
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{
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vec3 color = vec3(0, 0, 0);
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for (int i = 0; i < 4; ++i)
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{
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color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
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}
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color /= 4;
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//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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precision mediump float;
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uniform sampler2D Texture;
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uniform float Transparency;
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uniform vec4 BrickColor;
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varying vec2 texCoord;
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void main()
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{
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vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, color.a * Transparency);
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}
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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//480x320
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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precision mediump float;
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varying vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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attribute vec3 vPosition;
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attribute vec4 vColor;
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varying vec4 color;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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color = vColor;
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}
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@@ -1,249 +0,0 @@
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{
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"transform version": "V1",
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"models": [
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{
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"type": "EmojiModel",
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"name": "Smile"
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}],
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"renderParams": [
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{
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"vertexShader": "./assets/shaders/vertex/orthoVertexShader.txt",
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"fragmentShader": "./assets/shaders/fragment/orthoFragmentShader.txt",
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"alphaTest": "true",
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"blend": "true",
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"TAG": "smile & tongue 0"
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}
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],
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"initialModules": [0, 1, 2, 3, 4],
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"modules": [
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{
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"iconPath": "./assets/fx/emoji/Asset 3@20x.png",
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"suits": [
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{
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"renderParamsID": 0,
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"emojiTexture": "./assets/fx/emoji/Asset 3@20x.png"
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}
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]
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},
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{
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"iconPath": "./assets/fx/emoji/Asset 24@20x.png",
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"suits": [
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{
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"renderParamsID": 0,
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"emojiTexture": "./assets/fx/emoji/Asset 24@20x.png"
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}
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]
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},
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{
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"iconPath": "./assets/fx/emoji/Asset 13@20x.png",
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"suits": [
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||||||
{
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||||||
"renderParamsID": 0,
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||||||
"emojiTexture": "./assets/fx/emoji/Asset 13@20x.png"
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}
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||||||
]
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||||||
},
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||||||
{
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"iconPath": "./assets/fx/emoji/Asset 23@20x.png",
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"suits": [
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||||||
{
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||||||
"renderParamsID": 0,
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||||||
"emojiTexture": "./assets/fx/emoji/Asset 23@20x.png"
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||||||
}
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||||||
]
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||||||
},
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||||||
{
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||||||
"iconPath": "./assets/fx/emoji/Asset 19@20x.png",
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"suits": [
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||||||
{
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||||||
"renderParamsID": 0,
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||||||
"emojiTexture": "./assets/fx/emoji/Asset 19@20x.png"
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||||||
}
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||||||
]
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||||||
},
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||||||
{
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||||||
"iconPath": "./assets/fx/emoji/Asset 20@20x.png",
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||||||
"suits": [
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||||||
{
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||||||
"renderParamsID": 0,
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||||||
"emojiTexture": "./assets/fx/emoji/Asset 20@20x.png"
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}
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||||||
]
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||||||
},
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||||||
{
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||||||
"iconPath": "./assets/fx/emoji/Asset 17@20x.png",
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"suits": [
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||||||
{
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||||||
"renderParamsID": 0,
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||||||
"emojiTexture": "./assets/fx/emoji/Asset 17@20x.png"
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||||||
}
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||||||
]
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||||||
},
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||||||
{
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||||||
"iconPath": "./assets/fx/emoji/Asset 18@20x.png",
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||||||
"suits": [
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||||||
{
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||||||
"renderParamsID": 0,
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||||||
"emojiTexture": "./assets/fx/emoji/Asset 18@20x.png"
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||||||
}
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||||||
]
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||||||
},
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||||||
{
|
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||||||
"iconPath": "./assets/fx/emoji/Asset 15@20x.png",
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||||||
"suits": [
|
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||||||
{
|
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||||||
"renderParamsID": 0,
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||||||
"emojiTexture": "./assets/fx/emoji/Asset 15@20x.png"
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||||||
}
|
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||||||
]
|
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||||||
},
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|
||||||
{
|
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||||||
"iconPath": "./assets/fx/emoji/Asset 16@20x.png",
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||||||
"suits": [
|
|
||||||
{
|
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||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 16@20x.png"
|
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||||||
}
|
|
||||||
]
|
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||||||
},
|
|
||||||
{
|
|
||||||
"iconPath": "./assets/fx/emoji/Asset 21@20x.png",
|
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||||||
"suits": [
|
|
||||||
{
|
|
||||||
"renderParamsID": 0,
|
|
||||||
"emojiTexture": "./assets/fx/emoji/Asset 21@20x.png"
|
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||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"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"
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|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
|
After Width: | Height: | Size: 1.7 MiB |
|
After Width: | Height: | Size: 1.7 MiB |
|
After Width: | Height: | Size: 4.4 MiB |
|
After Width: | Height: | Size: 819 KiB |
@@ -0,0 +1,68 @@
|
|||||||
|
precision mediump float;
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform sampler2D NormalMap;
|
||||||
|
uniform sampler2D HeightMap;
|
||||||
|
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
varying vec2 frag_uv;
|
||||||
|
varying vec3 ts_light_pos;
|
||||||
|
varying vec3 ts_view_pos;
|
||||||
|
varying vec3 ts_frag_pos;
|
||||||
|
|
||||||
|
const float num_layers = 16.0;
|
||||||
|
|
||||||
|
const float depth_scale = 0.01;
|
||||||
|
|
||||||
|
|
||||||
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|
||||||
|
vec2 parallax_uv(vec2 uv, vec3 view_dir)
|
||||||
|
{
|
||||||
|
|
||||||
|
float layer_depth = 1.0 / num_layers;
|
||||||
|
float cur_layer_depth = 0.0;
|
||||||
|
vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
|
||||||
|
vec2 cur_uv = uv;
|
||||||
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|
||||||
|
float depth_from_tex = texture2D(HeightMap, cur_uv).r;
|
||||||
|
|
||||||
|
for (int i = 0; i < 32; i++) {
|
||||||
|
cur_layer_depth += layer_depth;
|
||||||
|
cur_uv -= delta_uv;
|
||||||
|
depth_from_tex = texture2D(HeightMap, cur_uv).r;
|
||||||
|
if (depth_from_tex < cur_layer_depth) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Parallax occlusion mapping
|
||||||
|
vec2 prev_uv = cur_uv + delta_uv;
|
||||||
|
float next = depth_from_tex - cur_layer_depth;
|
||||||
|
float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
|
||||||
|
+ layer_depth;
|
||||||
|
float weight = next / (next - prev);
|
||||||
|
return mix(cur_uv, prev_uv, weight);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
|
||||||
|
vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
|
||||||
|
|
||||||
|
// Only perturb the texture coordinates if a parallax technique is selected
|
||||||
|
vec2 uv = parallax_uv(frag_uv, view_dir);
|
||||||
|
//vec2 uv = frag_uv;
|
||||||
|
|
||||||
|
vec3 albedo = texture2D(Texture, uv).rgb;
|
||||||
|
|
||||||
|
vec3 ambient = 0.3 * albedo;
|
||||||
|
|
||||||
|
// Normal mapping
|
||||||
|
vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
|
||||||
|
float diffuse = max(dot(light_dir, norm), 0.0);
|
||||||
|
gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,60 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
|
||||||
|
uniform vec3 eye;
|
||||||
|
|
||||||
|
uniform mat4 ModelViewMatrix;
|
||||||
|
uniform mat3 NormalMatrix;
|
||||||
|
uniform mat4 ProjectionMatrix1;
|
||||||
|
uniform mat3 ModelViewMatrix3x3;
|
||||||
|
|
||||||
|
varying vec2 frag_uv;
|
||||||
|
varying vec3 ts_light_pos; // Tangent space values
|
||||||
|
varying vec3 ts_view_pos; //
|
||||||
|
varying vec3 ts_frag_pos; //
|
||||||
|
|
||||||
|
|
||||||
|
mat3 transpose(in mat3 inMatrix)
|
||||||
|
{
|
||||||
|
vec3 i0 = inMatrix[0];
|
||||||
|
vec3 i1 = inMatrix[1];
|
||||||
|
vec3 i2 = inMatrix[2];
|
||||||
|
|
||||||
|
mat3 outMatrix = mat3(
|
||||||
|
vec3(i0.x, i1.x, i2.x),
|
||||||
|
vec3(i0.y, i1.y, i2.y),
|
||||||
|
vec3(i0.z, i1.z, i2.z)
|
||||||
|
);
|
||||||
|
|
||||||
|
return outMatrix;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 vert_norm = vec3(0, 1, 0);
|
||||||
|
vec3 vert_tang = vec3(1, 0, 0);
|
||||||
|
vec3 vert_bitang = vec3(0, 0, 1);
|
||||||
|
|
||||||
|
mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
|
||||||
|
|
||||||
|
gl_Position = mvp * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
ts_frag_pos = vec3(ModelViewMatrix * vec4(vPosition.xyz, 1.0));
|
||||||
|
|
||||||
|
vec3 t = normalize((NormalMatrix) * vert_tang);
|
||||||
|
vec3 b = normalize((NormalMatrix) * vert_bitang);
|
||||||
|
vec3 n = normalize((NormalMatrix) * vert_norm);
|
||||||
|
mat3 tbn = transpose(mat3(t, b, n));
|
||||||
|
|
||||||
|
|
||||||
|
ts_light_pos = tbn * vec3(1,2,0);
|
||||||
|
|
||||||
|
//ts_view_pos = tbn * eye;
|
||||||
|
ts_view_pos = tbn * vec3(0,0,0);
|
||||||
|
ts_frag_pos = tbn * ts_frag_pos;
|
||||||
|
|
||||||
|
|
||||||
|
frag_uv = vTexCoord;
|
||||||
|
|
||||||
|
}
|
||||||
@@ -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 +9,44 @@
|
|||||||
|
|
||||||
#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;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Matrix3f quatToMatrix(Vector4f q) {
|
||||||
|
|
||||||
|
Matrix3f result;
|
||||||
|
|
||||||
|
double sqw = q(3)*q(3);
|
||||||
|
double sqx = q(0)*q(0);
|
||||||
|
double sqy = q(1)*q(1);
|
||||||
|
double sqz = q(2)*q(2);
|
||||||
|
|
||||||
|
// invs (inverse square length) is only required if quaternion is not already normalised
|
||||||
|
double invs = 1 / (sqx + sqy + sqz + sqw);
|
||||||
|
|
||||||
|
result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
|
||||||
|
result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
|
||||||
|
result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
|
||||||
|
|
||||||
|
double tmp1 = q(0)*q(1);
|
||||||
|
double tmp2 = q(2)*q(3);
|
||||||
|
result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
|
||||||
|
result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
|
||||||
|
|
||||||
|
tmp1 = q(0)*q(2);
|
||||||
|
tmp2 = q(1)*q(3);
|
||||||
|
result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
|
||||||
|
result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
|
||||||
|
tmp1 = q(1)*q(2);
|
||||||
|
tmp2 = q(0)*q(3);
|
||||||
|
result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
|
||||||
|
result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerInit()
|
void TMyApplication::InnerInit()
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -197,8 +54,7 @@ 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
|
||||||
@@ -216,109 +72,145 @@ 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("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
|
||||||
|
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_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->TexList.AddTexture("background.jpg");
|
||||||
|
ResourceManager->TexList.AddTexture("HeightMap.png");
|
||||||
|
ResourceManager->TexList.AddTexture("NormalMap.png");
|
||||||
|
ResourceManager->TexList.AddTexture("linesAll.png");
|
||||||
|
|
||||||
auto texid = ResourceManager->TexList.AddTexture("emoji/Asset 3@20x.png");
|
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||||
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");
|
|
||||||
|
|
||||||
|
Vector2f const bottomLeft(-500, -500);
|
||||||
|
float const W = 1000;
|
||||||
|
float const H = 1000;
|
||||||
|
|
||||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
Vector2f const backgroundBottomLeft(-1000, -1000);
|
||||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
float const backgroundW = 2000;
|
||||||
|
float const backgroundH = 2000;
|
||||||
|
|
||||||
|
|
||||||
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";
|
//resolution of background image
|
||||||
|
float const imageW = 512;
|
||||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
float const imageH = 512;
|
||||||
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));
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
|
||||||
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));
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
|
||||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
|
||||||
faceRenderPair[i].second.RefreshBuffer();
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
|
||||||
|
|
||||||
|
float const tw = backgroundW / imageW;
|
||||||
|
float const th = backgroundH / imageH;
|
||||||
|
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||||
|
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
||||||
|
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
//resolution of linesAll.png
|
||||||
|
float const texW = 900;
|
||||||
|
float const texH = 900;
|
||||||
|
|
||||||
cap = cv::VideoCapture(0);
|
float const step = 12;
|
||||||
//cap = cv::VideoCapture("video.mp4");
|
float const thick = 10;
|
||||||
//cap = cv::VideoCapture("bp.mp4");
|
|
||||||
|
|
||||||
|
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2) {
|
||||||
|
auto pv = p2 - p1;
|
||||||
|
Vector3f ortho(pv[2], 0, pv[0]);
|
||||||
|
ortho.normalize();
|
||||||
|
auto p3 = p2 + ortho * thick;
|
||||||
|
auto p4 = p1 + ortho * thick;
|
||||||
|
|
||||||
// Check if camera opened successfully
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||||||
if (!cap.isOpened()) {
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
|
||||||
std::cout << "Error opening video stream or file" << std::endl;
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||||||
|
|
||||||
|
auto texThick = thick / texW;
|
||||||
|
auto m = (p1[0] + p2[0]) / 2 / texW;
|
||||||
|
auto y = H / texH;
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, y));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, 0));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
Vector3f const stepDirection(1, 0, 0);
|
||||||
|
Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
|
||||||
|
|
||||||
|
while (p1[0] < bottomLeft[0] + W) {
|
||||||
|
|
||||||
|
auto p2 = p1 - Vector3f(0, 0, W);
|
||||||
|
f(p1, p2);
|
||||||
|
|
||||||
|
auto p3 = p1 + step * stepDirection;
|
||||||
|
f(p3, p2);
|
||||||
|
|
||||||
|
p1 = p3;
|
||||||
}
|
}
|
||||||
|
|
||||||
cap.set(CV_CAP_PROP_FRAME_WIDTH, 1280);
|
}
|
||||||
cap.set(CV_CAP_PROP_FRAME_HEIGHT, 720);
|
|
||||||
|
|
||||||
|
background.first.ShaderName ="DefaultShader";
|
||||||
|
fabricRender.first.ShaderName = "ParallaxShader";
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
|
||||||
|
*/
|
||||||
|
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
|
||||||
|
|
||||||
faceLandmarkDetector.StartTrackProcess();
|
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg";
|
||||||
|
|
||||||
|
fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
|
||||||
|
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
|
||||||
|
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "linesAll.png";
|
||||||
|
|
||||||
|
background.second.RefreshBuffer();
|
||||||
|
fabricRender.second.RefreshBuffer();
|
||||||
|
|
||||||
Inited = true;
|
Inited = true;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||||
@@ -338,34 +230,107 @@ void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
|||||||
|
|
||||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||||
{
|
{
|
||||||
|
phi += shift(1)*0.02f;
|
||||||
|
|
||||||
|
if (phi < pi/12)
|
||||||
|
{
|
||||||
|
phi = pi / 12;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (phi > pi / 2)
|
||||||
|
{
|
||||||
|
phi = pi / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
alpha -= shift(0)*0.02f;
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::OnFling(Vector2f v)
|
void TMyApplication::OnFling(Vector2f v)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void TMyApplication::OnMouseWheel(short int delta)
|
||||||
|
{
|
||||||
|
distance += delta;
|
||||||
|
|
||||||
|
if (distance > 2500)
|
||||||
|
{
|
||||||
|
distance = 2500;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (distance < 100)
|
||||||
|
{
|
||||||
|
distance = 100;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
||||||
|
|
||||||
|
Renderer->SetFullScreenViewport();
|
||||||
|
|
||||||
|
Renderer->PushMatrix();
|
||||||
|
|
||||||
|
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
||||||
|
|
||||||
|
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
||||||
|
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
||||||
|
|
||||||
|
|
||||||
|
Renderer->RotateMatrix(quat1);
|
||||||
|
|
||||||
|
Renderer->RotateMatrix(quat2);
|
||||||
|
|
||||||
|
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
CheckGlError("");
|
||||||
|
|
||||||
|
auto mat1 = quatToMatrix(quat1);
|
||||||
|
|
||||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
auto mat2 = quatToMatrix(quat2);
|
||||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
|
||||||
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
|
||||||
|
|
||||||
|
Vector3f lightPos = {0.f, 1.f, 1.f};
|
||||||
|
|
||||||
|
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
|
||||||
|
|
||||||
/*
|
|
||||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
|
||||||
{
|
{
|
||||||
TRenderParamsSetter params(faceRenderPair[i].first);
|
TRenderParamsSetter params(background.first);
|
||||||
Renderer->DrawTriangleList(faceRenderPair[i].second);
|
|
||||||
}*/
|
RenderUniform3fv("eye", eye.data());
|
||||||
|
RenderUniform3fv("lightPos", lightPos.data());
|
||||||
|
|
||||||
|
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
||||||
|
|
||||||
|
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||||
|
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||||
|
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
||||||
|
|
||||||
|
Renderer->DrawTriangleList(background.second);
|
||||||
|
}
|
||||||
|
{
|
||||||
|
TRenderParamsSetter params(fabricRender.first);
|
||||||
|
|
||||||
|
RenderUniform3fv("eye", eye.data());
|
||||||
|
RenderUniform3fv("lightPos", lightPos.data());
|
||||||
|
|
||||||
|
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
|
||||||
|
|
||||||
|
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||||
|
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||||
|
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
|
||||||
|
|
||||||
|
Renderer->DrawTriangleList(fabricRender.second);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Renderer->PopMatrix();
|
||||||
|
|
||||||
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -373,188 +338,14 @@ void TMyApplication::InnerDraw()
|
|||||||
|
|
||||||
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 fabricRender;
|
||||||
|
TRenderPair background;
|
||||||
|
|
||||||
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);
|
||||||
@@ -95,6 +63,14 @@ public:
|
|||||||
|
|
||||||
virtual void OnFling(Vector2f v);
|
virtual void OnFling(Vector2f v);
|
||||||
|
|
||||||
|
virtual void OnMouseWheel(short int delta);
|
||||||
|
|
||||||
|
|
||||||
|
float distance = 2000;
|
||||||
|
|
||||||
|
float alpha = 0;
|
||||||
|
|
||||||
|
float phi = pi / 6;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
@@ -103,5 +79,3 @@ 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>
|
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|
||||||
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|
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|
||||||
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|
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|
||||||
<Link>
|
<Link>
|
||||||
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|
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|
||||||
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|
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|
||||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
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|
||||||
<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>
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<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>
|
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|
||||||
</ItemDefinitionGroup>
|
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||||||
@@ -148,11 +146,11 @@
|
|||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<PrecompiledHeader>
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<PrecompiledHeader>
|
||||||
</PrecompiledHeader>
|
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||||||
<Optimization>Disabled</Optimization>
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<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>
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<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>
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<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>
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<DisableSpecificWarnings>4503</DisableSpecificWarnings>
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</ClCompile>
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<Link>
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<Link>
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@@ -160,21 +158,17 @@
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|||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<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>
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<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>
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<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>
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<ClCompile Include="..\..\..\game\main_code.cpp" />
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||||||
<ClCompile Include="FaceLandmarkDetector.cpp" />
|
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||||||
<ClCompile Include="main.cpp" />
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<ClCompile Include="main.cpp" />
|
||||||
<ClCompile Include="ValueSmoother.cpp" />
|
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||||||
</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\..\game\main_code.h" />
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<ClInclude Include="..\..\..\game\main_code.h" />
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<ClInclude Include="FaceLandmarkDetector.h" />
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||||||
<ClInclude Include="main.h" />
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<ClInclude Include="main.h" />
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<ClInclude Include="ValueSmoother.h" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
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@@ -1,45 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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<Filter Include="Заголовочные файлы">
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<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
<ClInclude Include="FaceLandmarkDetector.h">
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|
||||||
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||||||
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||||||
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|
||||||
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||||||
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||||||
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|
||||||
@@ -1,4 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
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|
||||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<PropertyGroup />
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|
||||||
</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;
|
|
||||||
|
|
||||||
};
|
|
||||||