Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
6e1ef6d668 | ||
|
|
efdd4fdee4 | ||
|
|
915c031f52 | ||
|
|
f2e238ed5e | ||
|
|
ed4a0178da |
No files matched your search
@@ -70,6 +70,7 @@ iOSInjectionProject/
|
||||
/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
|
||||
/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
|
||||
/windows/DoubleHitBalls-win/.vs/
|
||||
/windows/DoubleHitBalls-win/**/*.user
|
||||
/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
|
||||
/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
|
||||
/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
|
||||
|
||||
|
After Width: | Height: | Size: 35 KiB |
|
After Width: | Height: | Size: 76 KiB |
|
After Width: | Height: | Size: 62 KiB |
@@ -0,0 +1,19 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform vec2 samplesOffset[4];
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = vec3(0, 0, 0);
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
|
||||
}
|
||||
color /= 4;
|
||||
|
||||
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Transparency;
|
||||
uniform vec4 BrickColor;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
|
||||
|
||||
gl_FragColor = vec4(color.rgb, color.a * Transparency);
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
//480x320
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
precision mediump float;
|
||||
varying vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec4 vColor;
|
||||
varying vec4 color;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
color = vColor;
|
||||
}
|
||||
|
After Width: | Height: | Size: 102 B |
|
Before Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 165 KiB |
|
Before Width: | Height: | Size: 131 KiB |
|
Before Width: | Height: | Size: 148 KiB |
|
Before Width: | Height: | Size: 167 KiB |
|
Before Width: | Height: | Size: 158 KiB |
|
Before Width: | Height: | Size: 134 KiB |
|
Before Width: | Height: | Size: 142 KiB |
|
Before Width: | Height: | Size: 127 KiB |
|
Before Width: | Height: | Size: 134 KiB |
|
Before Width: | Height: | Size: 130 KiB |
|
Before Width: | Height: | Size: 175 KiB |
|
Before Width: | Height: | Size: 152 KiB |
|
Before Width: | Height: | Size: 141 KiB |
|
Before Width: | Height: | Size: 136 KiB |
|
Before Width: | Height: | Size: 133 KiB |
|
Before Width: | Height: | Size: 170 KiB |
|
Before Width: | Height: | Size: 168 KiB |
|
Before Width: | Height: | Size: 131 KiB |
|
Before Width: | Height: | Size: 138 KiB |
|
Before Width: | Height: | Size: 155 KiB |
|
Before Width: | Height: | Size: 150 KiB |
|
Before Width: | Height: | Size: 129 KiB |
|
Before Width: | Height: | Size: 152 KiB |
|
Before Width: | Height: | Size: 133 KiB |
|
Before Width: | Height: | Size: 197 KiB |
@@ -1,249 +0,0 @@
|
||||
{
|
||||
"transform version": "V1",
|
||||
|
||||
"models": [
|
||||
{
|
||||
"type": "EmojiModel",
|
||||
"name": "Smile"
|
||||
}],
|
||||
|
||||
"renderParams": [
|
||||
{
|
||||
"vertexShader": "./assets/shaders/vertex/orthoVertexShader.txt",
|
||||
"fragmentShader": "./assets/shaders/fragment/orthoFragmentShader.txt",
|
||||
"alphaTest": "true",
|
||||
"blend": "true",
|
||||
"TAG": "smile & tongue 0"
|
||||
}
|
||||
],
|
||||
|
||||
"initialModules": [0, 1, 2, 3, 4],
|
||||
|
||||
"modules": [
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 3@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 3@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 24@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 24@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 13@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 13@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 23@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 23@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 19@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 19@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 20@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 20@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 17@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 17@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 18@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 18@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 15@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 15@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 16@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 16@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 21@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 21@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 4@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 4@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 22@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 22@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 14@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 14@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 11@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 11@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 25@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 25@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 26@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 26@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 27@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 27@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 28@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 28@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 5@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 5@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 6@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 6@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 7@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 7@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 8@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 8@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 9@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 9@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 10@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 10@20x.png"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 263 KiB |
|
After Width: | Height: | Size: 757 KiB |
|
After Width: | Height: | Size: 98 KiB |
|
After Width: | Height: | Size: 18 KiB |
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"lines": [
|
||||
{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
|
||||
{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
|
||||
{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
|
||||
{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
|
||||
{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
|
||||
{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
|
||||
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.7 MiB |
|
After Width: | Height: | Size: 4.4 MiB |
|
After Width: | Height: | Size: 819 KiB |
@@ -0,0 +1,69 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform sampler2D HeightMap;
|
||||
uniform sampler2D TransparencyMask;
|
||||
|
||||
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 = 0.002;
|
||||
|
||||
|
||||
|
||||
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;
|
||||
|
||||
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, texture2D(TransparencyMask, uv).a);
|
||||
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
}
|
||||
|
After Width: | Height: | Size: 466 KiB |
@@ -0,0 +1,10 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D TransparencyMask;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||
gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D TransparencyMask;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 fragColor;
|
||||
|
||||
void main() {
|
||||
vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
|
||||
gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec3 vColor;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 fragColor;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
fragColor = vColor;
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -1,561 +1,411 @@
|
||||
#include "main_code.h"
|
||||
#include "main_code.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <time.h>
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "main_code.h"
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
Matrix3f quatToMatrix(Vector4f q) {
|
||||
Matrix3f result;
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <time.h>
|
||||
double sqw = q(3)*q(3);
|
||||
double sqx = q(0)*q(0);
|
||||
double sqy = q(1)*q(1);
|
||||
double sqz = q(2)*q(2);
|
||||
|
||||
#include "include/Engine.h"
|
||||
// invs (inverse square length) is only required if quaternion is not already normalised
|
||||
double invs = 1 / (sqx + sqy + sqz + sqw);
|
||||
|
||||
#include "main_code.h"
|
||||
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;
|
||||
|
||||
//#define USE_PREDICTION
|
||||
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;
|
||||
|
||||
cv::Point flipVertical(cv::Point point) {
|
||||
return cv::Point(point.x, 720 - point.y);
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
|
||||
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 >> frame; // get a new frame from camera/video or read image
|
||||
|
||||
if (frame.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
|
||||
void TMyApplication::InnerInit() {
|
||||
Application = this;
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#ifdef NDEBUG
|
||||
ST::PathToResources = "../../../assets/";
|
||||
//ST::PathToResources = "resources/";
|
||||
#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");
|
||||
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");
|
||||
ResourceManager->ShaderManager.AddShader("Transparency", "Transparency.vertex", "Transparency.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("TransparencyPlusColor", "transparencyPlusColor.vertex", "transparencyPlusColor.fragment");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||
ResourceManager->TexList.AddTexture("owl-green.jpg");
|
||||
ResourceManager->TexList.AddTexture("owl-green-height.png");
|
||||
ResourceManager->TexList.AddTexture("owl-green-normal.png");
|
||||
|
||||
ResourceManager->TexList.AddTexture("pimgpsh.jpg");
|
||||
ResourceManager->TexList.AddTexture("fabric-texture.jpg");
|
||||
ResourceManager->TexList.AddTexture("fabric-normal-map.png");
|
||||
ResourceManager->TexList.AddTexture("fabric-height-map.png");
|
||||
ResourceManager->TexList.AddTexture("fabric-transparency-mask.png");
|
||||
|
||||
ResourceManager->TexList.AddTexture("5f.jpg");
|
||||
ResourceManager->TexList.AddTexture("6f.jpg");
|
||||
ResourceManager->TexList.AddTexture("7f.jpg");
|
||||
|
||||
{
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, 4096));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, -4096));
|
||||
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
|
||||
rect.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
|
||||
rect.second.RefreshBuffer();
|
||||
}
|
||||
|
||||
{
|
||||
size_t const mapWidth = 2048;
|
||||
size_t const mapHeight = 2048;
|
||||
size_t const channelsCount = 4;
|
||||
char *heightMap = new char[mapWidth * mapHeight * channelsCount];
|
||||
char *material = new char[mapWidth * mapHeight * channelsCount];
|
||||
char *normalMap = new char[mapWidth * mapHeight * channelsCount];
|
||||
|
||||
for(size_t z = 0; z < mapHeight; z++) {
|
||||
for(size_t x = 0; x < mapWidth; x++) {
|
||||
size_t index = channelsCount * (z * mapWidth + x);
|
||||
|
||||
heightMap[index + 0] = 0;
|
||||
heightMap[index + 1] = 0;
|
||||
heightMap[index + 2] = 0;
|
||||
heightMap[index + 3] = 255;
|
||||
|
||||
material[index + 0] = 255;
|
||||
material[index + 1] = 255;
|
||||
material[index + 2] = 255;
|
||||
material[index + 3] = 0;
|
||||
|
||||
normalMap[index + 0] = 128;
|
||||
normalMap[index + 1] = 128;
|
||||
normalMap[index + 2] = 255;
|
||||
normalMap[index + 3] = 255;
|
||||
}
|
||||
}
|
||||
|
||||
double *heightMapF = new double[mapWidth * mapHeight];
|
||||
const size_t threadsCount = 3;
|
||||
const double threadWidth = 4.0;
|
||||
const auto g = [this, mapWidth, mapHeight, channelsCount, threadWidth, threadsCount, heightMapF, material, normalMap](Vector2d start, Vector2d end, Vector3f &color) {
|
||||
start = start + Vector2d(mapWidth / 2, mapHeight / 2);
|
||||
end = end + Vector2d(mapWidth / 2, mapHeight / 2);
|
||||
|
||||
const auto length = (end - start).norm();
|
||||
const Vector2d e0 = (end - start).normalized();
|
||||
const Vector2d e1(-e0.y(), e0.x());
|
||||
|
||||
std::vector<Vector2d> corners;
|
||||
corners.push_back(start + threadWidth * e1);
|
||||
corners.push_back(start - threadWidth * e1);
|
||||
corners.push_back(end + threadWidth * e1);
|
||||
corners.push_back(end - threadWidth * e1);
|
||||
|
||||
auto minXf = corners[0].x();
|
||||
auto maxXf = corners[0].x();
|
||||
auto minYf = corners[0].y();
|
||||
auto maxYf = corners[0].y();
|
||||
|
||||
for(auto corner: corners) {
|
||||
if(corner.x() < minXf) {minXf = corner.x();}
|
||||
if(corner.x() > maxXf) {maxXf = corner.x();}
|
||||
if(corner.y() < minYf) {minYf = corner.y();}
|
||||
if(corner.y() > maxYf) {maxYf = corner.y();}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newProcessedIndex < faceLandmarkArr[i].frameIndex)
|
||||
{
|
||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
||||
|
||||
const auto minX = floor(minXf);
|
||||
const auto maxX = ceil(maxXf);
|
||||
const auto minY = floor(minYf);
|
||||
const auto maxY = floor(maxYf);
|
||||
|
||||
const double r = threadWidth / 2;
|
||||
Matrix2d basisMatrix;
|
||||
basisMatrix << e0.x(), e0.y(), e1.x(), e1.y();
|
||||
for(auto x = minX; x <= maxX; x++) {
|
||||
for(auto y = minY; y <= maxY; y++) {
|
||||
if(x < 0 || x >= mapWidth || y < 0 || y >= mapHeight) {continue;}
|
||||
Vector2d self = basisMatrix * Vector2d(x - start.x(), y - start.y());
|
||||
|
||||
if(self.x() >= 0 && self.x() <= length && self.y() >= -threadWidth && self.y() <= threadWidth) {
|
||||
const double phase = 6 * pi * self.x() / length;
|
||||
std::vector<Vector2d> centers;
|
||||
|
||||
auto maxH = -1.0f;
|
||||
Vector3d normal;
|
||||
for(size_t i = 0; i < threadsCount; i++) {
|
||||
Vector2d center =
|
||||
r * sin(phase + 2 * pi * i / threadsCount) * Vector2d(1, 0) +
|
||||
r * cos(phase + 2 * pi * i / threadsCount) * Vector2d(0, 1);
|
||||
|
||||
auto temp = r * r - (self.y() - center.x()) * (self.y() - center.x());
|
||||
if(temp < 0) {continue;}
|
||||
|
||||
float h = sqrt(temp) + center.y();
|
||||
if(h > maxH) {
|
||||
maxH = h;
|
||||
Vector3d center3d =
|
||||
self.x() * Vector3d(e0.x(), e0.y(), 0) +
|
||||
center.x() * Vector3d(e1.x(), e1.y(), 0) +
|
||||
center.y() * Vector3d(0, 0, 1);
|
||||
Vector3d intersection3d =
|
||||
self.x() * Vector3d(e0.x(), e0.y(), 0) +
|
||||
self.y() * Vector3d(e1.x(), e1.y(), 0) +
|
||||
maxH * Vector3d(0, 0, 1);
|
||||
normal = (intersection3d - center3d).normalized();
|
||||
}
|
||||
}
|
||||
|
||||
size_t index = y * mapWidth + x;
|
||||
if(heightMapF[index] > maxH / (2 * r)) {continue;}
|
||||
|
||||
heightMapF[index] = maxH / (2 * r);
|
||||
material[4 * index] = 255 * color(0);
|
||||
material[4 * index + 1] = 255 * color(1);
|
||||
material[4 * index + 2] = 255 * color(2);
|
||||
material[4 * index + 3] = 255;
|
||||
|
||||
normalMap[4 * index] = 255 * (normal.x() + 1) / 2;
|
||||
normalMap[4 * index + 1] = 255 * (normal.y() + 1) / 2;
|
||||
normalMap[4 * index + 2] = 255 * normal.z();
|
||||
normalMap[4 * index + 3] = 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
};
|
||||
|
||||
namespace pt = boost::property_tree;
|
||||
pt::ptree root;
|
||||
pt::read_json(ST::PathToResources + "lines.json", root);
|
||||
size_t counter = 0;
|
||||
for (auto line : root.get_child("lines")) {
|
||||
std::vector<double> start;
|
||||
std::vector<double> end;
|
||||
std::vector<double> color;
|
||||
for (auto value : line.second.get_child("start")) {
|
||||
start.push_back(value.second.get_value<double>());
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
for (auto value : line.second.get_child("end")) {
|
||||
end.push_back(value.second.get_value<double>());
|
||||
}
|
||||
|
||||
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++)
|
||||
for (auto value : line.second.get_child("color")) {
|
||||
color.push_back(value.second.get_value<double>());
|
||||
}
|
||||
g(Vector2d(start[0] / 4, start[1] / 4), Vector2d(end[0] / 4, end[1] / 4), Vector3f(color[0], color[1], color[2]));
|
||||
counter++;
|
||||
//if(counter > 3000) {
|
||||
// break;
|
||||
//}
|
||||
}
|
||||
|
||||
for(size_t i = 0; i < mapWidth; i++) {
|
||||
for(size_t j = 0; j < mapHeight; j++) {
|
||||
heightMap[4 * (i * mapWidth + j)] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||
heightMap[4 * (i * mapWidth + j) + 1] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||
heightMap[4 * (i * mapWidth + j) + 2] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||
heightMap[4 * (i * mapWidth + j) + 3] = 255;
|
||||
}
|
||||
}
|
||||
delete[] heightMapF;
|
||||
|
||||
SE::TTextureData heightMapTexture;
|
||||
heightMapTexture.Width = mapWidth;
|
||||
heightMapTexture.Height = mapHeight;
|
||||
heightMapTexture.Format = "bmp32";
|
||||
heightMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||
heightMapTexture.Data = boost::shared_array<char>(heightMap);
|
||||
ResourceManager->TexList.AddTexture("HeightMapTexture", heightMapTexture);
|
||||
|
||||
|
||||
SE::TTextureData materialTexture;
|
||||
materialTexture.Width = mapWidth;
|
||||
materialTexture.Height = mapHeight;
|
||||
materialTexture.Format = "bmp32";
|
||||
materialTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||
materialTexture.Data = boost::shared_array<char>(material);
|
||||
ResourceManager->TexList.AddTexture("MaterialTexture", materialTexture);
|
||||
|
||||
SE::TTextureData normalMapTexture;
|
||||
normalMapTexture.Width = mapWidth;
|
||||
normalMapTexture.Height = mapHeight;
|
||||
normalMapTexture.Format = "bmp32";
|
||||
normalMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||
normalMapTexture.Data = boost::shared_array<char>(normalMap);
|
||||
ResourceManager->TexList.AddTexture("NormalMapTexture", normalMapTexture);
|
||||
}
|
||||
|
||||
{
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, 2048));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, -2048));
|
||||
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
|
||||
pair.second.RefreshBuffer();
|
||||
pair.first.ShaderName = "ParallaxShader";
|
||||
|
||||
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "MaterialTexture";
|
||||
pair.first.SamplerMap["HeightMap"] = "HeightMapTexture";
|
||||
pair.first.SamplerMap["NormalMap"] = "NormalMapTexture";
|
||||
pair.first.SamplerMap["TransparencyMask"] = "MaterialTexture";
|
||||
}
|
||||
|
||||
Inited = true;
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
Inited = false;
|
||||
Loaded = 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)
|
||||
{
|
||||
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::OnMouseWheel(short int delta)
|
||||
{
|
||||
distance += delta;
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
Renderer->SwitchToScreen();
|
||||
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);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
CheckGlError("");
|
||||
|
||||
auto mat1 = quatToMatrix(quat1);
|
||||
auto mat2 = quatToMatrix(quat2);
|
||||
Vector3f lightPos = {0.f, 1.f, 1.f};
|
||||
Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
|
||||
|
||||
{
|
||||
TRenderParamsSetter params(rect.first);
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
}
|
||||
|
||||
{
|
||||
int ci = height - i - 1;
|
||||
memcpy(&buffer[i*width*channels], &(data[ci*step]), width*channels);
|
||||
}
|
||||
TRenderParamsSetter params(pair.first);
|
||||
RenderUniform3fv("eye", eye.data());
|
||||
RenderUniform3fv("lightPos", lightPos.data());
|
||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
||||
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
GL_RGB,
|
||||
1280,
|
||||
720,
|
||||
0,
|
||||
GL_BGR_EXT,
|
||||
GL_UNSIGNED_BYTE,
|
||||
&buffer[0]);
|
||||
}
|
||||
|
||||
|
||||
bool TMyApplication::IsInited()
|
||||
{
|
||||
return Inited;
|
||||
}
|
||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
||||
Renderer->DrawTriangleList(pair.second);
|
||||
}
|
||||
|
||||
Renderer->PopMatrix();
|
||||
CheckGlError("");
|
||||
}
|
||||
|
||||
void TMyApplication::InnerUpdate(size_t dt) {}
|
||||
|
||||
bool TMyApplication::IsLoaded() {
|
||||
return Loaded;
|
||||
}
|
||||
|
||||
bool TMyApplication::IsInited() {
|
||||
return Inited;
|
||||
}
|
||||
@@ -1,107 +1,86 @@
|
||||
#ifndef MAIN_CODE_H_INCLUDED
|
||||
#define MAIN_CODE_H_INCLUDED
|
||||
|
||||
#ifdef TARGET_ANDROID
|
||||
#include "android_api.h"
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#define NOMINMAX 1
|
||||
#include <Windows.h>
|
||||
#undef NOMINMAX
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "boost/shared_ptr.hpp"
|
||||
#include "boost/thread/thread.hpp"
|
||||
#include "boost/assign.hpp"
|
||||
#include "boost/bind.hpp"
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#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;
|
||||
|
||||
extern const std::string CONST_LOADING_BACKGROUND_BLACK;
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
|
||||
bool Inited;
|
||||
|
||||
std::array<TRenderPair, MAX_FACE_COUNT> faceRenderPair;
|
||||
|
||||
public:
|
||||
|
||||
TMyApplication() : TApplication(), Inited(false) { }
|
||||
|
||||
virtual void InnerInit();
|
||||
|
||||
virtual void InnerDeinit();
|
||||
|
||||
virtual void InnerDraw();
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
bool IsInited();
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUp(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUpAfterMove(Vector2f p);
|
||||
|
||||
virtual void InnerOnMove(Vector2f p, Vector2f shift);
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
};
|
||||
|
||||
|
||||
extern TMyApplication* Application;
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef MAIN_CODE_H_INCLUDED
|
||||
#define MAIN_CODE_H_INCLUDED
|
||||
|
||||
#ifdef TARGET_ANDROID
|
||||
#include "android_api.h"
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#define NOMINMAX 1
|
||||
#include <Windows.h>
|
||||
#undef NOMINMAX
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "boost/shared_ptr.hpp"
|
||||
#include "boost/thread/thread.hpp"
|
||||
#include "boost/assign.hpp"
|
||||
#include "boost/bind.hpp"
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
#include "boost/property_tree/json_parser.hpp"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
|
||||
bool Inited;
|
||||
|
||||
public:
|
||||
TRenderPair pair;
|
||||
TRenderPair rect;
|
||||
|
||||
TRenderPair heightMapPair;
|
||||
TRenderPair normalMapPair;
|
||||
TRenderPair texturePair;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
|
||||
virtual void InnerInit();
|
||||
|
||||
virtual void InnerDeinit();
|
||||
|
||||
virtual void InnerDraw();
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
bool IsLoaded();
|
||||
|
||||
bool IsInited();
|
||||
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUp(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUpAfterMove(Vector2f p);
|
||||
|
||||
virtual void InnerOnMove(Vector2f p, Vector2f shift);
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
virtual void OnMouseWheel(short int delta);
|
||||
|
||||
|
||||
float distance = 2000;
|
||||
|
||||
float alpha = 0;
|
||||
|
||||
float phi = pi / 6;
|
||||
};
|
||||
|
||||
|
||||
extern TMyApplication* Application;
|
||||
|
||||
|
||||
|
||||
#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"?>
|
||||
<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">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
@@ -22,28 +22,27 @@
|
||||
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>TorchFaceTracker</ProjectName>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
@@ -112,13 +111,13 @@
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>TARGET_WIN32;DEBUG;_WIN32_WINNT=0x0501;EIGEN_DONT_ALIGN_STATICALLY;_WINDOWS;WIN32;WIN32_LEAN_AND_MEAN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>../../../../luajit-vlad/luajit-vlad;..\..\..\..\..\Torch7\distro\install\include;C:\Work\TorchProjects\dlib;D:\Work\TorchProjects\dlib\dlib\..;..\..\..\..\..\Torch7\distro\exe\luajit-2.1\src;..\..\..\..\..\opencv3.4\build\include;D:\Work\Torch7\distro\install\include;../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@@ -152,7 +151,7 @@
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>../../../../luajit-vlad/luajit-vlad;..\..\..\..\..\Torch7\distro\install\include;C:\Work\TorchProjects\dlib;D:\Work\TorchProjects\dlib\dlib\..;..\..\..\..\..\Torch7\distro\exe\luajit-2.1\src;..\..\..\..\..\opencv3.4\build\include;D:\Work\Torch7\distro\install\include;../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@@ -160,21 +159,17 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>..\..\..\..\..\opencv3.4-build\lib\$(Configuration);..\..\..\..\..\opencv3.4-build\3rdparty\lib\$(Configuration);..\..\..\..\..\opencv3.4-build\3rdparty\ippicv\ippicv_win\lib\intel64;../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../x64/Release;C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v9.1/lib/x64;C:/Program Files/NVIDIA GPU Computing</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>ippiw.lib;ippicvmt.lib;cudart.lib;nppc.lib;nppial.lib;nppicc.lib;nppicom.lib;nppidei.lib;nppif.lib;nppig.lib;nppim.lib;nppist.lib;nppisu.lib;nppitc.lib;npps.lib;cufft.lib;opencv_dnn341.lib;opencv_highgui341.lib;opencv_videoio341.lib;opencv_imgcodecs341.lib;opencv_imgproc341.lib;opencv_core341.lib;opencv_calib3d341.lib;opencv_cudev341.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;comdlg32.lib;advapi32.lib;Engine.lib;opengl32.lib;glu32.lib;libjpeg-static.lib;libpng-static.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\game\main_code.cpp" />
|
||||
<ClCompile Include="FaceLandmarkDetector.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="ValueSmoother.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\game\main_code.h" />
|
||||
<ClInclude Include="FaceLandmarkDetector.h" />
|
||||
<ClInclude Include="main.h" />
|
||||
<ClInclude Include="ValueSmoother.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
||||
@@ -1,45 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Файлы исходного кода">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Заголовочные файлы">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Файлы ресурсов">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\main_code.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="FaceLandmarkDetector.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="ValueSmoother.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\main_code.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="FaceLandmarkDetector.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ValueSmoother.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||