[ADD] mask methods
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@@ -1,4 +1,8 @@
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#include <opencv2/videoio.hpp>
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#include <opencv2/highgui.hpp>
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#include <opencv2/video.hpp>
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#include "ObjectDetection.h"
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#include "BackgroundRemover.h"
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#include "SkinDetector.h"
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@@ -22,7 +26,12 @@ namespace computervision
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{
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}
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bool ObjectDetection::setup()
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cv::Mat ObjectDetection::readCamera() {
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cap.read(img);
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return img;
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}
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bool ObjectDetection::setup()
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{
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if (!cap.isOpened()) {
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cout << "Can't find camera!" << endl;
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@@ -72,10 +81,29 @@ namespace computervision
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imshow("threshold", img4);
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}
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cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
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{
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cv::Mat mask = cv::Mat::zeros(img.size(), img.type());
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cv::Mat dstImg = cv::Mat::zeros(img.size(), img.type());
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cv::rectangle(mask, Rect(0, img.rows * 0.2, img.cols / 3, img.cols / 3), Scalar(255, 255, 255), -1);
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//cv::circle(mask, cv::Point(mask.cols / 2, mask.rows / 2), 50, cv::Scalar(255, 0, 0), -1, 8, 0);
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img.copyTo(dstImg, mask);
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rectangle(img, Rect(0, img.rows * 0.2, img.cols / 3, img.cols / 3), Scalar(0, 255, 255, 255));
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return dstImg;
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}
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void ObjectDetection::detect()
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{
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int key = waitKey(1);
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if (key == 98) // b
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backgroundRemover.calibrate(frame);
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else if (key == 115) // s
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@@ -46,6 +46,21 @@ namespace computervision
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*/
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void detect();
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/**
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* @brief generates the square that will hold the mask in which the hand will be detected.
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*
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* @param img the current camear frame
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* @return a matrix containing the mask
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*/
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cv::Mat generateHandMaskSquare(cv::Mat img);
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/**
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* @brief reads the camera and returns it in a matrix.
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*
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* @return the camera frame in a matrix
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*/
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cv::Mat readCamera();
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};
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@@ -67,6 +67,7 @@ int main(void)
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// set up object detection
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//objDetect.setup();
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// Main game loop
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while (!glfwWindowShouldClose(window))
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@@ -83,8 +84,7 @@ int main(void)
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render_engine::renderer::Render(entity, shader);
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//objDetect.setup();
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objDetect.calculateDifference();
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objDetect.generateHandMaskSquare(objDetect.readCamera());
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// Finish up
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shader.Stop();
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@@ -18,7 +18,7 @@ namespace render_engine
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void Init(shaders::StaticShader& shader)
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{
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const glm::mat4 projectionMatrix =
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glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
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glm::perspective(glm::radians(FOV), (float)(WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
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shader.Start();
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shader.LoadProjectionMatrix(projectionMatrix);
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