[EDIT] improve hand detection with mask
This commit is contained in:
116
src/main.cpp
116
src/main.cpp
@@ -4,6 +4,7 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <ostream>
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#include <stdlib.h>
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#include <opencv2/core.hpp>
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#include <opencv2/videoio.hpp>
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@@ -29,81 +30,86 @@ static GLFWwindow* window;
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int main(void)
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{
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#pragma region OPENGL_SETTINGS
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if (!glfwInit())
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throw "Could not inditialize glwf";
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window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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throw "Could not initialize glwf";
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}
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glfwMakeContextCurrent(window);
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glewInit();
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glGetError();
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#pragma endregion
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#pragma region OPENGL_SETTINGS
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if (!glfwInit())
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throw "Could not inditialize glwf";
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window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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throw "Could not initialize glwf";
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}
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glfwMakeContextCurrent(window);
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glewInit();
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glGetError();
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#pragma endregion
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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});
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models::RawModel raw_model = LoadObjModel("res/Tree.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
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shaders::StaticShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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});
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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// create object detection object instance
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computervision::ObjectDetection objDetect;
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// set up object detection
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//objDetect.setup();
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models::RawModel raw_model = LoadObjModel("res/Tree.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
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shaders::StaticShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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// create object detection object instance
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computervision::ObjectDetection objDetect;
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// set up object detection
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//objDetect.setup();
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cv::Mat cameraFrame;
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// Main game loop
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while (!glfwWindowShouldClose(window))
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{
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// Update
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const double delta = UpdateDelta();
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entity.IncreaseRotation(glm::vec3(0, 1, 0));
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camera.Move(window);
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// Update
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const double delta = UpdateDelta();
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entity.IncreaseRotation(glm::vec3(0, 1, 0));
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camera.Move(window);
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// Render
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadViewMatrix(camera);
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render_engine::renderer::Render(entity, shader);
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadViewMatrix(camera);
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render_engine::renderer::Render(entity, shader);
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cameraFrame = objDetect.readCamera();
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objDetect.detectHand(objDetect.generateHandMaskSquare(cameraFrame));
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objDetect.drawHandMaskRect(&cameraFrame);
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cv::imshow("camera",cameraFrame);
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objDetect.generateHandMaskSquare(objDetect.readCamera());
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// Finish up
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shader.Stop();
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shader.Stop();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Clean up
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shader.CleanUp();
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render_engine::loader::CleanUp();
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shader.CleanUp();
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render_engine::loader::CleanUp();
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glfwTerminate();
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return 0;
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return 0;
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}
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static double UpdateDelta()
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{
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double current_time = glfwGetTime();
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static double last_frame_time = current_time;
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double delt_time = current_time - last_frame_time;
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last_frame_time = current_time;
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return delt_time;
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double current_time = glfwGetTime();
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static double last_frame_time = current_time;
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double delt_time = current_time - last_frame_time;
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last_frame_time = current_time;
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return delt_time;
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}
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