[EDIT] improve hand detection with mask

This commit is contained in:
Sem van der Hoeven
2021-05-25 14:19:18 +02:00
parent 276aa1a449
commit 3696e2eb30
4 changed files with 126 additions and 61 deletions

View File

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