[EDIT] improve hand detection with mask
This commit is contained in:
@@ -15,6 +15,9 @@ namespace computervision
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cv::Mat img, imgGray, img2, img2Gray, img3, img4;
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int handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight;
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bool handMaskGenerated = false;
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Mat frame, frameOut, handMask, foreground, fingerCountDebug;
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BackgroundRemover backgroundRemover;
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SkinDetector skinDetector;
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@@ -22,6 +25,8 @@ namespace computervision
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FingerCount fingerCount;
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ObjectDetection::ObjectDetection()
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{
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}
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@@ -67,6 +72,36 @@ namespace computervision
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return true;
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}
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bool ObjectDetection::detectHand(Mat inputFrame)
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{
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frameOut = inputFrame.clone();
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skinDetector.drawSkinColorSampler(frameOut);
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foreground = backgroundRemover.getForeground(inputFrame);
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//faceDetector.removeFaces(inputFrame, foreground);
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handMask = skinDetector.getSkinMask(foreground);
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fingerCountDebug = fingerCount.findFingersCount(handMask, frameOut);
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//backgroundRemover.calibrate(frame);
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imshow("output", frameOut);
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imshow("foreground", foreground);
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imshow("handMask", handMask);
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imshow("handDetection", fingerCountDebug);
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int key = waitKey(1);
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if (key == 98) // b
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backgroundRemover.calibrate(inputFrame);
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else if (key == 115) // s
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skinDetector.calibrate(inputFrame);
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return true;
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}
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void ObjectDetection::calculateDifference()
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{
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cap.read(img);
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@@ -84,22 +119,31 @@ namespace computervision
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cv::Mat ObjectDetection::generateHandMaskSquare(cv::Mat img)
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{
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handMaskStartXPos = 20;
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handMaskStartYPos = img.rows / 5;
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handMaskWidth = img.cols / 3;
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handMaskHeight = img.cols / 3;
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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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cv::rectangle(mask, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255), -1);
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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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handMaskGenerated = true;
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return dstImg;
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}
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bool ObjectDetection::drawHandMaskRect(cv::Mat* input)
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{
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if (!handMaskGenerated) return false;
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rectangle(*input, Rect(handMaskStartXPos, handMaskStartYPos, handMaskWidth, handMaskHeight), Scalar(255, 255, 255));
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return true;
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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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@@ -61,6 +61,21 @@ namespace computervision
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*/
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cv::Mat readCamera();
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/**
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* @brief detects a hand based on the given hand mask input frame.
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*
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* @param inputFrame the input frame with only the hand
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* @return true if the webcam is connected, false if not.
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*/
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bool detectHand(cv::Mat inputFrame);
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/**
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* @brief draws the hand mask rectangle on the given input matrix.
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*
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* @param input the input matrix to draw the rectangle on
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*/
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bool drawHandMaskRect(cv::Mat *input);
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};
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@@ -22,7 +22,7 @@ namespace computervision
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void SkinDetector::drawSkinColorSampler(Mat input) {
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int frameWidth = input.size().width, frameHeight = input.size().height;
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int rectangleSize = 20;
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int rectangleSize = 25;
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Scalar rectangleColor = Scalar(255, 0, 255);
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skinColorSamplerRectangle1 = Rect(frameWidth / 5, frameHeight / 2, rectangleSize, rectangleSize);
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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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