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main.js
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const SETTINGS = {
// art painting settings:
artPainting: 'images/Joconde.jpg', // initial art painting
detectState: {x:-0.09803,y:0.44314,s:0.18782,ry:-0.04926}, // detect state in the initial art painting to avoid search step
nDetectsArtPainting: 25, // number of positive detections to perfectly locate the face in the art painting
detectArtPaintingThreshold: 0.7,
maxDetectsArtPainting: 300, // consider face not found after this number of detections
// hold shape parameters:
artPaintingMaskScale: [1.3, 1.5],
artPaintingMaskOffset: [-0.2, 0.1], //[0.01,0.10], // relative. 1-> 100% scale mask width of the image (or height)
artPaintingCropSmoothEdge: 0.25, // crop smooth edge
artPaintingHeadForheadY: 0.7, // forhead start when Y>this value. Max: 1
artPaintingHeadJawY: 0.5, // lower jaw start when Y<this value. Max: 1
// user crop face and detection settings:
videoDetectSizePx: 1024,
faceRenderSizePx: 256,
zoomFactor: 1.03, // 1-> exactly the same zoom than for the art painting
detectionThreshold: 0.8, // sensibility, between 0 and 1. Less -> more sensitive
detectionHysteresis: 0.03,
// mixed settings:
hueTextureSizePx: 4, // should be PoT
// debug flags - should be set to false for standard running:
debugArtpaintingCrop: false,
debugArtPaintingPotFaceCutTexture: false
};
//SETTINGS.debugArtpaintingCrop = true;
const ARTPAINTING = {
baseTexture: null,
potFaceCutTexture: null,
potFaceCutTextureSizePx: 0,
hueTexture: null,
detectCounter: 0,
counter: 0,
image: new Image(),
canvasMask: null,
url: -1,
positionFace: [0,0],
scaleFace: [1,1],
detectedState: null
};
const USERCROP = {
faceCutDims: [0,0],
potFaceCutTexture: null,
hueTexture: null,
};
const SHPS = { // shaderprograms
cropUserFace: null,
copy: null
};
let DOMARTPAINTINGCONTAINER = null;
let GL = null, GLDRAWTARGET = null, FBO = null; // WebGL global stuffs
let NLOADEDS = 0, FFSPECS = null;
const STATES = { // possible states of the app. ENUM equivalent
ERROR: -1,
IDLE: 0,
LOADING: 1,
DETECTARTPAINTINGFACE: 2,
DETECTUSERFACE: 3,
BUSY: 4,
ARTPAINTINGFACEDETECTPROVIDED: 5
};
let STATE = STATES.IDLE, ISUSERFACEDETECTED = false;
// entry point:
function main(){
STATE = STATES.LOADING;
build_carousel();
DOMARTPAINTINGCONTAINER = document.getElementById('artpaintingContainer');
ARTPAINTING.image.src = SETTINGS.artPainting;
ARTPAINTING.image.onload = check_isLoaded.bind(null, 'ARTPAINTING.image');
JEELIZFACEFILTER.init({
canvasId: 'jeelizFaceFilterCanvas',
NNCPath: '../../../neuralNets/', // root of NN_DEFAULT.json file
callbackReady: function(errCode, spec){
if (errCode){
console.log('AN ERROR HAPPENS. ERROR CODE =', errCode);
STATE = STATES.ERROR;
return;
}
FFSPECS = spec;
GL = spec.GL;
FBO = GL.createFramebuffer();
GLDRAWTARGET = (GL.DRAW_FRAMEBUFFER)?GL.DRAW_FRAMEBUFFER:GL.FRAMEBUFFER;
console.log('INFO: JEELIZFACEFILTER IS READY');
check_isLoaded('JEELIZFACEFILTER');
}, //end callbackReady()
//called at each render iteration (drawing loop)
callbackTrack: callbackTrack
}); //end JEELIZFACEFILTER.init
}
function check_isLoaded(label){
console.log('INFO in check_isLoaded(): ', label, 'is loaded');
if (++NLOADEDS === 2){
start();
}
}
function start(){
console.log('INFO: start()');
create_textures();
build_shps();
// set the canvas to the artpainting size:
update_artPainting(SETTINGS.detectState);
}
function update_artPainting(detectState){ // called both at start (start()) and when user change the art painting
FFSPECS.canvasElement.width = ARTPAINTING.image.width;
FFSPECS.canvasElement.height = ARTPAINTING.image.height;
JEELIZFACEFILTER.resize();
// create or update the artpainting webgl texture:
if (!ARTPAINTING.baseTexture){
ARTPAINTING.baseTexture = GL.createTexture();
}
GL.bindTexture(GL.TEXTURE_2D, ARTPAINTING.baseTexture);
GL.pixelStorei(GL.UNPACK_FLIP_Y_WEBGL, true);
GL.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, GL.RGBA, GL.UNSIGNED_BYTE, ARTPAINTING.image);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.LINEAR);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.LINEAR);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
JEELIZFACEFILTER.set_inputTexture(ARTPAINTING.baseTexture, ARTPAINTING.image.width, ARTPAINTING.image.height);
ARTPAINTING.detectCounter = 0;
ARTPAINTING.counter = 0;
JEELIZFACEFILTER.toggle_pause(false);
FFSPECS.canvasElement.classList.remove('canvasDetected');
FFSPECS.canvasElement.classList.remove('canvasNotDetected');
FFSPECS.canvasElement.classList.add('artPainting');
FFSPECS.canvasElement.style.top = '';
FFSPECS.canvasElement.style.left = '';
FFSPECS.canvasElement.style.width = '';
toggle_carousel(true);
if (detectState){
STATE = STATES.ARTPAINTINGFACEDETECTPROVIDED;
ARTPAINTING.detectedState = detectState;
} else {
STATE = STATES.DETECTARTPAINTINGFACE;
}
} //end update_artPainting()
function build_carousel(){
$('#carousel').slick({ // see http://kenwheeler.github.io/slick/
speed: 300,
slidesToShow: 1,
centerMode: true,
variableWidth: true,
arrows: false,
swipeToSlide: true,
infinite: false,
focusOnSelect: true
});
toggle_carousel(false);
}
function toggle_carousel(isEnabled){
if (isEnabled){
$('#carousel').css({
opacity: 1,
pointerEvents: 'auto'
});
} else {
$('#carousel').css({
opacity: 0.5,
pointerEvents: 'none'
});
}
}
// called directly from the DOM controls to change the base image:
function change_artPainting(urlImage, detectState){
if (urlImage===ARTPAINTING.url || [STATES.DETECTARTPAINTINGFACE, STATES.DETECTUSERFACE].indexOf(STATE)===-1){
return;
}
if (typeof(detectState)==='undefined'){
detectState = null;
}
STATE = STATES.BUSY;
toggle_carousel(false);
if (ARTPAINTING.canvasMask){
ARTPAINTING.canvasMask.parentElement.removeChild(ARTPAINTING.canvasMask);
ARTPAINTING.canvasMask = null;
}
ARTPAINTING.image = new Image();
if (urlImage === 'CUSTOM'){ // upload custom image
const domInputFile = document.getElementById('customImage');
if (!domInputFile.files || !domInputFile.files[0]){
alert('You should select at least one file');
return;
}
const reader = new FileReader();
reader.onload = function (e) {
ARTPAINTING.url = 'CUSTOM' + Date.now();
ARTPAINTING.image.src = e.target.result;
ARTPAINTING.image.onload = update_artPainting.bind(null, detectState);
};
reader.readAsDataURL(domInputFile.files[0]);
} else {
ARTPAINTING.url = urlImage;
ARTPAINTING.image.src = urlImage;
ARTPAINTING.image.onload = update_artPainting.bind(null, detectState);
}
} //end change_artPainting()
function create_textures(){
const create_emptyTexture = function(w, h){
const tex = GL.createTexture();
GL.bindTexture(GL.TEXTURE_2D, tex);
GL.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, w, h, 0, GL.RGBA, GL.UNSIGNED_BYTE, null);
return tex;
};
const create_emptyLinearTexture = function(w, h){
const tex = create_emptyTexture(w,h);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.LINEAR);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.LINEAR);
return tex;
};
// create the artpainting and userCrop hue textures:
const create_hueTexture = function(){
return create_emptyLinearTexture(SETTINGS.hueTextureSizePx, SETTINGS.hueTextureSizePx);
};
ARTPAINTING.hueTexture = create_hueTexture();
USERCROP.hueTexture = create_hueTexture();
// create the userCrop textures:
const faceAspectRatio = SETTINGS.artPaintingMaskScale[1] / SETTINGS.artPaintingMaskScale[0];
USERCROP.faceCutDims[0] = SETTINGS.faceRenderSizePx;
USERCROP.faceCutDims[1] = Math.round(SETTINGS.faceRenderSizePx * faceAspectRatio);
USERCROP.potFaceCutTexture = create_emptyTexture(SETTINGS.faceRenderSizePx, SETTINGS.faceRenderSizePx);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.LINEAR);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.LINEAR_MIPMAP_NEAREST);
} //end create_textures()
function build_artPaintingMask(detectState, callback){
// cut the face with webgl and put a fading:
console.log('INFO: build_artPaintingMask()');
const x=detectState.x, y=detectState.y, s=detectState.s, ry=detectState.ry;
// compute normalized frame cut params:
const xn = x*0.5 + 0.5+s*SETTINGS.artPaintingMaskOffset[0] * Math.sin(ry); // normalized x position
const yn = y*0.5 + 0.5+s*SETTINGS.artPaintingMaskOffset[1];
const sxn = s*SETTINGS.artPaintingMaskScale[0];
const syn = s*SETTINGS.artPaintingMaskScale[1]*ARTPAINTING.image.width/ARTPAINTING.image.height;
ARTPAINTING.positionFace[0] = xn;
ARTPAINTING.positionFace[1] = yn;
ARTPAINTING.scaleFace[0] = sxn;
ARTPAINTING.scaleFace[1] = syn;
// build the mask (the artPainting with the hole cut)
GL.useProgram(SHPS.buildMask.program);
GL.uniform2f(SHPS.buildMask.offset, xn, yn);
GL.uniform2f(SHPS.buildMask.scale, sxn, syn);
GL.activeTexture(GL.TEXTURE0);
GL.bindTexture(GL.TEXTURE_2D, ARTPAINTING.baseTexture);
// FILL VIEWPORT
GL.enable(GL.BLEND);
GL.blendFunc(GL.SRC_ALPHA, GL.ZERO);
GL.clearColor(0.,0.,0.,0.);
GL.clear(GL.COLOR_BUFFER_BIT);
GL.drawElements(GL.TRIANGLES, 3, GL.UNSIGNED_SHORT, 0);
GL.disable(GL.BLEND);
// copy the face cuted to a dumb canvas2D which will be displayed in the DOM:
const artPaintingMask = document.createElement('canvas');
artPaintingMask.width = ARTPAINTING.image.width;
artPaintingMask.height = ARTPAINTING.image.height;
const ctx = artPaintingMask.getContext('2d');
ctx.drawImage(FFSPECS.canvasElement, 0, 0);
artPaintingMask.classList.add('artPainting');
FFSPECS.canvasElement.classList.remove('artPainting');
FFSPECS.canvasElement.classList.add('canvasNotDetected');
ISUSERFACEDETECTED = false;
ARTPAINTING.canvasMask = artPaintingMask;
DOMARTPAINTINGCONTAINER.appendChild(artPaintingMask);
if (SETTINGS.debugArtPaintingPotFaceCutTexture){
artPaintingMask.style.opacity = '0.5';
}
// initialize the face cut pot texture:
const faceWidthPx = Math.round(ARTPAINTING.image.width*sxn);
const faceHeightPx = Math.round(ARTPAINTING.image.height*syn);
const maxDimPx = Math.max(faceWidthPx, faceHeightPx);
ARTPAINTING.potFaceCutTextureSizePx = Math.pow(2, Math.ceil(Math.log(maxDimPx)/Math.log(2)));
ARTPAINTING.potFaceCutTexture = GL.createTexture();
GL.bindTexture(GL.TEXTURE_2D, ARTPAINTING.potFaceCutTexture);
GL.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, ARTPAINTING.potFaceCutTextureSizePx, ARTPAINTING.potFaceCutTextureSizePx, 0, GL.RGBA, GL.UNSIGNED_BYTE, null);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.LINEAR);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.LINEAR_MIPMAP_NEAREST);
// compute the face cut pot texture by doing render to texture:
GL.useProgram(SHPS.cropUserFace.program);
GL.uniform2f(SHPS.cropUserFace.offset, xn, yn);
GL.uniform2f(SHPS.cropUserFace.scale, sxn, syn);
GL.uniformMatrix2fv(SHPS.cropUserFace.videoTransformMat2, false, [0.5, 0, 0, 0.5]);
GL.bindFramebuffer(GLDRAWTARGET, FBO);
GL.bindTexture(GL.TEXTURE_2D, ARTPAINTING.baseTexture);
GL.viewport(0, 0, ARTPAINTING.potFaceCutTextureSizePx, ARTPAINTING.potFaceCutTextureSizePx);
GL.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, ARTPAINTING.potFaceCutTexture, 0);
GL.drawElements(GL.TRIANGLES, 3, GL.UNSIGNED_SHORT, 0); //FILL VIEWPORT
// copy the ARTPAINTING.potFaceCutTexture to ARTPAINTING.hueTexture:
GL.useProgram(SHPS.copyInvX.program);
GL.viewport(0,0,SETTINGS.hueTextureSizePx,SETTINGS.hueTextureSizePx);
GL.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, ARTPAINTING.hueTexture, 0);
GL.bindTexture(GL.TEXTURE_2D, ARTPAINTING.potFaceCutTexture);
GL.generateMipmap(GL.TEXTURE_2D);
GL.drawElements(GL.TRIANGLES, 3, GL.UNSIGNED_SHORT, 0); //FILL VIEWPORT
GL.bindFramebuffer(GLDRAWTARGET, null);
callback();
} //end build_artPaintingMask()
function build_shps(){
const copyVertexShaderSource = "attribute vec2 position;\n\
varying vec2 vUV;\n\
void main(void){\n\
gl_Position = vec4(position, 0., 1.);\n\
vUV = 0.5 + 0.5 * position;\n\
}";
const copyFragmentShaderSource = "precision lowp float;\n\
uniform sampler2D samplerImage;\n\
varying vec2 vUV;\n\
\n\
void main(void){\n\
gl_FragColor = texture2D(samplerImage, vUV);\n\
}";
// build the search SHP:
const shpSearch = build_shaderProgram(copyVertexShaderSource,
"precision lowp float;\n\
varying vec2 vUV;\n\
uniform mat2 videoTransformMat2;\n\
uniform sampler2D samplerVideo;\n\
uniform vec4 uxysw;\n\
\n\
void main(void) {\n\
vec2 uvVideoCentered = 2.0 * videoTransformMat2 * (vUV - 0.5);\n\
vec3 colorVideo = texture2D(samplerVideo, 0.5 + uvVideoCentered).rgb;\n\
vec2 pos = vUV*2.-vec2(1.,1.);\n\
vec2 isInside = step(uxysw.xy-uxysw.zw, pos);\n\
isInside *= step(pos, uxysw.xy+uxysw.zw);\n\
vec2 blendCenterFactor = abs(pos-uxysw.xy)/uxysw.zw;\n\
float alpha = isInside.x*isInside.y*pow(max(blendCenterFactor.x, blendCenterFactor.y), 3.);\n\
vec3 color = mix(colorVideo, vec3(0.,0.6,1.), alpha);\n\
gl_FragColor = vec4(color,1.);\n\
}",
"SEARCH FACE"
);
SHPS.search = {
program: shpSearch,
samplerVideo: GL.getUniformLocation(shpSearch, 'samplerVideo'),
videoTransformMat2: GL.getUniformLocation(shpSearch, 'videoTransformMat2'),
uxysw: GL.getUniformLocation(shpSearch, 'uxysw')
};
GL.useProgram(shpSearch);
GL.uniform1i(SHPS.search.samplerVideo, 0);
// ARTPAINTING SHPS:
const set_apShp = function(shp, isTransformMat){
const uSamplerImage = GL.getUniformLocation(shp, 'samplerImage');
const uScale = GL.getUniformLocation(shp, 'scale');
const uOffset = GL.getUniformLocation(shp, 'offset');
const uVideoTransformMat2 = (isTransformMat) ? GL.getUniformLocation(shp, 'videoTransformMat2') : null;
GL.useProgram(shp);
GL.uniform1i(uSamplerImage, 0);
return {
scale: uScale,
offset: uOffset,
videoTransformMat2: uVideoTransformMat2,
program: shp
};
};
let alphaShaderChunk = "float alpha = 0.;\n\
vec2 uv = (vUV-offset+s2)/(2.*s2); //uv normalized in the face\n\
if (uv.y>UPPERHEADY){ // upper head: circle arc\n\
vec2 uvc = (uv-vec2(0.5,UPPERHEADY))*vec2(1., 0.5/(1.-UPPERHEADY));\n\
float alphaBorder = smoothstep(0.5-SMOOTHEDGE, 0.5, length(uvc));\n\
float alphaCenter = smoothstep(UPPERHEADY, 1., uv.y);\n\
alpha = mix(alphaCenter, alphaBorder, smoothstep(0.3, 0.4, abs(uv.x-0.5)));\n\
} else if (uv.y<LOWERHEADY){ // lower head: circle arc \n\
vec2 uvc = (uv-vec2(0.5, LOWERHEADY))*vec2(1., 0.5/LOWERHEADY);\n\
alpha = smoothstep(0.5-SMOOTHEDGE, 0.5, length(uvc));\n\
} else { // middle head: straight\n\
vec2 uvc = vec2(uv.x-0.5, 0.);\n\
alpha = smoothstep(0.5-SMOOTHEDGE, 0.5,length(uvc));\n\
}\n";
alphaShaderChunk += "float grayScale = dot(color, vec3(0.33,0.33,0.33));\n\
if (alpha>0.01){\n\
alpha = mix(pow(alpha, 0.5), pow(alpha, 1.5), smoothstep(0.1,0.5,grayScale));\n\
}";
const shpBuildMask = build_shaderProgram(copyVertexShaderSource,
"precision highp float;\n\
uniform vec2 offset, scale;\n\
uniform sampler2D samplerImage;\n\
varying vec2 vUV;\n\
\n\
const float UPPERHEADY =" + SETTINGS.artPaintingHeadForheadY.toFixed(2)+";\n\
const float LOWERHEADY =" + SETTINGS.artPaintingHeadJawY.toFixed(2)+";\n\
const float SMOOTHEDGE =" + SETTINGS.artPaintingCropSmoothEdge.toFixed(2)+";\n\
\n\
\n\
void main(void){\n\
vec2 s2 = 0.5 * scale;\n\
vec2 isFace = step(vUV, offset+s2)*step(offset-s2, vUV);\n\
float isNotFace = 1. - isFace.x * isFace.y;\n\
if (isNotFace>0.01){\n\
gl_FragColor = texture2D(samplerImage, vUV); return;\n\
}\n\
vec3 color = texture2D(samplerImage, vUV).rgb;\n\
" + alphaShaderChunk + "\
gl_FragColor = vec4(color, alpha);\n\
" + ((SETTINGS.debugArtpaintingCrop)?"gl_FragColor = vec4(1.,0.,0.,1.);":"")+"\n\
}",
'BUILD ARTPAINTING MASK');
SHPS.buildMask = set_apShp(shpBuildMask, false);
// this SHP is only used to crop the face to compute the hueTexture:
const shpCutFace = build_shaderProgram("attribute vec2 position;\n\
uniform vec2 offset, scale;\n\
varying vec2 vUV;\n\
void main(void){\n\
gl_Position = vec4(position, 0., 1.);\n\
vUV = offset + 0.5 * position * scale;\n\
}",
"precision lowp float;\n\
uniform sampler2D samplerImage;\n\
uniform mat2 videoTransformMat2;\n\
varying vec2 vUV;\n\
const float BORDER = 0.2;\n\
\n\
void main(void){\n\
vec2 uvCentered = 2.0 * vUV - vec2(1.,1.);\n\
float ruv = length(uvCentered);\n\
vec2 uvn = uvCentered/ruv;\n\
vec2 uvBorder = uvn * (1.-BORDER);\n\
float isOutside = step(1.-BORDER, ruv);\n\
uvCentered = mix(uvCentered, uvBorder, isOutside);\n\
vec2 uvVideoCentered = videoTransformMat2 * uvCentered;\n\
gl_FragColor = texture2D(samplerImage, 0.5 + uvVideoCentered);\n\
}",
'CUT ARTPAINTING FACE');
SHPS.cropUserFace = set_apShp(shpCutFace, true);
// build the copy shader program:
const shpCopy = build_shaderProgram(copyVertexShaderSource, copyFragmentShaderSource, 'COPY');
SHPS.copy = {
program: shpCopy
};
let uSamplerImage = GL.getUniformLocation(shpCopy, 'samplerImage');
GL.useProgram(shpCopy);
GL.uniform1i(uSamplerImage, 0);
// build the copyInvX shader program:
const shpCopyInvX = build_shaderProgram(copyVertexShaderSource.replace('vUV = 0.5 + 0.5 * position', 'vUV = 0.5 + vec2(-0.5,0.5)*position'),
copyFragmentShaderSource, 'COPYINVX');
SHPS.copyInvX = {
program: shpCopyInvX
};
uSamplerImage = GL.getUniformLocation(shpCopyInvX, 'samplerImage');
GL.useProgram(shpCopyInvX);
GL.uniform1i(uSamplerImage, 0);
// final render shp:
const shpRender = build_shaderProgram(copyVertexShaderSource,
"precision highp float;\n\
uniform sampler2D samplerImage, samplerHueSrc, samplerHueDst;\n\
uniform mat2 videoTransformMat2;\n\
uniform vec2 offset, scale;\n\
varying vec2 vUV;\n\
const vec2 EPSILON2 = vec2(0.001, 0.001);\n\
\n\
vec3 rgb2hsv(vec3 c) { //from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl\n\
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n\
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n\
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n\
float d = q.x - min(q.w, q.y);\n\
float e = 1.0e-10;\n\
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n\
}\n\
\n\
vec3 hsv2rgb(vec3 c) { //from https://github.com/hughsk/glsl-hsv2rgb \n\
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); \n\
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); \n\
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); \n\
//return c.z * normalize(mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y));\n\
} \n\
\n\
void main(void){\n\
// flip left-right:\n\
vec2 uv = vec2(1.-vUV.x, vUV.y);\n\
// get color in HSV format:\n\
vec2 uvCut = uv * scale + offset - scale/2.;\n\
uvCut = 0.5 + 2.0 * videoTransformMat2 * (uvCut - 0.5);\n\
vec3 colorRGB = texture2D(samplerImage, uvCut).rgb;\n\
vec3 colorHSV = rgb2hsv(colorRGB);\n\
// compute color transform:\n\
vec3 srcRGB = texture2D(samplerHueSrc, uv).rgb;\n\
vec3 dstRGB = texture2D(samplerHueDst, uv).rgb;\n\
vec3 srcHSV = rgb2hsv(srcRGB);\n\
vec3 dstHSV = rgb2hsv(dstRGB);\n\
// apply the transform:\n\
vec2 factorSV = vec2(1.,0.8) * dstHSV.yz / (srcHSV.yz+EPSILON2);\n\
factorSV = clamp(factorSV, vec2(0.3,0.3), vec2(3,3.));\n\
float dHue = dstHSV.x - srcHSV.x;\n\
vec3 colorHSVout = vec3(mod(1.0+colorHSV.x+dHue, 1.0), colorHSV.yz*factorSV);\n\
colorHSVout = clamp(colorHSVout, vec3(0.,0.,0.), vec3(1.,1.,1));\n\
// reconvert to RGB and output the color:\n\
colorRGB = hsv2rgb(colorHSVout);\n\
gl_FragColor = vec4(colorRGB, 1.);\n\
}",
'FINAL RENDER FACE'
);
SHPS.render = {
program: shpRender,
scale: GL.getUniformLocation(shpRender, 'scale'),
offset: GL.getUniformLocation(shpRender, 'offset'),
videoTransformMat2: GL.getUniformLocation(shpRender, 'videoTransformMat2')
};
uSamplerImage = GL.getUniformLocation(shpRender, 'samplerImage');
const uSamplerHueSrc = GL.getUniformLocation(shpRender, 'samplerHueSrc');
const uSamplerHueDst = GL.getUniformLocation(shpRender, 'samplerHueDst');
GL.useProgram(shpRender);
GL.uniform1i(uSamplerImage, 0);
GL.uniform1i(uSamplerHueSrc, 2);
GL.uniform1i(uSamplerHueDst, 1);
} //end build_shps()
function reset_toVideo(){
position_userCropCanvas();
window.addEventListener('resize', position_userCropCanvas, false);
FFSPECS.canvasElement.width = SETTINGS.videoDetectSizePx;
FFSPECS.canvasElement.height = SETTINGS.videoDetectSizePx;
JEELIZFACEFILTER.resize();
JEELIZFACEFILTER.reset_inputTexture();
STATE = STATES.DETECTUSERFACE;
}
// compile a shader:
function compile_shader(source, glType, typeString) {
const glShader = GL.createShader(glType);
GL.shaderSource(glShader, source);
GL.compileShader(glShader);
if (!GL.getShaderParameter(glShader, GL.COMPILE_STATUS)) {
alert("ERROR IN " + typeString + " SHADER: " + GL.getShaderInfoLog(glShader));
console.log('Buggy shader source: \n', source);
return null;
}
return glShader;
}
// helper function to build the shader program:
function build_shaderProgram(shaderVertexSource, shaderFragmentSource, id) {
// compile both shader separately:
const glShaderVertex = compile_shader(shaderVertexSource, GL.VERTEX_SHADER, "VERTEX " + id);
const glShaderFragment = compile_shader(shaderFragmentSource, GL.FRAGMENT_SHADER, "FRAGMENT " + id);
const glShaderProgram = GL.createProgram();
GL.attachShader(glShaderProgram, glShaderVertex);
GL.attachShader(glShaderProgram, glShaderFragment);
// start the linking stage:
GL.linkProgram(glShaderProgram);
const aPos = GL.getAttribLocation(glShaderProgram, "position");
GL.enableVertexAttribArray(aPos);
return glShaderProgram;
}
function position_userCropCanvas(){
console.log('INFO: position_userCropCanvas()');
const restoredPosition = FFSPECS.canvasElement.style.position;
FFSPECS.canvasElement.style.position = 'absolute';
// compute topPx an leftPx in the artpainting canvas image ref:
let topPx = ARTPAINTING.image.height * ARTPAINTING.positionFace[1];
let leftPx = ARTPAINTING.image.width * ARTPAINTING.positionFace[0];
let widthFacePx = ARTPAINTING.image.width * ARTPAINTING.scaleFace[0];
let heightFacePx = ARTPAINTING.image.height * ARTPAINTING.scaleFace[1];
let widthPx = widthFacePx*SETTINGS.videoDetectSizePx/SETTINGS.faceRenderSizePx; //the whole canvas is bigger than the user face rendering
topPx = ARTPAINTING.image.height-topPx; //Y axis is inverted between WebGL viewport and CSS
//t ake account of the CSS scale factor of the art painting:
const domRect = DOMARTPAINTINGCONTAINER.getBoundingClientRect();
const cssScaleFactor = domRect.width / ARTPAINTING.image.width;
topPx *= cssScaleFactor;
leftPx *= cssScaleFactor;
widthPx *= cssScaleFactor;
widthFacePx *= cssScaleFactor;
heightFacePx *= cssScaleFactor;
// position corner of the userFace instead of center:
topPx -= heightFacePx / 2;
leftPx -= widthFacePx / 2;
FFSPECS.canvasElement.style.top = Math.round(topPx).toString() + 'px';
FFSPECS.canvasElement.style.left = Math.round(leftPx).toString() + 'px';
FFSPECS.canvasElement.style.width = Math.round(widthPx).toString() + 'px';
FFSPECS.canvasElement.style.position = restoredPosition;
} //end position_userCropCanvas()
// draw in search mode:
function draw_search(detectState){
GL.useProgram(SHPS.search.program);
GL.viewport(0, 0, FFSPECS.canvasElement.width, FFSPECS.canvasElement.height);
GL.uniform4f(SHPS.search.uxysw, detectState.x, detectState.y,
detectState.s, detectState.s*FFSPECS.canvasElement.width/FFSPECS.canvasElement.height);
GL.uniformMatrix2fv(SHPS.search.videoTransformMat2, false, FFSPECS.videoTransformMat2);
GL.activeTexture(GL.TEXTURE0);
GL.bindTexture(GL.TEXTURE_2D, FFSPECS.videoTexture);
GL.drawElements(GL.TRIANGLES, 3, GL.UNSIGNED_SHORT, 0);
}
// draw final render:
function draw_render(detectState){
// do RTT:
GL.bindFramebuffer(GLDRAWTARGET, FBO);
// crop the user's face and put the result to USERCROP.potFaceCutTexture:
const s = detectState.s / SETTINGS.zoomFactor;
const xn = detectState.x*0.5 + 0.5+s*SETTINGS.artPaintingMaskOffset[0]*Math.sin(detectState.ry); // normalized x position
const yn = detectState.y*0.5 + 0.5+s*SETTINGS.artPaintingMaskOffset[1];
const sxn = s * SETTINGS.artPaintingMaskScale[0];
const syn = s * SETTINGS.artPaintingMaskScale[1];
GL.useProgram(SHPS.cropUserFace.program);
GL.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, USERCROP.potFaceCutTexture, 0);
GL.uniform2f(SHPS.cropUserFace.offset, xn, yn);
GL.uniform2f(SHPS.cropUserFace.scale, sxn, syn);
GL.uniformMatrix2fv(SHPS.cropUserFace.videoTransformMat2, false, FFSPECS.videoTransformMat2);
GL.viewport(0, 0, SETTINGS.faceRenderSizePx, SETTINGS.faceRenderSizePx);
GL.bindTexture(GL.TEXTURE_2D, FFSPECS.videoTexture);
GL.drawElements(GL.TRIANGLES, 3, GL.UNSIGNED_SHORT, 0);
// shrink the userface to a SETTINGS.hueTextureSizePx texture:
GL.useProgram(SHPS.copy.program);
GL.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, USERCROP.hueTexture, 0);
GL.viewport(0, 0, SETTINGS.hueTextureSizePx, SETTINGS.hueTextureSizePx);
GL.bindTexture(GL.TEXTURE_2D, USERCROP.potFaceCutTexture);
GL.generateMipmap(GL.TEXTURE_2D);
GL.drawElements(GL.TRIANGLES, 3, GL.UNSIGNED_SHORT, 0);
// final rendering including light correction:
GL.bindFramebuffer(GLDRAWTARGET, null);
GL.useProgram(SHPS.render.program);
GL.uniform2f(SHPS.render.offset, xn, yn);
GL.uniform2f(SHPS.render.scale, sxn, syn);
GL.uniformMatrix2fv(SHPS.render.videoTransformMat2, false, FFSPECS.videoTransformMat2);
GL.bindTexture(GL.TEXTURE_2D, FFSPECS.videoTexture);
GL.activeTexture(GL.TEXTURE1);
GL.bindTexture(GL.TEXTURE_2D, ARTPAINTING.hueTexture);
//GL.bindTexture(GL.TEXTURE_2D, ARTPAINTING.potFaceCutTexture); //KILL
GL.activeTexture(GL.TEXTURE2);
GL.bindTexture(GL.TEXTURE_2D, USERCROP.hueTexture);
GL.activeTexture(GL.TEXTURE0);
GL.viewport(0,SETTINGS.videoDetectSizePx-USERCROP.faceCutDims[1],USERCROP.faceCutDims[0], USERCROP.faceCutDims[1]);
GL.drawElements(GL.TRIANGLES, 3, GL.UNSIGNED_SHORT, 0);
if (SETTINGS.debugArtPaintingPotFaceCutTexture){
GL.useProgram(SHPS.copy.program);
GL.bindTexture(GL.TEXTURE_2D, ARTPAINTING.potFaceCutTexture);
GL.drawElements(GL.TRIANGLES, 3, GL.UNSIGNED_SHORT, 0);
}
}//end draw_render()
function callbackTrack(detectState){
if (++ARTPAINTING.counter > SETTINGS.maxDetectsArtPainting){
JEELIZFACEFILTER.toggle_pause(true);
alert('FACE NOT FOUND');
return;
}
switch(STATE) {
case STATES.DETECTARTPAINTINGFACE:
if(detectState.detected > SETTINGS.detectArtPaintingThreshold){
ARTPAINTING.counter = 0;
if (++ARTPAINTING.detectCounter > SETTINGS.nDetectsArtPainting){
const round = function(n) { return Math.round(n*1e5)/1e5; }
console.log('FACE DETECTED IN THE BASE PICTURE. detectState = '+JSON.stringify({
x: round(detectState.x),
y: round(detectState.y),
s: round(detectState.s),
ry: round(detectState.ry)
}).replace(/"/g, ''));
STATE = STATES.BUSY;
build_artPaintingMask(detectState, reset_toVideo);
return;
}
}
draw_search(detectState);
break;
case STATES.ARTPAINTINGFACEDETECTPROVIDED:
ARTPAINTING.counter = 0;
STATE = STATES.BUSY;
build_artPaintingMask(ARTPAINTING.detectedState, reset_toVideo);
break;
case STATES.DETECTUSERFACE:
ARTPAINTING.counter = 0;
if (ISUSERFACEDETECTED && detectState.detected<SETTINGS.detectionThreshold-SETTINGS.detectionHysteresis){
// DETECTION LOST
ISUSERFACEDETECTED = false;
FFSPECS.canvasElement.classList.remove('canvasDetected');
FFSPECS.canvasElement.classList.add('canvasNotDetected');
} else if (!ISUSERFACEDETECTED && detectState.detected>SETTINGS.detectionThreshold+SETTINGS.detectionHysteresis){
// FACE DETECTED
ISUSERFACEDETECTED = true;
FFSPECS.canvasElement.classList.remove('canvasNotDetected');
FFSPECS.canvasElement.classList.add('canvasDetected');
}
if (ISUSERFACEDETECTED){
draw_render(detectState);
} else {
draw_search(detectState);
}
break;
} //end switch(STATE)
} //end callbackTrack
window.addEventListener('load', main);