Add option for using different models
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parent
4770c96d92
commit
25f97e5f90
10
src/args.cpp
10
src/args.cpp
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@ -9,7 +9,8 @@ const char* argp_program_version =
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const struct argp_option options[] = {
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const struct argp_option options[] = {
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//name, key, arg, flags, doc, group
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//name, key, arg, flags, doc, group
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{"haar-cascade", 0x00, 0, 0, "Use Haar Cascades for faster (but less accurate) face detection.", 0},
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{"haar-cascade", 0x00, 0, 0, "Use Haar Cascades for faster (but less accurate) face detection.", 0},
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{"model", 'm', "model", 0, "Name of the model file to use. (not including '.fma')", 0},
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{0}
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{0}
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};
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};
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@ -21,7 +22,8 @@ struct argp argp = {
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};
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};
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struct optData optData = {
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struct optData optData = {
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false
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false,
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"test",
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};
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};
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error_t parseOptions(int key, char* arg, struct argp_state* state) {
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error_t parseOptions(int key, char* arg, struct argp_state* state) {
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@ -30,6 +32,10 @@ error_t parseOptions(int key, char* arg, struct argp_state* state) {
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optData.useHaar = true;
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optData.useHaar = true;
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break;
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break;
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case 'm':
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optData.model = std::string(arg);
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break;
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default:
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default:
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return ARGP_ERR_UNKNOWN;
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return ARGP_ERR_UNKNOWN;
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}
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}
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@ -1,12 +1,14 @@
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#ifndef ARGS_HPP
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#ifndef ARGS_HPP
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#define ARGS_HPP
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#define ARGS_HPP
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#include <string>
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#include <argp.h>
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#include <argp.h>
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error_t parseOptions(int key, char* arg, struct argp_state* state);
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error_t parseOptions(int key, char* arg, struct argp_state* state);
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struct optData {
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struct optData {
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bool useHaar; //use haar cascades (0x00)
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bool useHaar; //use haar cascades (0x00)
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std::string model; //model to open (0x6d "m")
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};
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};
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extern const char* argp_program_version;
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extern const char* argp_program_version;
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@ -16,6 +16,7 @@
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#include <paths.hpp>
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#include <paths.hpp>
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#include <config.hpp>
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#include <config.hpp>
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#include <cv.hpp>
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#include <cv.hpp>
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#include <args.hpp>
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GLuint shader; //standard shader program used for all elements
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GLuint shader; //standard shader program used for all elements
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GLuint transUniform; //location of the "transMatrix" transformation matrix uniform in the shader
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GLuint transUniform; //location of the "transMatrix" transformation matrix uniform in the shader
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@ -82,7 +83,7 @@ void initGraphics () {
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initShader();
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initShader();
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model = new Model(resolvePath("models/test.fma").c_str());
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model = new Model(resolvePath(("models/"+optData.model+".fma").c_str()).c_str());
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//enable blending for alpha textures
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//enable blending for alpha textures
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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