Clean up directory structure
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@ -16,6 +16,13 @@ include_directories( ${GLEW_INCLUDE_DIRS} )
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include_directories( ${GLM_INCLUDE_DIRS} )
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include_directories( ${GLM_INCLUDE_DIRS} )
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include_directories( ${GLUT_INCLUDE_DIR} )
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include_directories( ${GLUT_INCLUDE_DIR} )
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include_directories( ${PROJECT_SOURCE_DIR}/src )
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include_directories( ${PROJECT_SOURCE_DIR}/src )
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file(
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COPY
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${PROJECT_SOURCE_DIR}/models
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${PROJECT_SOURCE_DIR}/cvdata
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DESTINATION
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${PROJECT_BINARY_DIR} )
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add_executable( fc2d src/main.cpp src/graphics.cpp src/modelpart.cpp src/cv.cpp )
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add_executable( fc2d src/main.cpp src/graphics.cpp src/modelpart.cpp src/cv.cpp )
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target_link_libraries( fc2d ${OpenCV_LIBS} ${OPENGL_LIBRARIES} FreeGLUT::freeglut GLEW::glew )
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target_link_libraries( fc2d ${OpenCV_LIBS} ${OPENGL_LIBRARIES} FreeGLUT::freeglut GLEW::glew )
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set( CMAKE_BUILD_TYPE Debug )
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set( CMAKE_BUILD_TYPE Debug )
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Before Width: | Height: | Size: 8.8 KiB After Width: | Height: | Size: 8.8 KiB |
Before Width: | Height: | Size: 5.3 KiB After Width: | Height: | Size: 5.3 KiB |
Before Width: | Height: | Size: 7.9 KiB After Width: | Height: | Size: 7.9 KiB |
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
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@ -10,10 +10,10 @@ cv::Mat frame, gray, small;
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void initCV() {
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void initCV() {
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//TODO: switch to DNN face detection
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//TODO: switch to DNN face detection
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faceDetector = cv::CascadeClassifier ("haarcascade_frontalface_alt2.xml");
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faceDetector = cv::CascadeClassifier ("cvdata/haarcascade_frontalface_alt2.xml");
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facemark = cv::face::FacemarkLBF::create();
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facemark = cv::face::FacemarkLBF::create();
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facemark->loadModel ("lbfmodel.yaml");
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facemark->loadModel ("cvdata/lbfmodel.yaml");
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vid = cv::VideoCapture (0);
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vid = cv::VideoCapture (0);
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}
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}
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@ -78,10 +78,10 @@ void initGraphics () {
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initShader();
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initShader();
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parts[0] = ModelPart("head-base.png", transUniform);
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parts[0] = ModelPart("models/test/head-base.png", transUniform);
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parts[1] = ModelPart("face-eyes.png", transUniform);
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parts[1] = ModelPart("models/test/face-eyes.png", transUniform);
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parts[2] = ModelPart("face-mouth-closed.png", transUniform);
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parts[2] = ModelPart("models/test/face-mouth-closed.png", transUniform);
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parts[2].addTexture("face-mouth-open.png", 1);
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parts[2].addTexture("models/test/face-mouth-open.png", 1);
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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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