93 lines
4.0 KiB
C++
93 lines
4.0 KiB
C++
// Copyright 2020 The MediaPipe Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef MEDIAPIPE_MODULES_FACE_GEOMETRY_LIBS_EFFECT_RENDERER_H_
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#define MEDIAPIPE_MODULES_FACE_GEOMETRY_LIBS_EFFECT_RENDERER_H_
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#include <memory>
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#include <vector>
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#include "absl/types/optional.h"
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#include "mediapipe/framework/formats/image_frame.h"
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#include "mediapipe/framework/port/status.h"
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#include "mediapipe/framework/port/statusor.h"
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#include "mediapipe/gpu/gl_base.h"
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#include "mediapipe/modules/face_geometry/protos/environment.pb.h"
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#include "mediapipe/modules/face_geometry/protos/face_geometry.pb.h"
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#include "mediapipe/modules/face_geometry/protos/mesh_3d.pb.h"
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namespace mediapipe::face_geometry {
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// Encapsulates a stateful face effect renderer.
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class EffectRenderer {
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public:
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virtual ~EffectRenderer() = default;
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// Renders a face effect based on the multiple facial geometries.
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//
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// Must be called in the same GL context as was used upon initialization.
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//
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// Each of the `multi_face_geometry` must be valid (for details, please refer
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// to the proto message definition comments and/or `validation_utils.h/cc`).
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// Additionally, all face mesh index buffer elements must fit into the
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// `uint16` type in order to be renderable.
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//
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// Both `frame_width` and `frame_height` must be positive.
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//
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// Both `src_texture_name` and `dst_texture_name` must be positive and
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// reference existing OpenGL textures in the current context. They should also
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// reference different textures as the in-place effect rendering is not yet
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// supported.
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virtual absl::Status RenderEffect(
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const std::vector<FaceGeometry>& multi_face_geometry,
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int frame_width, //
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int frame_height, //
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GLenum src_texture_target, //
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GLuint src_texture_name, //
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GLenum dst_texture_target, //
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GLuint dst_texture_name) = 0;
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};
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// Creates an instance of `EffectRenderer`.
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//
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// `effect_mesh_3d` defines a rigid 3d mesh which is "attached" to the face and
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// is driven by the face pose transformation matrix. If is not present, the
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// runtime face mesh will be used as the effect mesh - this mode is handy for
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// facepaint effects. In both rendering modes, the face mesh is first rendered
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// as an occluder straight into the depth buffer. This step helps to create a
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// more believable effect via hiding invisible elements behind the face surface.
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//
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// `effect_texture` defines the color texture to be rendered on top of the
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// effect mesh. Please be aware about the difference between the CPU texture
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// memory layout and the GPU texture sampler coordinate space. This renderer
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// follows conventions discussed here: https://open.gl/textures
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//
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// Must be called in the same GL context as will be used for rendering.
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//
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// Both `environment` and `effect_mesh_3d` (is present) must be valid (for
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// details, please refer to the proto message definition comments and/or
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// `validation_utils.h/cc`). Additionally, `effect_mesh_3d`s index buffer
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// elements must fit into the `uint16` type in order to be renderable.
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//
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// `effect_texture` must have positive dimensions. Its format must be either
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// `SRGB` or `SRGBA`. Its memory must be aligned for GL usage.
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absl::StatusOr<std::unique_ptr<EffectRenderer>> CreateEffectRenderer(
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const Environment& environment, //
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const absl::optional<Mesh3d>& effect_mesh_3d, //
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ImageFrame&& effect_texture);
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} // namespace mediapipe::face_geometry
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#endif // MEDIAPIPE_MODULES_FACE_GEOMETRY_LIBS_EFFECT_RENDERER_H_
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