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    _Afra 的博客:Unity Opencv摄像头实时美颜(二)

    作者:[db:作者] 时间:2021-07-31 21:24

    写代码不易,请不要抄袭,谢谢,点个赞再走可好

    ?

    2020/12/11?待更新:

    1.只针对脸部81个点的美颜

    2.眼睛,眉毛和嘴巴等需遮蔽处理

    ?

    上一篇有每个函数的具体应用:

    https://blog.csdn.net/qq_39097425/article/details/110823333

    预览:

    代码:

    #if !(PLATFORM_LUMIN && !UNITY_EDITOR)
    
    using OpenCVForUnity.CoreModule;
    using OpenCVForUnity.FaceModule;
    using OpenCVForUnity.ImgprocModule;
    using OpenCVForUnity.ObjdetectModule;
    using OpenCVForUnity.UnityUtils;
    using OpenCVForUnity.UnityUtils.Helper;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.SceneManagement;
    using UnityEngine.UI;
    using Rect = OpenCVForUnity.CoreModule.Rect;
    
    namespace OpenCVForUnityExample
    {
        /// <summary>
        /// FaceMark Example
        /// An example of detecting facial landmark in a image of WebCamTexture using the face (FaceMark API) module.
        /// The facemark model file can be downloaded here: https://github.com/spmallick/GSOC2017/blob/master/data/lbfmodel.yaml
        /// Please copy to “Assets/StreamingAssets/facemark/” folder.
        /// </summary>
        [RequireComponent(typeof(WebCamTextureToMatHelper))]
        public class WebcamFaceBeauty : MonoBehaviour
        {
            /// <summary>
            /// The gray mat.
            /// </summary>
            private Mat grayMat;
    
            /// <summary>
            /// The texture.
            /// </summary>
            private Texture2D texture;
    
            /// <summary>
            /// The cascade.
            /// </summary>
            private CascadeClassifier cascade;
    
            /// <summary>
            /// The faces.
            /// </summary>
            private MatOfRect faces;
    
            /// <summary>
            /// The webcam texture to mat helper.
            /// </summary>
            private WebCamTextureToMatHelper webCamTextureToMatHelper;
    
            /// <summary>
            /// The facemark.
            /// </summary>
            private Facemark facemark;
    
            /// <summary>
            /// The FPS monitor.
            /// </summary>
            private FpsMonitor fpsMonitor;
    
            /// <summary>
            /// FACEMARK_CASCADE_FILENAME
            /// </summary>
            protected static readonly string FACEMARK_CASCADE_FILENAME = "lbpcascade_frontalface.xml";
    
            /// <summary>
            /// The facemark cascade filepath.
            /// </summary>
            private string facemark_cascade_filepath;
    
            /// <summary>
            /// FACEMARK_CASCADE_FILENAME
            /// </summary>
            protected static readonly string FACEMARK_MODEL_FILENAME = "facemark/lbfmodel.yaml";
    
            /// <summary>
            /// The facemark model filepath.
            /// </summary>
            private string facemark_model_filepath;
    
    #if UNITY_WEBGL && !UNITY_EDITOR
            IEnumerator getFilePath_Coroutine;
    #endif
    
            // Use this for initialization
            private void Start()
            {
                fpsMonitor = GetComponent<FpsMonitor>();
    
                webCamTextureToMatHelper = gameObject.GetComponent<WebCamTextureToMatHelper>();
    
    #if UNITY_WEBGL && !UNITY_EDITOR
                getFilePath_Coroutine = GetFilePath();
                StartCoroutine(getFilePath_Coroutine);
    #else
                facemark_cascade_filepath = Utils.getFilePath(FACEMARK_CASCADE_FILENAME);
                facemark_model_filepath = Utils.getFilePath(FACEMARK_MODEL_FILENAME);
                Run();
    #endif
            }
    
    #if UNITY_WEBGL && !UNITY_EDITOR
            private IEnumerator GetFilePath()
            {
                var getFilePathAsync_0_Coroutine = Utils.getFilePathAsync(FACEMARK_CASCADE_FILENAME, (result) =>
                {
                    facemark_cascade_filepath = result;
                });
                yield return getFilePathAsync_0_Coroutine;
    
                var getFilePathAsync_1_Coroutine = Utils.getFilePathAsync(FACEMARK_MODEL_FILENAME, (result) =>
                {
                    facemark_model_filepath = result;
                });
                yield return getFilePathAsync_1_Coroutine;
    
                getFilePath_Coroutine = null;
    
                Run();
            }
    #endif
    
            public RawImage m_WebcamRaw;
            // Use this for initialization
            private void Run()
            {
                if (string.IsNullOrEmpty(facemark_cascade_filepath) || string.IsNullOrEmpty(facemark_model_filepath))
                {
                    Debug.LogError("model file is not loaded. The facemark model file can be downloaded here: https://github.com/spmallick/GSOC2017/blob/master/data/lbfmodel.yaml\n Please copy to “Assets/StreamingAssets/facemark/” folder. ");
                }
    
                // setup landmarks detector
                facemark = Face.createFacemarkLBF();
                facemark.loadModel(facemark_model_filepath);
    
                // setup face detection
                cascade = new CascadeClassifier(facemark_cascade_filepath);
                if (cascade.empty())
                {
                    Debug.LogError("cascade file is not loaded. Please copy from “OpenCVForUnity/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
                }
    
    
    #if UNITY_ANDROID && !UNITY_EDITOR
                // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2).
                webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true;
    #endif
                webCamTextureToMatHelper.Initialize();
            }
    
            /// <summary>
            /// Raises the webcam texture to mat helper initialized event.
            /// </summary>
            public void OnWebCamTextureToMatHelperInitialized()
            {
                Debug.Log("OnWebCamTextureToMatHelperInitialized");
    
                Mat webCamTextureMat = webCamTextureToMatHelper.GetMat();
    
                texture = new Texture2D(webCamTextureMat.cols(), webCamTextureMat.rows(), TextureFormat.RGBA32, false);
                Utils.fastMatToTexture2D(webCamTextureMat, texture);
    
                //gameObject.GetComponent<Renderer>().material.mainTexture = texture;
                m_WebcamRaw.texture = texture;
    
                gameObject.transform.localScale = new Vector3(webCamTextureMat.cols(), webCamTextureMat.rows(), 1);
                Debug.Log("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);
    
                if (fpsMonitor != null)
                {
                    fpsMonitor.Add("width", webCamTextureMat.width().ToString());
                    fpsMonitor.Add("height", webCamTextureMat.height().ToString());
                    fpsMonitor.Add("orientation", Screen.orientation.ToString());
                }
    
    
                float width = webCamTextureMat.width();
                float height = webCamTextureMat.height();
    
                float widthScale = (float)Screen.width / width;
                float heightScale = (float)Screen.height / height;
                if (widthScale < heightScale)
                {
                    Camera.main.orthographicSize = (width * (float)Screen.height / (float)Screen.width) / 2;
                }
                else
                {
                    Camera.main.orthographicSize = height / 2;
                }
    
                grayMat = new Mat(webCamTextureMat.rows(), webCamTextureMat.cols(), CvType.CV_8UC1);
                faceMat = new Mat(0, 0, CvType.CV_8UC4);
                size = new Size(9, 9);
                faces = new MatOfRect();
                kernel = new Mat(3, 3, CvType.CV_32F, new Scalar(-1));
                kernel.put(0, 0, 0, -1, 0, -1, 5, -1, 0, -1, 0);
            }
    
            /// <summary>
            /// Raises the webcam texture to mat helper disposed event.
            /// </summary>
            public void OnWebCamTextureToMatHelperDisposed()
            {
                Debug.Log("OnWebCamTextureToMatHelperDisposed");
    
                if (grayMat != null)
                    grayMat.Dispose();
    
    
                if (texture != null)
                {
                    Texture2D.Destroy(texture);
                    texture = null;
                }
    
                if (faces != null)
                    faces.Dispose();
            }
    
            /// <summary>
            /// Raises the webcam texture to mat helper error occurred event.
            /// </summary>
            /// <param name="errorCode">Error code.</param>
            public void OnWebCamTextureToMatHelperErrorOccurred(WebCamTextureToMatHelper.ErrorCode errorCode)
            {
                Debug.Log("OnWebCamTextureToMatHelperErrorOccurred " + errorCode);
            }
    
            private Mat bilateralFilterMat;
            private Mat kernel;
            private Mat faceMat; //脸部Mat
            private Size size; // 高斯模糊参数
            // 测试参数
            public RawImage m_TestRaw;
            private Texture2D _TestTexture;
            // Update is called once per frame
            private void Update()
            {
                if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame())
                {
                    Mat rgbaMat = webCamTextureToMatHelper.GetMat();
                    rgbaMat.convertTo(rgbaMat, -1, 1.1f, 30);
    
                    Imgproc.cvtColor(rgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);
                    //equalizeHist 直方图均衡化
                    //函数功能:直方图均衡化,该函数能归一化图像亮度和增强对比度
                    Imgproc.equalizeHist(grayMat, grayMat);
    
                    // detect faces
                    cascade.detectMultiScale(grayMat, faces, 1.1, 2, 2, // TODO: objdetect.CV_HAAR_SCALE_IMAGE
                        new Size(grayMat.cols() * 0.2, grayMat.rows() * 0.2), new Size());
    
                    if (faces.total() > 0)
                    {
                        // fit landmarks for each found face
                        List<MatOfPoint2f> landmarks = new List<MatOfPoint2f>();
                        facemark.fit(grayMat, faces, landmarks);
    
    
                        Rect[] rects = faces.toArray();
                        Rect[] rects1 = faces.toArray();
    
                        if (rects.Length == 1)
                        {
                             适当放大 脸部矩形
                            //if (rects[0].x - 50 >= 0)
                            //    rects[0].x -= 50;
                            //if (rects[0].y - 50 >= 0)
                            //    rects[0].y -= 50;
                            //rects[0].width += 50;
                            //rects[0].height += 50;
    
                            // 处理脸部区域 这是引用 这种创建是一种引用
                            faceMat = new Mat(rgbaMat, rects[0]);
    
                            // 高斯模糊
                            Imgproc.GaussianBlur(faceMat, faceMat, size, 0, 0);
    
                            // 双边滤波
                            Imgproc.cvtColor(faceMat, faceMat, Imgproc.COLOR_RGB2BGR);
                            bilateralFilterMat = new Mat(faceMat.cols(), faceMat.rows(), CvType.CV_8UC3);
                            Imgproc.cvtColor(bilateralFilterMat, bilateralFilterMat, Imgproc.COLOR_RGB2BGR);
                            Imgproc.bilateralFilter(faceMat, bilateralFilterMat, 30, 75, 75);
                            // 这个地方很重要 要把  bgr 转回 rgba
                            Imgproc.cvtColor(bilateralFilterMat, bilateralFilterMat, Imgproc.COLOR_BGR2RGBA);
    
                            //锐化 对图像srcMat和自定义核kernel做卷积,输出到dstMat
                            Imgproc.filter2D(bilateralFilterMat, bilateralFilterMat, bilateralFilterMat.depth(), kernel);
    
                            Mat bgmat = new Mat(rgbaMat, rects[0]);
                            bilateralFilterMat.copyTo(bgmat);
    
                            //_TestTexture = new Texture2D(bilateralFilterMat.cols(), bilateralFilterMat.rows(), TextureFormat.BGRA32, false);
                            //Utils.matToTexture2D(bilateralFilterMat, _TestTexture);
                            //m_TestRaw.texture = _TestTexture;
                            //m_TestRaw.SetNativeSize();
    
                        }
    
                        for (int i = 0; i < rects.Length; i++)
                        {
                            //Debug.Log ("detect faces " + rects [i]);
    
                            Imgproc.rectangle(rgbaMat, new Point(rects[i].x, rects[i].y), new Point(rects[i].x + rects[i].width, rects[i].y + rects[i].height), new Scalar(255, 0, 0, 255), 2);
                        }
    
                         draw them
                        //for (int i = 0; i < landmarks.Count; i++)
                        //{
                        //    MatOfPoint2f lm = landmarks[i];
                        //    float[] lm_float = new float[lm.total() * lm.channels()];
                        //    MatUtils.copyFromMat<float>(lm, lm_float);
    
                        //    DrawFaceLandmark(rgbaMat, ConvertArrayToPointList(lm_float), new Scalar(0, 255, 0, 255), 2);
    
                        //    //for (int j = 0; j < lm_float.Length; j = j + 2)
                        //    //{
                        //    //    Point p = new Point(lm_float[j], lm_float[j + 1]);
                        //    //    Imgproc.circle(rgbaMat, p, 2, new Scalar(255, 0, 0, 255), 1);
                        //    //}
                        //}
                    }
    
                    Utils.fastMatToTexture2D(rgbaMat, texture);
                }
            }
    
            private bool cvAdd4cMat_q(Mat dst, Mat scr, double scale)
            {
                if (dst.channels() != 3 || scr.channels() != 4)
                {
                    return true;
                }
                if (scale < 0.01)
                    return false;
                List<Mat> scr_channels = new List<Mat>();
                List<Mat> dstt_channels = new List<Mat>();
                Core.split(scr, scr_channels);
                Core.split(dst, dstt_channels);
                //            CV_Assert(scr_channels.size() == 4 && dstt_channels.size() == 3);
    
                if (scale < 1)
                {
                    scr_channels[3] *= scale;
                    scale = 1;
                }
                for (int i = 0; i < 3; i++)
                {
                    dstt_channels[i] = dstt_channels[i].mul(new Mat(scr_channels[3].size(), CvType.CV_8UC1, new Scalar(255.0 / scale)) - scr_channels[3], scale / 255.0);
    
                    dstt_channels[i] += scr_channels[i].mul(scr_channels[3], scale / 255.0);
                }
                Core.merge(dstt_channels, dst);
                return true;
            }
    
    
    
            private void DrawFaceLandmark(Mat imgMat, List<Point> points, Scalar color, int thickness, bool drawIndexNumbers = false)
            {
                if (points.Count == 5)
                {
    
                    Imgproc.line(imgMat, points[0], points[1], color, thickness);
                    Imgproc.line(imgMat, points[1], points[4], color, thickness);
                    Imgproc.line(imgMat, points[4], points[3], color, thickness);
                    Imgproc.line(imgMat, points[3], points[2], color, thickness);
    
                }
                else if (points.Count == 68)
                {
    
                    for (int i = 1; i <= 16; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
    
                    for (int i = 28; i <= 30; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
    
                    for (int i = 18; i <= 21; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
                    for (int i = 23; i <= 26; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
                    for (int i = 31; i <= 35; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
                    Imgproc.line(imgMat, points[30], points[35], color, thickness);
    
                    for (int i = 37; i <= 41; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
                    Imgproc.line(imgMat, points[36], points[41], color, thickness);
    
                    for (int i = 43; i <= 47; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
                    Imgproc.line(imgMat, points[42], points[47], color, thickness);
    
                    for (int i = 49; i <= 59; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
                    Imgproc.line(imgMat, points[48], points[59], color, thickness);
    
                    for (int i = 61; i <= 67; ++i)
                        Imgproc.line(imgMat, points[i], points[i - 1], color, thickness);
                    Imgproc.line(imgMat, points[60], points[67], color, thickness);
                }
                else
                {
                    for (int i = 0; i < points.Count; i++)
                    {
                        Imgproc.circle(imgMat, points[i], 2, color, -1);
                    }
                }
    
                // Draw the index number of facelandmark points.
                if (drawIndexNumbers)
                {
                    for (int i = 0; i < points.Count; ++i)
                        Imgproc.putText(imgMat, i.ToString(), points[i], Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255, 255), 1, Imgproc.LINE_AA, false);
                }
            }
    
            private List<Point> ConvertArrayToPointList(float[] arr, List<Point> pts = null)
            {
                if (pts == null)
                {
                    pts = new List<Point>();
                }
    
                if (pts.Count != arr.Length / 2)
                {
                    pts.Clear();
                    for (int i = 0; i < arr.Length / 2; i++)
                    {
                        pts.Add(new Point());
                    }
                }
    
                for (int i = 0; i < pts.Count; ++i)
                {
                    pts[i].x = arr[i * 2];
                    pts[i].y = arr[i * 2 + 1];
                }
    
                return pts;
            }
    
            /// <summary>
            /// Raises the destroy event.
            /// </summary>
            private void OnDestroy()
            {
                webCamTextureToMatHelper.Dispose();
    
                if (cascade != null)
                    cascade.Dispose();
    
                if (facemark != null)
                    facemark.Dispose();
    
    #if UNITY_WEBGL && !UNITY_EDITOR
                if (getFilePath_Coroutine != null)
                {
                    StopCoroutine(getFilePath_Coroutine);
                    ((IDisposable)getFilePath_Coroutine).Dispose();
                }
    #endif
            }
    
            /// <summary>
            /// Raises the back button click event.
            /// </summary>
            public void OnBackButtonClick()
            {
                SceneManager.LoadScene("OpenCVForUnityExample");
            }
    
            /// <summary>
            /// Raises the play button click event.
            /// </summary>
            public void OnPlayButtonClick()
            {
                webCamTextureToMatHelper.Play();
            }
    
            /// <summary>
            /// Raises the pause button click event.
            /// </summary>
            public void OnPauseButtonClick()
            {
                webCamTextureToMatHelper.Pause();
            }
    
            /// <summary>
            /// Raises the stop button click event.
            /// </summary>
            public void OnStopButtonClick()
            {
                webCamTextureToMatHelper.Stop();
            }
    
            /// <summary>
            /// Raises the change camera button click event.
            /// </summary>
            public void OnChangeCameraButtonClick()
            {
                webCamTextureToMatHelper.requestedIsFrontFacing = !webCamTextureToMatHelper.IsFrontFacing();
            }
        }
    }
    
    #endif
    

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