-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathFace.txt
More file actions
388 lines (300 loc) · 11.1 KB
/
Copy pathFace.txt
File metadata and controls
388 lines (300 loc) · 11.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
1. src/webgl/shader-programs/faceMaskVertexShader.ts
import { glsl } from '../utils';
export const faceMaskVertexShader = glsl`#version 300 es
in vec2 position;
in vec2 attrUV;
out vec2 vUV;
void main() {
vUV = attrUV;
gl_Position = vec4(position, 0.0, 1.0);
}
`;
2. src/webgl/shader-programs/faceMaskFragmentShader.ts
import { glsl } from '../utils';
export const faceMaskFragmentShader = glsl`#version 300 es
precision mediump float;
in vec2 vUV;
uniform sampler2D u_frame;
out vec4 fragColor;
void main() {
// just output the video
fragColor = texture(u_frame, vUV);
}
`;
3. src/webgl/shader-programs/faceOverlayVertexShader.ts
import { glsl } from '../utils';
export const overlayVertexShader = glsl`#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
4. src/webgl/shader-programs/faceOverlayFragmentShader.ts
import { glsl } from '../utils';
export const overlayFragmentShader = glsl`#version 300 es
precision mediump float;
// Hard-coded purple mask at 40% opacity
out vec4 fragColor;
void main() {
fragColor = vec4(0.6, 0.0, 0.8, 0.4);
}
`;
---
5. src/webgl/setupWebGLFaceMask.ts
import {
createProgram,
createShader,
createVertexBuffer,
initTexture,
} from './utils';
import { faceMaskVertexShader } from './shader-programs/faceMaskVertexShader';
import { faceMaskFragmentShader } from './shader-programs/faceMaskFragmentShader';
import { overlayVertexShader } from './shader-programs/faceOverlayVertexShader';
import { overlayFragmentShader } from './shader-programs/faceOverlayFragmentShader';
export function setupWebGLFaceMask(canvas: OffscreenCanvas) {
const gl = canvas.getContext('webgl2')!;
if (!gl) throw new Error('WebGL2 required');
// ----- compile programs -----
const vsFrame = createShader(gl, gl.VERTEX_SHADER, faceMaskVertexShader);
const fsFrame = createShader(gl, gl.FRAGMENT_SHADER, faceMaskFragmentShader);
const progFrame= createProgram(gl, vsFrame, fsFrame);
const vsOvl = createShader(gl, gl.VERTEX_SHADER, overlayVertexShader);
const fsOvl = createShader(gl, gl.FRAGMENT_SHADER, overlayFragmentShader);
const progOvl = createProgram(gl, vsOvl, fsOvl);
// ----- fullscreen quad (two triangles) -----
// positions in clip space + UVs
const quadData = new Float32Array([
// position UV
-1, -1, 0, 0,
1, -1, 1, 0,
1, 1, 1, 1,
-1, -1, 0, 0,
1, 1, 1, 1,
-1, 1, 0, 1,
]);
const quadVBO = createVertexBuffer(gl);
gl.bindBuffer(gl.ARRAY_BUFFER, quadVBO);
gl.bufferData(gl.ARRAY_BUFFER, quadData, gl.STATIC_DRAW);
// attribute offsets
const posLocFrame = gl.getAttribLocation(progFrame, 'position');
const uvLocFrame = gl.getAttribLocation(progFrame, 'attrUV');
// overlay uses only position
const posLocOvl = gl.getAttribLocation(progOvl, 'position');
// video texture
const frameTex = initTexture(gl, 0);
// dynamic VBO for the face polygon
const faceVBO = gl.createBuffer()!;
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
function updateFaceVertices(coords: Float32Array) {
// coords: [x0,y0, x1,y1, …] in clip space
gl.bindBuffer(gl.ARRAY_BUFFER, faceVBO);
gl.bufferData(gl.ARRAY_BUFFER, coords, gl.DYNAMIC_DRAW);
}
function renderFrame(frame: VideoFrame) {
const w = frame.displayWidth, h = frame.displayHeight;
gl.viewport(0, 0, w, h);
// upload video frame
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, frameTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,
gl.UNSIGNED_BYTE, frame);
// draw the video fullscreen
gl.useProgram(progFrame);
gl.bindBuffer(gl.ARRAY_BUFFER, quadVBO);
gl.enableVertexAttribArray(posLocFrame);
gl.vertexAttribPointer(posLocFrame, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(uvLocFrame);
gl.vertexAttribPointer(uvLocFrame, 2, gl.FLOAT, false, 16, 8);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
function renderOverlay(vertexCount: number) {
gl.useProgram(progOvl);
gl.bindBuffer(gl.ARRAY_BUFFER, faceVBO);
gl.enableVertexAttribArray(posLocOvl);
gl.vertexAttribPointer(posLocOvl, 2, gl.FLOAT, false, 8, 0);
gl.drawArrays(gl.TRIANGLE_FAN, 0, vertexCount);
}
function cleanup() {
gl.deleteProgram(progFrame);
gl.deleteProgram(progOvl);
gl.deleteBuffer(quadVBO);
gl.deleteBuffer(faceVBO);
gl.deleteTexture(frameTex);
}
return { renderFrame, updateFaceVertices, renderOverlay, cleanup };
}
---
6. src/transformers/FaceMaskProcessor.ts
import * as vision from '@mediapipe/tasks-vision';
import { dependencies } from '../../package.json';
import VideoTransformer from './VideoTransformer';
import { VideoTransformerInitOptions } from './types';
import { setupWebGLFaceMask } from '../webgl/setupWebGLFaceMask';
export default class FaceMaskProcessor extends VideoTransformer<{}> {
private faceLandmarker?: vision.FaceLandmarker;
private glPipeline?: ReturnType<typeof setupWebGLFaceMask>;
async init({ outputCanvas, inputElement }: VideoTransformerInitOptions) {
if (!(inputElement instanceof HTMLVideoElement)) {
throw new TypeError('Expected HTMLVideoElement');
}
// 1) create FaceLandmarker
const fs = await vision.FilesetResolver.forVisionTasks(
`https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@${dependencies['@mediapipe/tasks-vision']}/wasm`
);
this.faceLandmarker = await vision.FaceLandmarker.createFromOptions(fs, {
baseOptions: {
modelAssetPath:
'https://storage.googleapis.com/mediapipe-models/face_landmarker/face_landmarker/float16/1/face_landmarker.task',
delegate: 'GPU',
},
runningMode: 'VIDEO',
outputFaceBlendshapes: false,
outputFaceLandmarks: true,
numFaces: 1,
});
// 2) set up WebGL pipeline
this.transformer = new TransformStream({ transform: (f,c)=>this.transform(f,c) });
this.canvas = outputCanvas!;
this.glPipeline = setupWebGLFaceMask(this.canvas);
this.inputVideo = inputElement;
this.isDisabled = false;
}
async transform(frame: VideoFrame, controller: TransformStreamDefaultController<VideoFrame>) {
if (!this.glPipeline || !this.faceLandmarker) {
controller.enqueue(frame);
return;
}
this.canvas!.width = frame.displayWidth;
this.canvas!.height = frame.displayHeight;
// 3) run face detection on this video frame
const now = performance.now();
const result = this.faceLandmarker.detectForVideo(this.inputVideo!, now);
// 4) convert landmarks to clip-space XY pairs
if (result.faceLandmarks?.length) {
const lm = result.faceLandmarks[0]; // single face
const coords = new Float32Array(lm.length * 2);
for (let i = 0; i < lm.length; i++) {
// lm[i].x/y are normalized [0,1], origin top-left
const x = lm[i].x * 2 - 1;
const y = 1 - 2 * lm[i].y;
coords[2*i ] = x;
coords[2*i+1] = y;
}
this.glPipeline.updateFaceVertices(coords);
}
// 5) draw video + overlay polygon
this.glPipeline.renderFrame(frame);
if (result.faceLandmarks?.length) {
this.glPipeline.renderOverlay(result.faceLandmarks[0].length);
}
// 6) output new frame
const out = new VideoFrame(this.canvas!, { timestamp: frame.timestamp });
controller.enqueue(out);
frame.close();
}
async destroy() {
await super.destroy();
this.faceLandmarker?.close();
this.glPipeline?.cleanup();
}
}
import { FaceLandmarker } from '@mediapipe/tasks-vision';
// …
async transform(frame: VideoFrame, controller: TransformStreamDefaultController<VideoFrame>) {
if (!this.glPipeline || !this.faceLandmarker) {
controller.enqueue(frame);
return;
}
// 1) Resize your offscreen
this.canvas!.width = frame.displayWidth;
this.canvas!.height = frame.displayHeight;
// 2) Run MediaPipe
const nowMs = performance.now();
const results = this.faceLandmarker.detectForVideo(this.inputVideo!, nowMs);
// 3) If we got a face, build a fan of the face‐oval
const ovalIdx = FaceLandmarker.FACE_LANDMARKS_FACE_OVAL;
if (results.faceLandmarks?.length) {
const lm = results.faceLandmarks[0];
// compute polygon center (average of oval points)
let cx = 0, cy = 0;
for (const i of ovalIdx) {
cx += lm[i].x;
cy += lm[i].y;
}
cx /= ovalIdx.length;
cy /= ovalIdx.length;
// build [ center, pt0, pt1, …, ptN−1, pt0 ] in clip-space
const verts = new Float32Array((ovalIdx.length + 2) * 2);
// center
verts[0] = cx * 2 - 1;
verts[1] = 1 - 2 * cy;
// boundary
for (let j = 0; j < ovalIdx.length; j++) {
const p = lm[ ovalIdx[j] ];
verts[2 * (j + 1) ] = p.x * 2 - 1;
verts[2 * (j + 1) + 1] = 1 - 2 * p.y;
}
// close loop by repeating pt0
verts[2*(ovalIdx.length+1) ] = verts[2*1 ];
verts[2*(ovalIdx.length+1) + 1] = verts[2*1 + 1];
// upload to GL and draw fan
this.glPipeline.updateFaceVertices(verts);
this.glPipeline.renderOverlay(ovalIdx.length + 2);
}
// 4) Draw the video itself
this.glPipeline.renderFrame(frame);
// 5) Emit new VideoFrame
const out = new VideoFrame(this.canvas!, { timestamp: frame.timestamp });
controller.enqueue(out);
frame.close();
}
const FACE_OVAL_INDICES = [
10, 338, 297, 332, 284, 251, 389, 356,
454, 323, 361, 288, 397, 365, 379, 378,
400, 377, 152, 148, 176, 149, 150, 136,
172, 58, 132, 93, 234, 127, 162, 21,
54, 103, 67, 109
];
------
function renderLandmarks(landmarkSets: Array<Array<{ x: number; y: number }>>) {
if (landmarkSets.length === 0) return;
gl.useProgram(landmarkProgram);
gl.bindTexture(gl.TEXTURE_2D, null);
const facesDetected = landmarkSets.length; // <--- Add here
for (const landmarks of landmarkSets) {
const data = new Float32Array(landmarks.length * 2);
landmarks.forEach((pt, i) => {
data[i * 2 + 0] = pt.x;
data[i * 2 + 1] = pt.y;
});
gl.bindBuffer(gl.ARRAY_BUFFER, landmarkVBO);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(uvLoc);
gl.vertexAttribPointer(uvLoc, 2, gl.FLOAT, false, 0, 0);
connectorInfo.forEach(({ ebo, count, color }) => {
gl.uniform4fv(colorLoc, color);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo);
gl.drawElements(gl.LINES, count, gl.UNSIGNED_SHORT, 0);
});
gl.uniform4fv(colorLoc, [1, 1, 1, 1]);
gl.drawArrays(gl.POINTS, 0, landmarks.length);
}
// ✅ After all faces drawn, overlay alert if needed
if (facesDetected > 2) {
const overlayVertices = new Float32Array([
-1.0, 0.9, // left-top
-1.0, 1.0, // left-very-top
1.0, 0.9, // right-top
1.0, 1.0 // right-very-top
]);
const overlayBuffer = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, overlayBuffer);
gl.bufferData(gl.ARRAY_BUFFER, overlayVertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(uvLoc);
gl.vertexAttribPointer(uvLoc, 2, gl.FLOAT, false, 0, 0);
gl.uniform4fv(colorLoc, [1.0, 0.0, 0.0, 0.7]); // semi-transparent red
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.deleteBuffer(overlayBuffer);
}
}