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