Android NDK开发:手势识别

作者: itfitness | 来源:发表于2023-01-14 18:35 被阅读0次

    目录

    效果展示

    相关文章

    OpenGL系列之十六:实现大眼特效

    实现步骤

    1.下载基础代码

    这里使用的代码是以OpenGL系列之十六:实现大眼特效这篇文章为基础的

    2.添加识别库

    这里由于依赖库中使用的CameraX版本与我的有冲突所以我将其剔除了

    implementation ('com.google.mediapipe:solution-core:latest.release'){
            exclude group: 'androidx.camera', module: 'camera-camera2'
            exclude group: 'androidx.camera', module: 'camera-core'
        }
        implementation ('com.google.mediapipe:hands:latest.release'){
            exclude group: 'androidx.camera', module: 'camera-camera2'
            exclude group: 'androidx.camera', module: 'camera-core'
        }
    
    3.修改GLHelper

    我们修改getTextureData方法,返回texture中的Buffer数据,用于后续在render中生成Bitmap

    fun getTextureData(matrix: FloatArray):GLData{
            // camTextureId->fboTexureId
    
            // camTextureId->fboTexureId
            GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0])
            GLES20.glViewport(0, 0, textureWidth, textureHeight)
            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
            GLES20.glUseProgram(progCam2FBO)
            GLES20.glVertexAttribPointer(
                vcCam2FBO,
                2,
                GLES20.GL_FLOAT,
                false,
                4 * 2,
                vertexCoordsBuffer
            )
            textureCoordsBuffer!!.clear()
            textureCoordsBuffer?.put(transformTextureCoordinates(textureCoords, matrix))
            textureCoordsBuffer!!.position(0)
            GLES20.glVertexAttribPointer(
                tcCam2FBO,
                2,
                GLES20.GL_FLOAT,
                false,
                4 * 2,
                textureCoordsBuffer
            )
            GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
            GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, camTextureId[0])
            GLES20.glUniform1i(GLES20.glGetUniformLocation(progCam2FBO, "sTexture"), 0)
            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)
            GLES20.glFlush()
    
            var targetTexureId = fboTexureId[0]
    
            //========================Kotlin代码生成图像数据============================
            val pixelBuffer = ByteBuffer.allocate(textureWidth * textureHeight * 4)
            GLES20.glReadPixels(
                0,
                0,
                textureWidth,
                textureHeight,
                GLES20.GL_RGBA,
                GLES20.GL_UNSIGNED_BYTE,
                pixelBuffer
            )
    
            targetTexureId = drawTexureId[0]
            return GLData(targetTexureId,pixelBuffer)
        }
    
    data class GLData(var textureId:Int,var byteBuffer: ByteBuffer?)
    
    4.进行识别

    我们识别使用的是依赖库中的Hands

    private val hands: Hands
    

    我们需要实例化Hands并且添加识别回调,这里的识别回调中的paintFlag是用于通知OpenGL绘制

    constructor(cameraView: CameraView){
            this.cameraView = cameraView
            glHelper = GLHelper()
            hands = Hands(
                cameraView.context,
                HandsOptions.builder()
                    .setStaticImageMode(true)
                    .setMaxNumHands(2)
                    .setRunOnGpu(true)
                    .build()
            )
            hands.setResultListener { handsResult: HandsResult? ->
                Log.e("结果","${handsResult?.multiHandLandmarks()?.size}")
                if(handsResult?.multiHandLandmarks()?.size!! > 0){
                    hasHand = 1
                    arrayLandMarks = handsResult.multiHandLandmarks()?.get(0)?.landmarkOrBuilderList?.toTypedArray()
                    Log.e("结果","${arrayLandMarks?.size}")
                }
                paintFlag = true
            }
            hands.setErrorListener { message: String, e: RuntimeException? ->
                Log.e(
                    "测试",
                    "MediaPipe Hands error:$message"
                )
            }
            val lifecycleOwner = cameraView.context as LifecycleOwner
            cameraHelper = CameraHelper(lifecycleOwner,this)
        }
    

    我们在onDrawFrame方法中根据texture获取到图像数据并且转成Bitmap传给Hands用于识别,然后添加一个循环用于检测是否已经识别完毕,如果识别完毕了就将识别的数据传给Native层进行绘制

    override fun onDrawFrame(p0: GL10?) {
            startTime = System.currentTimeMillis()
            paintFlag = false
            hasHand = 0
            GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f)
            GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT or GLES30.GL_DEPTH_BUFFER_BIT)
            //更新画面
            surfaceTexture.updateTexImage()
    
            val matrix = FloatArray(16)
            surfaceTexture.getTransformMatrix(matrix)
    
            glData = glHelper.getTextureData(matrix)
    
            var ARGB8888ImageBitmap =
                Bitmap.createBitmap(glHelper.textureWidth, glHelper.textureHeight, Bitmap.Config.ARGB_8888)
            ARGB8888ImageBitmap.copyPixelsFromBuffer(glData?.byteBuffer)
            //为了缩小Bitmap加快识别速度
            val scaleWidth = (glHelper.textureWidth.toFloat() * 0.05f).toInt()
            val scaleHeight = (glHelper.textureHeight.toFloat() * 0.05f).toInt()
            ARGB8888ImageBitmap = Bitmap.createScaledBitmap(ARGB8888ImageBitmap,scaleWidth,scaleHeight,false)
            hands.send(ARGB8888ImageBitmap)
            ARGB8888ImageBitmap.recycle()
            try {
                while (!paintFlag){
                    Thread.sleep(6)
                }
                Log.e("渲染","渲染")
                ndkPaintGL(glData!!.textureId,hasHand,arrayLandMarks)
            }catch (e:Exception){}finally {
                val endTime = System.currentTimeMillis()
                val offTime = endTime - startTime
                val fps = 1000 / offTime
                LogUtils.eTag("FPS",fps)
                requestRender()
            }
        }
    
    5.绘制手势

    识别的手势一共有21个点,每个点有x、y、z三个值,这里我们只需要取x、y即可,另外由于返回的坐标系是0~1之间的,所以需要自己算出真实的位置,整体如下所示

    void* pixelBuffer = NULL;
    extern "C"
    JNIEXPORT void JNICALL
    Java_com_itfitness_openglcheckhand_render_GLRender_ndkPaintGL(JNIEnv *env, jobject thiz,
                                                               jint texture_id,jint hasHand,jobjectArray landmarks) {
        int width = ccRender->textureWidth;
        int height = ccRender->textureHeight;
        if(pixelBuffer == NULL){
            pixelBuffer = malloc(width * height * 4);
        } else{
            memset(pixelBuffer,0,width * height  * 4);
        }
        glReadPixels(
                0,
                0,
                width,
                height,
                GL_RGBA,
                GL_UNSIGNED_BYTE,
                pixelBuffer
        );
    
        cv::Mat imageSrc(height, width, CV_8UC4, pixelBuffer);
    
        cv::cvtColor(imageSrc,imageSrc,cv::COLOR_RGBA2BGR);
    
    
        if(hasHand == 1){
            //定义三角型的点
            CCFloat3 vertexPoints[21];
            for(int i = 0 ; i < 21 ; i++){
                jobject landMark = env->GetObjectArrayElement(landmarks,i);
                jclass landMarkClazz = env->GetObjectClass(landMark);
                jmethodID getXMethod = env->GetMethodID(landMarkClazz,"getX", "()F");
                jmethodID getYMethod = env->GetMethodID(landMarkClazz,"getY", "()F");
                jmethodID getZMethod = env->GetMethodID(landMarkClazz,"getZ", "()F");
                float x = env->CallFloatMethod(landMark,getXMethod);
                float y = env->CallFloatMethod(landMark,getYMethod);
                float z = env->CallFloatMethod(landMark,getZMethod);
                float centerX = x * imageSrc.cols;
                float centerY = y * imageSrc.rows;
                vertexPoints[i].x = centerX;
                vertexPoints[i].y = centerY;
                vertexPoints[i].z = 1.0;
                cv::circle(imageSrc,cv::Point(centerX,centerY),20,cv::Scalar(0,255,0),cv::FILLED);
                LOGE("点%d->%f,%f",i,centerX,centerY);
                LOGE("点%d->%f,%f",i,x,y);
                LOGE("点%d->%d,%d",i,imageSrc.cols,imageSrc.rows);
            }
    
            //cv::line(imageSrc,cv::Point(vertexPoints[0].x,vertexPoints[0].y),cv::Point(vertexPoints[1].x,vertexPoints[1].y),cv::Scalar(0,255,0),3);
    
            cv::putText(imageSrc,"itfitness",
                        cv::Point(vertexPoints[8].x,vertexPoints[8].y),
                        cv::FONT_HERSHEY_SIMPLEX,2,cv::Scalar(0,0,255),5);
        }
    
        cv::cvtColor(imageSrc,imageSrc,cv::COLOR_BGR2RGBA);
        glActiveTexture(texture_id);
        glBindTexture(GL_TEXTURE_2D,texture_id);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageSrc.cols, imageSrc.rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageSrc.data);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        ccRender->paintGL(texture_id);
    }
    

    案例源码

    https://gitee.com/itfitness/opengl-check-hand

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        本文标题:Android NDK开发:手势识别

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