├── .gitignore ├── LICENSE ├── README.md ├── app ├── build.gradle ├── proguard-rules.pro └── src │ ├── androidTest │ └── java │ │ └── com │ │ └── stoleg │ │ └── facemask │ │ └── ExampleInstrumentedTest.java │ ├── main │ ├── AndroidManifest.xml │ ├── assets │ │ ├── models.zip │ │ └── shaders │ │ │ ├── fss3d.glsl │ │ │ ├── fss_2d_simple.glsl │ │ │ ├── fss_n21_to_rgba.glsl │ │ │ ├── fss_no_face.glsl │ │ │ ├── fss_particle.glsl │ │ │ ├── fss_solid.glsl │ │ │ ├── vss3d.glsl │ │ │ └── vss_2d.glsl │ ├── java │ │ └── com │ │ │ └── stoleg │ │ │ └── facemask │ │ │ ├── MainActivity.java │ │ │ └── ShaderEffectMask.java │ └── res │ │ ├── drawable-v24 │ │ └── ic_launcher_foreground.xml │ │ ├── drawable │ │ └── ic_launcher_background.xml │ │ ├── layout │ │ └── fast_view.xml │ │ ├── mipmap-anydpi-v26 │ │ ├── ic_launcher.xml │ │ └── ic_launcher_round.xml │ │ ├── mipmap-hdpi │ │ ├── ic_launcher.png │ │ └── ic_launcher_round.png │ │ ├── mipmap-mdpi │ │ ├── ic_launcher.png │ │ └── ic_launcher_round.png │ │ ├── mipmap-xhdpi │ │ ├── ic_launcher.png │ │ └── ic_launcher_round.png │ │ ├── mipmap-xxhdpi │ │ ├── ic_launcher.png │ │ └── ic_launcher_round.png │ │ ├── mipmap-xxxhdpi │ │ ├── ic_launcher.png │ │ └── ic_launcher_round.png │ │ ├── raw │ │ └── simple_mask.png │ │ ├── values-night │ │ └── themes.xml │ │ └── values │ │ ├── colors.xml │ │ ├── strings.xml │ │ └── themes.xml │ └── test │ └── java │ └── com │ └── stoleg │ └── facemask │ └── ExampleUnitTest.java ├── build.gradle ├── gradle.properties ├── gradle └── wrapper │ ├── gradle-wrapper.jar │ └── gradle-wrapper.properties ├── gradlew ├── gradlew.bat └── settings.gradle /.gitignore: -------------------------------------------------------------------------------- 1 | /.idea/**.* 2 | *.iml 3 | .gradle 4 | /local.properties 5 | /.idea/caches 6 | /.idea/libraries 7 | /.idea/modules.xml 8 | /.idea/workspace.xml 9 | /.idea/navEditor.xml 10 | /.idea/assetWizardSettings.xml 11 | .DS_Store 12 | /build 13 | /captures 14 | .externalNativeBuild 15 | .cxx 16 | local.properties 17 | /app/src/main/assets/sp68.dat -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. Definitions. 8 | 9 | "License" shall mean the terms and conditions for use, reproduction, 10 | and distribution as defined by Sections 1 through 9 of this document. 11 | 12 | "Licensor" shall mean the copyright owner or entity authorized by 13 | the copyright owner that is granting the License. 14 | 15 | "Legal Entity" shall mean the union of the acting entity and all 16 | other entities that control, are controlled by, or are under common 17 | control with that entity. For the purposes of this definition, 18 | "control" means (i) the power, direct or indirect, to cause the 19 | direction or management of such entity, whether by contract or 20 | otherwise, or (ii) ownership of fifty percent (50%) or more of the 21 | outstanding shares, or (iii) beneficial ownership of such entity. 22 | 23 | "You" (or "Your") shall mean an individual or Legal Entity 24 | exercising permissions granted by this License. 25 | 26 | "Source" form shall mean the preferred form for making modifications, 27 | including but not limited to software source code, documentation 28 | source, and configuration files. 29 | 30 | "Object" form shall mean any form resulting from mechanical 31 | transformation or translation of a Source form, including but 32 | not limited to compiled object code, generated documentation, 33 | and conversions to other media types. 34 | 35 | "Work" shall mean the work of authorship, whether in Source or 36 | Object form, made available under the License, as indicated by a 37 | copyright notice that is included in or attached to the work 38 | (an example is provided in the Appendix below). 39 | 40 | "Derivative Works" shall mean any work, whether in Source or Object 41 | form, that is based on (or derived from) the Work and for which the 42 | editorial revisions, annotations, elaborations, or other modifications 43 | represent, as a whole, an original work of authorship. For the purposes 44 | of this License, Derivative Works shall not include works that remain 45 | separable from, or merely link (or bind by name) to the interfaces of, 46 | the Work and Derivative Works thereof. 47 | 48 | "Contribution" shall mean any work of authorship, including 49 | the original version of the Work and any modifications or additions 50 | to that Work or Derivative Works thereof, that is intentionally 51 | submitted to Licensor for inclusion in the Work by the copyright owner 52 | or by an individual or Legal Entity authorized to submit on behalf of 53 | the copyright owner. For the purposes of this definition, "submitted" 54 | means any form of electronic, verbal, or written communication sent 55 | to the Licensor or its representatives, including but not limited to 56 | communication on electronic mailing lists, source code control systems, 57 | and issue tracking systems that are managed by, or on behalf of, the 58 | Licensor for the purpose of discussing and improving the Work, but 59 | excluding communication that is conspicuously marked or otherwise 60 | designated in writing by the copyright owner as "Not a Contribution." 61 | 62 | "Contributor" shall mean Licensor and any individual or Legal Entity 63 | on behalf of whom a Contribution has been received by Licensor and 64 | subsequently incorporated within the Work. 65 | 66 | 2. Grant of Copyright License. Subject to the terms and conditions of 67 | this License, each Contributor hereby grants to You a perpetual, 68 | worldwide, non-exclusive, no-charge, royalty-free, irrevocable 69 | copyright license to reproduce, prepare Derivative Works of, 70 | publicly display, publicly perform, sublicense, and distribute the 71 | Work and such Derivative Works in Source or Object form. 72 | 73 | 3. Grant of Patent License. Subject to the terms and conditions of 74 | this License, each Contributor hereby grants to You a perpetual, 75 | worldwide, non-exclusive, no-charge, royalty-free, irrevocable 76 | (except as stated in this section) patent license to make, have made, 77 | use, offer to sell, sell, import, and otherwise transfer the Work, 78 | where such license applies only to those patent claims licensable 79 | by such Contributor that are necessarily infringed by their 80 | Contribution(s) alone or by combination of their Contribution(s) 81 | with the Work to which such Contribution(s) was submitted. If You 82 | institute patent litigation against any entity (including a 83 | cross-claim or counterclaim in a lawsuit) alleging that the Work 84 | or a Contribution incorporated within the Work constitutes direct 85 | or contributory patent infringement, then any patent licenses 86 | granted to You under this License for that Work shall terminate 87 | as of the date such litigation is filed. 88 | 89 | 4. Redistribution. You may reproduce and distribute copies of the 90 | Work or Derivative Works thereof in any medium, with or without 91 | modifications, and in Source or Object form, provided that You 92 | meet the following conditions: 93 | 94 | (a) You must give any other recipients of the Work or 95 | Derivative Works a copy of this License; and 96 | 97 | (b) You must cause any modified files to carry prominent notices 98 | stating that You changed the files; and 99 | 100 | (c) You must retain, in the Source form of any Derivative Works 101 | that You distribute, all copyright, patent, trademark, and 102 | attribution notices from the Source form of the Work, 103 | excluding those notices that do not pertain to any part of 104 | the Derivative Works; and 105 | 106 | (d) If the Work includes a "NOTICE" text file as part of its 107 | distribution, then any Derivative Works that You distribute must 108 | include a readable copy of the attribution notices contained 109 | within such NOTICE file, excluding those notices that do not 110 | pertain to any part of the Derivative Works, in at least one 111 | of the following places: within a NOTICE text file distributed 112 | as part of the Derivative Works; within the Source form or 113 | documentation, if provided along with the Derivative Works; or, 114 | within a display generated by the Derivative Works, if and 115 | wherever such third-party notices normally appear. The contents 116 | of the NOTICE file are for informational purposes only and 117 | do not modify the License. You may add Your own attribution 118 | notices within Derivative Works that You distribute, alongside 119 | or as an addendum to the NOTICE text from the Work, provided 120 | that such additional attribution notices cannot be construed 121 | as modifying the License. 122 | 123 | You may add Your own copyright statement to Your modifications and 124 | may provide additional or different license terms and conditions 125 | for use, reproduction, or distribution of Your modifications, or 126 | for any such Derivative Works as a whole, provided Your use, 127 | reproduction, and distribution of the Work otherwise complies with 128 | the conditions stated in this License. 129 | 130 | 5. Submission of Contributions. Unless You explicitly state otherwise, 131 | any Contribution intentionally submitted for inclusion in the Work 132 | by You to the Licensor shall be under the terms and conditions of 133 | this License, without any additional terms or conditions. 134 | Notwithstanding the above, nothing herein shall supersede or modify 135 | the terms of any separate license agreement you may have executed 136 | with Licensor regarding such Contributions. 137 | 138 | 6. Trademarks. This License does not grant permission to use the trade 139 | names, trademarks, service marks, or product names of the Licensor, 140 | except as required for reasonable and customary use in describing the 141 | origin of the Work and reproducing the content of the NOTICE file. 142 | 143 | 7. Disclaimer of Warranty. Unless required by applicable law or 144 | agreed to in writing, Licensor provides the Work (and each 145 | Contributor provides its Contributions) on an "AS IS" BASIS, 146 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or 147 | implied, including, without limitation, any warranties or conditions 148 | of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A 149 | PARTICULAR PURPOSE. You are solely responsible for determining the 150 | appropriateness of using or redistributing the Work and assume any 151 | risks associated with Your exercise of permissions under this License. 152 | 153 | 8. Limitation of Liability. In no event and under no legal theory, 154 | whether in tort (including negligence), contract, or otherwise, 155 | unless required by applicable law (such as deliberate and grossly 156 | negligent acts) or agreed to in writing, shall any Contributor be 157 | liable to You for damages, including any direct, indirect, special, 158 | incidental, or consequential damages of any character arising as a 159 | result of this License or out of the use or inability to use the 160 | Work (including but not limited to damages for loss of goodwill, 161 | work stoppage, computer failure or malfunction, or any and all 162 | other commercial damages or losses), even if such Contributor 163 | has been advised of the possibility of such damages. 164 | 165 | 9. Accepting Warranty or Additional Liability. While redistributing 166 | the Work or Derivative Works thereof, You may choose to offer, 167 | and charge a fee for, acceptance of support, warranty, indemnity, 168 | or other liability obligations and/or rights consistent with this 169 | License. However, in accepting such obligations, You may act only 170 | on Your own behalf and on Your sole responsibility, not on behalf 171 | of any other Contributor, and only if You agree to indemnify, 172 | defend, and hold each Contributor harmless for any liability 173 | incurred by, or claims asserted against, such Contributor by reason 174 | of your accepting any such warranty or additional liability. 175 | 176 | END OF TERMS AND CONDITIONS 177 | 178 | APPENDIX: How to apply the Apache License to your work. 179 | 180 | To apply the Apache License to your work, attach the following 181 | boilerplate notice, with the fields enclosed by brackets "[]" 182 | replaced with your own identifying information. (Don't include 183 | the brackets!) The text should be enclosed in the appropriate 184 | comment syntax for the file format. We also recommend that a 185 | file or class name and description of purpose be included on the 186 | same "printed page" as the copyright notice for easier 187 | identification within third-party archives. 188 | 189 | Copyright [yyyy] [name of copyright owner] 190 | 191 | Licensed under the Apache License, Version 2.0 (the "License"); 192 | you may not use this file except in compliance with the License. 193 | You may obtain a copy of the License at 194 | 195 | http://www.apache.org/licenses/LICENSE-2.0 196 | 197 | Unless required by applicable law or agreed to in writing, software 198 | distributed under the License is distributed on an "AS IS" BASIS, 199 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 200 | See the License for the specific language governing permissions and 201 | limitations under the License. 202 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Face Mask example 2 | 3 | ## What is it? 4 | 5 | It's android example of Android application with Augmented Reality effects on face. 6 | 7 | IMAGE ALT TEXT HERE 8 | 9 | Unsigned APK file could be downloaded here: https://drive.google.com/file/d/1pRe2OyKeeM5-DZbs3Xz9TyZ9xORk-JIO/view?usp=sharing . Please add permission to camera. 10 | 11 | This application uses [VrFace](https://github.com/oleg-sta/VrFace) library on Android. 12 | This project shows you how easily VrFace library could be used. 13 | 14 | ## How to build? 15 | 16 | Fork and clone this project. 17 | 18 | Download model file from http://dlib.net/files/shape_predictor_68_face_landmarks.dat.bz2. 19 | Unzip it, like this: 20 | `bzip2 -d shape_predictor_68_face_landmarks.dat.bz2`. 21 | As a result you should have file: 22 | `shape_predictor_68_face_landmarks.dat`, 23 | rename it to: 24 | `sp68.dat`, and put under the directory `app/src/main/assets/`. 25 | File size is about 70 Mbytes, that's why I don't want to put it under source control. 26 | 27 | **Note.** Loading model `sp68.dat` is very heavy task, it can take several seconds or dozen seconds to be uploaded. 28 | You could try to retrain model and decrease size and therefore size of the application and initialization time. 29 | 30 | Create `local.properties` in project root directory. Add two properties into file: 31 | ``` 32 | GITHUB_USER=YOU_GITHUB_USER_NAME 33 | GITHUB_TOKEN=YOUR_GITHUB_TOKEN 34 | ``` 35 | put your `github` username instead of `YOU_GITHUB_USER_NAME`, to get `YOUR_GITHUB_TOKEN` open https://github.com/settings/tokens. Generate new token with `read:packages` permission. 36 | To read more about credentials please read [here](https://docs.github.com/en/packages/working-with-a-github-packages-registry/working-with-the-apache-maven-registry#authenticating-to-github-packages) 37 | 38 | Build project and install onto your phone. Add permission to Camera manually in your settings. 39 | 40 | ## How it works? 41 | 42 | It uses my library [VrFace](https://github.com/oleg-sta/VrFace). 43 | This library makes all the work, please read description for more details. 44 | As it written in the library's description we need to implement only: 45 | * [layout](app/src/main/res/layout/fast_view.xml) with `com.stoleg.vrface.camera.FastCameraView` for camera and `GLSurfaceView` for providing result 46 | * [MainActivity](app/src/main/java/com/stoleg/facemask/MainActivity.java) initialize GLSurfaceView, initialize native library, add model for 3d face and model for points on the face 47 | * [ShaderEffectMask](app/src/main/java/com/stoleg/facemask/ShaderEffectMask.java) implements shaders effects with [shaders](app/src/main/assets/shaders) 48 | 49 | You could just fork it or clone it and add your own effects. 50 | 51 | ## Questions? 52 | 53 | Just write me. Will glad to hear if it's useful. -------------------------------------------------------------------------------- /app/build.gradle: -------------------------------------------------------------------------------- 1 | plugins { 2 | id 'com.android.application' 3 | } 4 | 5 | android { 6 | compileSdkVersion 30 7 | buildToolsVersion "30.0.3" 8 | 9 | defaultConfig { 10 | applicationId "com.stoleg.facemask" 11 | minSdkVersion 16 12 | targetSdkVersion 30 13 | ndkVersion '22.0.7026061' 14 | versionCode 1 15 | versionName "1.0" 16 | 17 | testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner" 18 | } 19 | 20 | buildTypes { 21 | release { 22 | minifyEnabled false 23 | proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro' 24 | } 25 | } 26 | compileOptions { 27 | sourceCompatibility JavaVersion.VERSION_1_8 28 | targetCompatibility JavaVersion.VERSION_1_8 29 | } 30 | } 31 | 32 | dependencies { 33 | 34 | implementation 'androidx.appcompat:appcompat:1.2.0' 35 | implementation 'com.google.android.material:material:1.2.1' 36 | implementation 'androidx.constraintlayout:constraintlayout:2.0.4' 37 | testImplementation 'junit:junit:4.+' 38 | androidTestImplementation 'androidx.test.ext:junit:1.1.2' 39 | androidTestImplementation 'androidx.test.espresso:espresso-core:3.3.0' 40 | 41 | implementation 'com.stoleg:vrface:1.1.3' 42 | } -------------------------------------------------------------------------------- /app/proguard-rules.pro: -------------------------------------------------------------------------------- 1 | # Add project specific ProGuard rules here. 2 | # You can control the set of applied configuration files using the 3 | # proguardFiles setting in build.gradle. 4 | # 5 | # For more details, see 6 | # http://developer.android.com/guide/developing/tools/proguard.html 7 | 8 | # If your project uses WebView with JS, uncomment the following 9 | # and specify the fully qualified class name to the JavaScript interface 10 | # class: 11 | #-keepclassmembers class fqcn.of.javascript.interface.for.webview { 12 | # public *; 13 | #} 14 | 15 | # Uncomment this to preserve the line number information for 16 | # debugging stack traces. 17 | #-keepattributes SourceFile,LineNumberTable 18 | 19 | # If you keep the line number information, uncomment this to 20 | # hide the original source file name. 21 | #-renamesourcefileattribute SourceFile -------------------------------------------------------------------------------- /app/src/androidTest/java/com/stoleg/facemask/ExampleInstrumentedTest.java: -------------------------------------------------------------------------------- 1 | package com.stoleg.facemask; 2 | 3 | import android.content.Context; 4 | 5 | import androidx.test.platform.app.InstrumentationRegistry; 6 | import androidx.test.ext.junit.runners.AndroidJUnit4; 7 | 8 | import org.junit.Test; 9 | import org.junit.runner.RunWith; 10 | 11 | import static org.junit.Assert.*; 12 | 13 | /** 14 | * Instrumented test, which will execute on an Android device. 15 | * 16 | * @see Testing documentation 17 | */ 18 | @RunWith(AndroidJUnit4.class) 19 | public class ExampleInstrumentedTest { 20 | @Test 21 | public void useAppContext() { 22 | // Context of the app under test. 23 | Context appContext = InstrumentationRegistry.getInstrumentation().getTargetContext(); 24 | assertEquals("com.stoleg.facemask", appContext.getPackageName()); 25 | } 26 | } -------------------------------------------------------------------------------- /app/src/main/AndroidManifest.xml: -------------------------------------------------------------------------------- 1 | 2 | 4 | 5 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | -------------------------------------------------------------------------------- /app/src/main/assets/models.zip: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/assets/models.zip -------------------------------------------------------------------------------- /app/src/main/assets/shaders/fss3d.glsl: -------------------------------------------------------------------------------- 1 | precision mediump float; // Set the default precision to medium. We don't need as high of a 2 | // precision in the fragment shader. 3 | uniform sampler2D u_TextureOrig; // original screen texture 4 | uniform sampler2D u_Texture; // mask texture 5 | varying vec2 v_TexCoordinate; 6 | varying vec2 v_TexOrigCoordinate; 7 | uniform float f_alpha; // mask texture 8 | 9 | void main() 10 | { 11 | vec4 maskColor = texture2D(u_Texture, v_TexCoordinate); 12 | vec4 origColor = texture2D(u_TextureOrig, v_TexOrigCoordinate); 13 | float alpha = maskColor[3] * f_alpha; 14 | if (alpha == 0.0) discard; // solving problem with showing area behind ears 15 | gl_FragColor = mix(origColor, maskColor, alpha); 16 | } -------------------------------------------------------------------------------- /app/src/main/assets/shaders/fss_2d_simple.glsl: -------------------------------------------------------------------------------- 1 | precision mediump float; 2 | 3 | uniform sampler2D sTexture; 4 | varying vec2 texCoord; 5 | uniform float f_alpha;// mask texture 6 | uniform vec2 uCenter; 7 | uniform vec2 uCenter2; 8 | 9 | void main() 10 | { 11 | gl_FragColor = texture2D(sTexture, texCoord); 12 | } -------------------------------------------------------------------------------- /app/src/main/assets/shaders/fss_n21_to_rgba.glsl: -------------------------------------------------------------------------------- 1 | precision mediump float; 2 | uniform sampler2D sTexture;// y - texture 3 | uniform sampler2D sTexture2;//uv texture 4 | varying vec2 texCoord; 5 | uniform int u_facing; 6 | uniform float cameraWidth; 7 | uniform float cameraHeight; 8 | // remember, camera is rotated 90 degree 9 | uniform float previewWidth; 10 | uniform float previewHeight; 11 | 12 | const mat3 yuv2rgb = mat3( 13 | 1, 0, 1.2802, 14 | 1, -0.214821, -0.380589, 15 | 1, 2.127982, 0 16 | ); 17 | // shader from convert NV21 to RGBA 18 | 19 | void main() { 20 | vec2 coord = vec2(texCoord.y, texCoord.x); 21 | if (u_facing == 0) coord.x = 1.0 - coord.x; 22 | // centered pic by maximum size 23 | coord.y = 1.0 - coord.y; 24 | if (previewWidth / previewHeight > cameraHeight / cameraWidth) 25 | { 26 | coord.x = 0.5 - (0.5 - coord.x) * previewHeight * (cameraHeight / previewWidth) / cameraWidth;// (cameraHeight / cameraWidth) * (previewWidth / previewHeight); 27 | } else if (previewWidth / previewHeight < cameraHeight / cameraWidth) 28 | { 29 | coord.y = 0.5 - (0.5 - coord.y) * previewWidth * (cameraWidth / previewHeight) / cameraHeight; 30 | } 31 | float y = texture2D(sTexture, coord).r; 32 | float u = texture2D(sTexture2, coord).a; 33 | float v = texture2D(sTexture2, coord).r; 34 | vec4 color; 35 | // another way sligthly lighter 36 | // TODO find correct way of transfromation 37 | color.r = (1.164 * (y - 0.0625)) + (1.596 * (v - 0.5)); 38 | color.g = (1.164 * (y - 0.0625)) - (0.391 * (u - 0.5)) - (0.813 * (v - 0.5)); 39 | color.b = (1.164 * (y - 0.0625)) + (2.018 * (u - 0.5)); 40 | color.a = 1.0; 41 | vec3 yuv = vec3( 42 | 1.1643 * y - 0.0627, 43 | u - 0.5, 44 | v - 0.5 45 | ); 46 | vec3 rgb = yuv * yuv2rgb; 47 | color = vec4(rgb, 1.0); 48 | gl_FragColor = color; 49 | } -------------------------------------------------------------------------------- /app/src/main/assets/shaders/fss_no_face.glsl: -------------------------------------------------------------------------------- 1 | precision mediump float; 2 | 3 | uniform sampler2D sTexture; 4 | varying vec2 texCoord; 5 | uniform float f_alpha;// mask texture 6 | uniform vec2 uCenter; 7 | uniform vec2 uCenter2; 8 | 9 | vec4 mainImage(vec2 fragCoord, vec4 WebCamPixelAt) 10 | { 11 | vec4 fragColor; 12 | vec2 uv = fragCoord; 13 | 14 | //Coordintaes of the center 15 | float x0 = 0.5; 16 | float y0 = 0.5; 17 | 18 | //Large elipse 19 | float width_ellipse_1 = 0.6; 20 | float height_ellipse_1 = 0.7; 21 | 22 | //Small ellipse 23 | float width_ellipse_2 = 0.587; 24 | float height_ellipse_2 = 0.686; 25 | 26 | 27 | //If we are outside the large ellipse 28 | if (4.0*(uv.x - x0)*(uv.x - x0)/(width_ellipse_1*width_ellipse_1) + 4.0*(uv.y - y0)*(uv.y - y0)/(height_ellipse_1*height_ellipse_1) > 1.0) 29 | { 30 | vec2 newCoor = vec2((uv.x - x0) / 1.2 + x0, (uv.y - y0) / 1.2 + y0); 31 | fragColor = mix(texture2D(sTexture, newCoor), vec4(0.1, 0.0, 0.0, 1.0), 0.6); 32 | } 33 | else 34 | { 35 | //Check that we are inside small ellipse 36 | if (4.0*(uv.x - x0)*(uv.x - x0)/(width_ellipse_2*width_ellipse_2) + 4.0*(uv.y - y0)*(uv.y - y0)/(height_ellipse_2*height_ellipse_2) < 1.0) 37 | { 38 | fragColor = WebCamPixelAt; 39 | } 40 | else 41 | { 42 | // Border of mirror 43 | fragColor = vec4(1.0, 1.0, 1.0, 1.0); 44 | } 45 | 46 | } 47 | return fragColor; 48 | } 49 | 50 | void main() 51 | { 52 | vec4 col = texture2D(sTexture, texCoord); 53 | gl_FragColor = mainImage(texCoord, col); 54 | } -------------------------------------------------------------------------------- /app/src/main/assets/shaders/fss_particle.glsl: -------------------------------------------------------------------------------- 1 | precision mediump float;// Set the default precision to medium. We don't need as high of a 2 | // precision in the fragment shader. 3 | uniform sampler2D u_TextureOrig;// original screen texture 4 | uniform sampler2D u_Texture;// mask texture 5 | varying vec2 v_TexCoordinate; 6 | varying vec2 v_TexOrigCoordinate; 7 | uniform float f_alpha;// mask texture 8 | uniform vec3 f_color; 9 | 10 | void main() 11 | { 12 | vec4 FragColor = vec4(f_color, 1.0); 13 | //FragColor.a *= 1.0; 14 | gl_FragColor = FragColor; 15 | } -------------------------------------------------------------------------------- /app/src/main/assets/shaders/fss_solid.glsl: -------------------------------------------------------------------------------- 1 | precision mediump float;// Set the default precision to medium. We don't need as high of a 2 | // precision in the fragment shader. 3 | // draw 2d textures 4 | uniform sampler2D u_TextureOrig;// original screen texture 5 | uniform sampler2D u_Texture;// mask texture 6 | uniform sampler2D u_Texture2; 7 | uniform sampler2D u_Texture3; 8 | 9 | uniform vec3 color0;// color 10 | uniform vec3 color1;// color 11 | uniform vec3 color2;// color 12 | 13 | varying vec2 v_TexCoordinate; 14 | varying vec2 v_TexOrigCoordinate; 15 | uniform vec3 f_alpha;// mask texture 16 | uniform int useHsv; 17 | 18 | vec3 rgb2hsv(vec3 c) 19 | { 20 | vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); 21 | vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); 22 | vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); 23 | 24 | float d = q.x - min(q.w, q.y); 25 | float e = 1.0e-10; 26 | return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); 27 | } 28 | 29 | vec3 hsv2rgb(vec3 c) 30 | { 31 | vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); 32 | vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); 33 | return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); 34 | } 35 | 36 | void main() 37 | { 38 | vec4 res = vec4(1.0); 39 | vec4 maskColor = texture2D(u_Texture, v_TexCoordinate); 40 | vec4 maskColor2 = texture2D(u_Texture2, v_TexCoordinate); 41 | vec4 maskColor3 = texture2D(u_Texture3, v_TexCoordinate); 42 | vec4 origColor = texture2D(u_TextureOrig, v_TexOrigCoordinate); 43 | if (useHsv == 1) 44 | { 45 | vec3 orig = rgb2hsv(vec3(origColor.r, origColor.g, origColor.b)); 46 | vec3 mask = rgb2hsv(vec3(maskColor.r, maskColor.g, maskColor.b)); 47 | orig[0] = mask[0]; 48 | orig[1] = mask[1]; 49 | orig = hsv2rgb(orig); 50 | res = mix(origColor, vec4(orig, 1.0), maskColor[3]); 51 | } 52 | else 53 | { 54 | res = mix(origColor, vec4(color0, 1.0), maskColor[3] * f_alpha[0]); 55 | res = mix(res, vec4(color1, 1.0), maskColor2[3] * f_alpha[1]); 56 | res = mix(res, vec4(color2, 1.0), maskColor3[3] * f_alpha[2]); 57 | } 58 | gl_FragColor = res; 59 | } -------------------------------------------------------------------------------- /app/src/main/assets/shaders/vss3d.glsl: -------------------------------------------------------------------------------- 1 | attribute vec3 vPosition; 2 | attribute vec2 a_TexCoordinate; 3 | attribute vec2 vTexCoordOrtho; 4 | varying vec2 v_TexCoordinate; 5 | varying vec2 v_TexOrigCoordinate; 6 | uniform mat4 u_MVPMatrix;// A constant representing the combined model/view/projection matrix 7 | uniform int ss; 8 | 9 | uniform mat3 u_OrthoMatrix;// A constant representing the combined model/view/projection matrix 10 | uniform float s; 11 | uniform vec3 t; 12 | uniform vec2 wid; 13 | 14 | void main() { 15 | v_TexCoordinate = a_TexCoordinate; 16 | gl_Position = u_MVPMatrix * vec4(vPosition, 1.0); 17 | v_TexOrigCoordinate = gl_Position.xy; 18 | if (ss > 0) { 19 | vec3 rr = u_OrthoMatrix * vPosition * s + t; 20 | //vec3 rr = vPosition * s + t; 21 | gl_Position.x = (rr.x / wid.x * 2.0 - 1.0) * gl_Position.z; 22 | gl_Position.y = (1.0 - rr.y / wid.y * 2.0) * gl_Position.z; 23 | } 24 | v_TexOrigCoordinate = gl_Position.xy; 25 | float z = 1.0; 26 | if (gl_Position.z != 0.0) { z = 1.0 / gl_Position.z; }; 27 | v_TexOrigCoordinate.x = (v_TexOrigCoordinate.x * z + 1.0) / 2.0; 28 | v_TexOrigCoordinate.y = (v_TexOrigCoordinate.y * z + 1.0) / 2.0; 29 | gl_PointSize = 10.0; 30 | } -------------------------------------------------------------------------------- /app/src/main/assets/shaders/vss_2d.glsl: -------------------------------------------------------------------------------- 1 | attribute vec2 vPosition; 2 | attribute vec2 vTexCoord; 3 | varying vec2 texCoord; 4 | uniform mat4 uMVP; 5 | 6 | // for 2d triangles 7 | varying vec2 v_TexCoordinate; 8 | varying vec2 v_TexOrigCoordinate; 9 | 10 | // simple coomon 2d shader 11 | 12 | void main() { 13 | texCoord = vTexCoord; 14 | v_TexCoordinate = vTexCoord; 15 | v_TexOrigCoordinate = vec2(vPosition.x / 2.0 + 0.5, vPosition.y / 2.0 + 0.5); 16 | gl_Position = vec4 (vPosition.x, vPosition.y, 0.0, 1.0); 17 | gl_PointSize = 3.0;// for particles only 18 | } -------------------------------------------------------------------------------- /app/src/main/java/com/stoleg/facemask/MainActivity.java: -------------------------------------------------------------------------------- 1 | package com.stoleg.facemask; 2 | 3 | import android.annotation.TargetApi; 4 | import android.app.Activity; 5 | import android.content.Context; 6 | import android.content.SharedPreferences; 7 | import android.content.res.TypedArray; 8 | import android.graphics.PixelFormat; 9 | import android.opengl.GLSurfaceView; 10 | import android.os.Build; 11 | import android.os.Bundle; 12 | import android.util.Log; 13 | import android.view.WindowManager; 14 | 15 | import com.stoleg.vrface.CompModel; 16 | import com.stoleg.vrface.ModelLoaderTask; 17 | import com.stoleg.vrface.Static; 18 | import com.stoleg.vrface.camera.FastCameraView; 19 | import com.stoleg.vrface.commonlib.Settings; 20 | import com.stoleg.vrface.renderer.MaskRenderer; 21 | 22 | import org.opencv.android.BaseLoaderCallback; 23 | import org.opencv.android.LoaderCallbackInterface; 24 | import org.opencv.android.OpenCVLoader; 25 | 26 | public class MainActivity extends Activity implements ModelLoaderTask.Callback, MaskRenderer.Callback { 27 | 28 | protected boolean shouldAskPermissions() { 29 | return (Build.VERSION.SDK_INT > Build.VERSION_CODES.LOLLIPOP_MR1); 30 | } 31 | 32 | @TargetApi(23) 33 | protected void askPermissions() { 34 | String[] permissions = { 35 | "android.permission.READ_EXTERNAL_STORAGE", 36 | "android.permission.WRITE_EXTERNAL_STORAGE" 37 | }; 38 | int requestCode = 200; 39 | requestPermissions(permissions, requestCode); 40 | } 41 | 42 | TypedArray eyesResourcesSmall; 43 | 44 | static CompModel compModel; 45 | FastCameraView cameraView; 46 | 47 | private static final String TAG = "ActivityFast"; 48 | 49 | private BaseLoaderCallback mLoaderCallback = new BaseLoaderCallback(this) { 50 | @Override 51 | public void onManagerConnected(int status) { 52 | switch (status) { 53 | case LoaderCallbackInterface.SUCCESS: { 54 | Log.i(TAG, "OpenCV loaded successfully"); 55 | // Load native library after(!) OpenCV initialization 56 | System.loadLibrary("detection_based_tracker"); 57 | 58 | Static.libsLoaded = true; 59 | // load cascade file from application resources 60 | Log.e(TAG, "findLandMarks onManagerConnected"); 61 | compModel.loadHaarModel(Static.resourceDetector[0]); 62 | compModel.load3lbpModels(R.raw.lbp_frontal_face, R.raw.lbp_left_face, R.raw.lbp_right_face); 63 | } 64 | break; 65 | default: { 66 | super.onManagerConnected(status); 67 | } 68 | break; 69 | } 70 | } 71 | }; 72 | 73 | public static GLSurfaceView gLSurfaceView; 74 | 75 | @Override 76 | protected void onCreate(Bundle savedInstanceState) { 77 | super.onCreate(savedInstanceState); 78 | setContentView(R.layout.fast_view); 79 | 80 | if (shouldAskPermissions()) { 81 | askPermissions(); 82 | } 83 | cameraView = findViewById(R.id.fd_fase_surface_view); 84 | 85 | Settings.useLinear = true; 86 | Settings.flagOrtho = true; 87 | if (!Static.libsLoaded) { 88 | compModel = new CompModel(); 89 | compModel.context = getApplicationContext(); 90 | } 91 | 92 | gLSurfaceView = findViewById(R.id.fd_glsurface); 93 | gLSurfaceView.setEGLContextClientVersion(2); 94 | gLSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); 95 | gLSurfaceView.getHolder().setFormat(PixelFormat.TRANSPARENT); 96 | final MaskRenderer meRender = new MaskRenderer(this, compModel, new ShaderEffectMask(this), this); 97 | gLSurfaceView.setRenderer(meRender); 98 | gLSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY); 99 | meRender.frameCamera = cameraView.frameCamera; 100 | getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON); 101 | 102 | } 103 | 104 | @Override 105 | public void onResume() { 106 | Log.i(TAG, "onResume"); 107 | super.onResume(); 108 | final SharedPreferences prefs = getSharedPreferences(Settings.PREFS, Context.MODE_PRIVATE); 109 | prefs.edit().putString(Settings.MODEL_PATH, "/storage/emulated/0/shape_predictor_68_face_landmarks.dat2").apply(); 110 | if (!Static.libsLoaded) { 111 | OpenCVLoader.initDebug(); 112 | mLoaderCallback.onManagerConnected(LoaderCallbackInterface.SUCCESS); 113 | new ModelLoaderTask(this).execute(compModel); 114 | } else { 115 | } 116 | gLSurfaceView.onResume(); 117 | } 118 | 119 | @Override 120 | protected void onPause() { 121 | Log.i(TAG, "onPause"); 122 | super.onPause(); 123 | gLSurfaceView.onPause(); 124 | cameraView.disableView(); 125 | } 126 | 127 | @Override 128 | public void onModelLoaded() { 129 | } 130 | 131 | @Override 132 | public void photoSaved() { 133 | 134 | } 135 | } -------------------------------------------------------------------------------- /app/src/main/java/com/stoleg/facemask/ShaderEffectMask.java: -------------------------------------------------------------------------------- 1 | package com.stoleg.facemask; 2 | 3 | import android.content.Context; 4 | import android.opengl.GLES20; 5 | import android.util.Log; 6 | 7 | import com.stoleg.vrface.commonlib.Settings; 8 | import com.stoleg.vrface.renderer.ShaderEffect; 9 | import com.stoleg.vrface.renderer.ShaderEffectHelper; 10 | import com.stoleg.vrface.utils.FileUtils; 11 | import com.stoleg.vrface.utils.OpenGlHelper; 12 | import com.stoleg.vrface.utils.PointsConverter; 13 | import com.stoleg.vrface.utils.PoseHelper; 14 | import com.stoleg.vrface.utils.ShaderUtils; 15 | 16 | public class ShaderEffectMask extends ShaderEffect { 17 | 18 | private static final String TAG = "ShaderEffect"; 19 | 20 | private int vPos3d; 21 | private int vTexFor3d; 22 | 23 | // shaders programs 24 | int noEffectProgramId; 25 | int noFaceProgramId; 26 | int particleProgramId; 27 | int _3DProgramId; 28 | 29 | private int maskTextureid; 30 | 31 | 32 | public ShaderEffectMask(Context contex) { 33 | super(contex); 34 | } 35 | 36 | public void init() { 37 | super.init(); 38 | int vertexShaderId = ShaderUtils.createShader(GLES20.GL_VERTEX_SHADER, FileUtils.getStringFromAsset(context.getAssets(), "shaders/vss_2d.glsl")); 39 | int fragmentNoEffectShaderId = ShaderUtils.createShader(GLES20.GL_FRAGMENT_SHADER, FileUtils.getStringFromAsset(context.getAssets(), "shaders/fss_2d_simple.glsl")); 40 | int fragmentNoFaceShaderId = ShaderUtils.createShader(GLES20.GL_FRAGMENT_SHADER, FileUtils.getStringFromAsset(context.getAssets(), "shaders/fss_no_face.glsl")); 41 | int fragmentParticleShaderId = ShaderUtils.createShader(GLES20.GL_FRAGMENT_SHADER, FileUtils.getStringFromAsset(context.getAssets(), "shaders/fss_particle.glsl")); 42 | noFaceProgramId = ShaderUtils.createProgram(vertexShaderId, fragmentNoFaceShaderId); 43 | noEffectProgramId = ShaderUtils.createProgram(vertexShaderId, fragmentNoEffectShaderId); 44 | particleProgramId = ShaderUtils.createProgram(vertexShaderId, fragmentParticleShaderId); 45 | 46 | maskTextureid = OpenGlHelper.loadTexture(context, R.raw.simple_mask); 47 | 48 | 49 | int vertex3d = ShaderUtils.createShader(GLES20.GL_VERTEX_SHADER, FileUtils.getStringFromAsset(context.getAssets(), "shaders/vss3d.glsl")); 50 | int fragment3d = ShaderUtils.createShader(GLES20.GL_FRAGMENT_SHADER, FileUtils.getStringFromAsset(context.getAssets(), "shaders/fss3d.glsl")); 51 | _3DProgramId = ShaderUtils.createProgram(vertex3d, fragment3d); 52 | vPos3d = GLES20.glGetAttribLocation(_3DProgramId, "vPosition"); 53 | GLES20.glEnableVertexAttribArray(vPos3d); 54 | vTexFor3d = GLES20.glGetAttribLocation(_3DProgramId, "a_TexCoordinate"); 55 | GLES20.glEnableVertexAttribArray(vTexFor3d); 56 | } 57 | 58 | @Override 59 | public void makeShaderMask(int indexEye, PoseHelper.PoseResult poseResult, int width, int height, int texIn, long time, int iGlobTime) { 60 | Log.i(TAG, "poseResult " + poseResult.foundFeatures + " "); 61 | int vPos = GLES20.glGetAttribLocation(noEffectProgramId, "vPosition"); 62 | int vTex = GLES20.glGetAttribLocation(noEffectProgramId, "vTexCoord"); 63 | GLES20.glEnableVertexAttribArray(vPos); 64 | GLES20.glEnableVertexAttribArray(vTex); 65 | if (poseResult.foundLandmarks != null) { 66 | int effectNum = 2; 67 | Log.i(TAG, "point 0 x " + poseResult.foundLandmarks[0].x + " " + poseResult.foundLandmarks[0].y); 68 | if (effectNum == 0) { 69 | ShaderEffectHelper.shaderEffect2dWholeScreen(poseResult, texIn, noEffectProgramId, vPos, vTex, width, height); 70 | } else if (effectNum == 1) { 71 | int vPos2 = GLES20.glGetAttribLocation(particleProgramId, "vPosition"); 72 | GLES20.glEnableVertexAttribArray(vPos2); 73 | ShaderEffectHelper.effect2dParticle(0, 0, particleProgramId, vPos2, PointsConverter.convertFromPointsGlCoord(poseResult.foundLandmarks, width, height), new float[]{1, 1, 1}); 74 | } else if (effectNum == 2) { 75 | ShaderEffectHelper.shaderEffect2dWholeScreen(poseResult.leftEye, poseResult.rightEye, texIn, noEffectProgramId, vPos, vTex); 76 | 77 | GLES20.glEnable(GLES20.GL_DEPTH_TEST); 78 | GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT); 79 | 80 | int vTexOrtho = GLES20.glGetAttribLocation(_3DProgramId, "vTexCoordOrtho"); 81 | GLES20.glEnableVertexAttribArray(vTexOrtho); 82 | ShaderEffectHelper.shaderEffect3d2(PoseHelper.convertToArray(poseResult.glMatrix), texIn, width, height, model, maskTextureid, 0.5f, _3DProgramId, vPos3d, vTexFor3d, PointsConverter.convertFromProjectedTo2dPoints(poseResult.projected, width, height), vTexOrtho, Settings.flagOrtho, poseResult.initialParams); 83 | GLES20.glDisable(GLES20.GL_DEPTH_TEST); 84 | 85 | } 86 | 87 | } else { 88 | // should be deprecated 89 | ShaderEffectHelper.shaderEffect2dWholeScreen(poseResult.leftEye, poseResult.rightEye, texIn, noFaceProgramId, vPos, vTex); 90 | } 91 | } 92 | 93 | @Override 94 | public boolean needBlend() { 95 | return true; 96 | } 97 | } 98 | -------------------------------------------------------------------------------- /app/src/main/res/drawable-v24/ic_launcher_foreground.xml: -------------------------------------------------------------------------------- 1 | 7 | 8 | 9 | 15 | 18 | 21 | 22 | 23 | 24 | 30 | -------------------------------------------------------------------------------- /app/src/main/res/drawable/ic_launcher_background.xml: -------------------------------------------------------------------------------- 1 | 2 | 7 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 | 105 | 110 | 115 | 120 | 125 | 130 | 135 | 140 | 145 | 150 | 155 | 160 | 165 | 170 | 171 | -------------------------------------------------------------------------------- /app/src/main/res/layout/fast_view.xml: -------------------------------------------------------------------------------- 1 | 2 | 8 | 9 | 13 | 14 | 18 | 19 | -------------------------------------------------------------------------------- /app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | -------------------------------------------------------------------------------- /app/src/main/res/mipmap-anydpi-v26/ic_launcher_round.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | -------------------------------------------------------------------------------- /app/src/main/res/mipmap-hdpi/ic_launcher.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-hdpi/ic_launcher.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-hdpi/ic_launcher_round.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-hdpi/ic_launcher_round.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-mdpi/ic_launcher.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-mdpi/ic_launcher.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-mdpi/ic_launcher_round.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-mdpi/ic_launcher_round.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-xhdpi/ic_launcher.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-xhdpi/ic_launcher.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-xhdpi/ic_launcher_round.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-xhdpi/ic_launcher_round.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-xxhdpi/ic_launcher.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-xxhdpi/ic_launcher.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-xxhdpi/ic_launcher_round.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-xxhdpi/ic_launcher_round.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-xxxhdpi/ic_launcher.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png -------------------------------------------------------------------------------- /app/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png -------------------------------------------------------------------------------- /app/src/main/res/raw/simple_mask.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/raw/simple_mask.png -------------------------------------------------------------------------------- /app/src/main/res/values-night/themes.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 16 | -------------------------------------------------------------------------------- /app/src/main/res/values/colors.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | #FFBB86FC 4 | #FF6200EE 5 | #FF3700B3 6 | #FF03DAC5 7 | #FF018786 8 | #FF000000 9 | #FFFFFFFF 10 | -------------------------------------------------------------------------------- /app/src/main/res/values/strings.xml: -------------------------------------------------------------------------------- 1 | 2 | FaceMask 3 | -------------------------------------------------------------------------------- /app/src/main/res/values/themes.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 16 | -------------------------------------------------------------------------------- /app/src/test/java/com/stoleg/facemask/ExampleUnitTest.java: -------------------------------------------------------------------------------- 1 | package com.stoleg.facemask; 2 | 3 | import org.junit.Test; 4 | 5 | import static org.junit.Assert.*; 6 | 7 | /** 8 | * Example local unit test, which will execute on the development machine (host). 9 | * 10 | * @see Testing documentation 11 | */ 12 | public class ExampleUnitTest { 13 | @Test 14 | public void addition_isCorrect() { 15 | assertEquals(4, 2 + 2); 16 | } 17 | } -------------------------------------------------------------------------------- /build.gradle: -------------------------------------------------------------------------------- 1 | // Top-level build file where you can add configuration options common to all sub-projects/modules. 2 | buildscript { 3 | repositories { 4 | google() 5 | jcenter() 6 | } 7 | dependencies { 8 | classpath "com.android.tools.build:gradle:4.1.1" 9 | 10 | // NOTE: Do not place your application dependencies here; they belong 11 | // in the individual module build.gradle files 12 | } 13 | } 14 | 15 | Properties properties = new Properties() 16 | properties.load(project.rootProject.file('local.properties').newDataInputStream()) 17 | 18 | allprojects { 19 | repositories { 20 | google() 21 | jcenter() 22 | maven { 23 | url "https://maven.pkg.github.com/oleg-sta/VrFace" 24 | credentials { 25 | username properties.getProperty('GITHUB_USER') 26 | password properties.getProperty('GITHUB_TOKEN') 27 | } 28 | } 29 | } 30 | } 31 | 32 | task clean(type: Delete) { 33 | delete rootProject.buildDir 34 | } 35 | -------------------------------------------------------------------------------- /gradle.properties: -------------------------------------------------------------------------------- 1 | # Project-wide Gradle settings. 2 | # IDE (e.g. Android Studio) users: 3 | # Gradle settings configured through the IDE *will override* 4 | # any settings specified in this file. 5 | # For more details on how to configure your build environment visit 6 | # http://www.gradle.org/docs/current/userguide/build_environment.html 7 | # Specifies the JVM arguments used for the daemon process. 8 | # The setting is particularly useful for tweaking memory settings. 9 | org.gradle.jvmargs=-Xmx2048m -Dfile.encoding=UTF-8 10 | # When configured, Gradle will run in incubating parallel mode. 11 | # This option should only be used with decoupled projects. More details, visit 12 | # http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects 13 | # org.gradle.parallel=true 14 | # AndroidX package structure to make it clearer which packages are bundled with the 15 | # Android operating system, and which are packaged with your app"s APK 16 | # https://developer.android.com/topic/libraries/support-library/androidx-rn 17 | android.useAndroidX=true 18 | # Automatically convert third-party libraries to use AndroidX 19 | android.enableJetifier=true 20 | GITHUB_USER=oleg-sta -------------------------------------------------------------------------------- /gradle/wrapper/gradle-wrapper.jar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/gradle/wrapper/gradle-wrapper.jar -------------------------------------------------------------------------------- /gradle/wrapper/gradle-wrapper.properties: -------------------------------------------------------------------------------- 1 | #Mon Dec 28 11:54:08 GMT 2020 2 | distributionBase=GRADLE_USER_HOME 3 | distributionPath=wrapper/dists 4 | zipStoreBase=GRADLE_USER_HOME 5 | zipStorePath=wrapper/dists 6 | distributionUrl=https\://services.gradle.org/distributions/gradle-6.5-bin.zip 7 | -------------------------------------------------------------------------------- /gradlew: -------------------------------------------------------------------------------- 1 | #!/usr/bin/env sh 2 | 3 | ############################################################################## 4 | ## 5 | ## Gradle start up script for UN*X 6 | ## 7 | ############################################################################## 8 | 9 | # Attempt to set APP_HOME 10 | # Resolve links: $0 may be a link 11 | PRG="$0" 12 | # Need this for relative symlinks. 13 | while [ -h "$PRG" ] ; do 14 | ls=`ls -ld "$PRG"` 15 | link=`expr "$ls" : '.*-> \(.*\)$'` 16 | if expr "$link" : '/.*' > /dev/null; then 17 | PRG="$link" 18 | else 19 | PRG=`dirname "$PRG"`"/$link" 20 | fi 21 | done 22 | SAVED="`pwd`" 23 | cd "`dirname \"$PRG\"`/" >/dev/null 24 | APP_HOME="`pwd -P`" 25 | cd "$SAVED" >/dev/null 26 | 27 | APP_NAME="Gradle" 28 | APP_BASE_NAME=`basename "$0"` 29 | 30 | # Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. 31 | DEFAULT_JVM_OPTS="" 32 | 33 | # Use the maximum available, or set MAX_FD != -1 to use that value. 34 | MAX_FD="maximum" 35 | 36 | warn () { 37 | echo "$*" 38 | } 39 | 40 | die () { 41 | echo 42 | echo "$*" 43 | echo 44 | exit 1 45 | } 46 | 47 | # OS specific support (must be 'true' or 'false'). 48 | cygwin=false 49 | msys=false 50 | darwin=false 51 | nonstop=false 52 | case "`uname`" in 53 | CYGWIN* ) 54 | cygwin=true 55 | ;; 56 | Darwin* ) 57 | darwin=true 58 | ;; 59 | MINGW* ) 60 | msys=true 61 | ;; 62 | NONSTOP* ) 63 | nonstop=true 64 | ;; 65 | esac 66 | 67 | CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar 68 | 69 | # Determine the Java command to use to start the JVM. 70 | if [ -n "$JAVA_HOME" ] ; then 71 | if [ -x "$JAVA_HOME/jre/sh/java" ] ; then 72 | # IBM's JDK on AIX uses strange locations for the executables 73 | JAVACMD="$JAVA_HOME/jre/sh/java" 74 | else 75 | JAVACMD="$JAVA_HOME/bin/java" 76 | fi 77 | if [ ! -x "$JAVACMD" ] ; then 78 | die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME 79 | 80 | Please set the JAVA_HOME variable in your environment to match the 81 | location of your Java installation." 82 | fi 83 | else 84 | JAVACMD="java" 85 | which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 86 | 87 | Please set the JAVA_HOME variable in your environment to match the 88 | location of your Java installation." 89 | fi 90 | 91 | # Increase the maximum file descriptors if we can. 92 | if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then 93 | MAX_FD_LIMIT=`ulimit -H -n` 94 | if [ $? -eq 0 ] ; then 95 | if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then 96 | MAX_FD="$MAX_FD_LIMIT" 97 | fi 98 | ulimit -n $MAX_FD 99 | if [ $? -ne 0 ] ; then 100 | warn "Could not set maximum file descriptor limit: $MAX_FD" 101 | fi 102 | else 103 | warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT" 104 | fi 105 | fi 106 | 107 | # For Darwin, add options to specify how the application appears in the dock 108 | if $darwin; then 109 | GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\"" 110 | fi 111 | 112 | # For Cygwin, switch paths to Windows format before running java 113 | if $cygwin ; then 114 | APP_HOME=`cygpath --path --mixed "$APP_HOME"` 115 | CLASSPATH=`cygpath --path --mixed "$CLASSPATH"` 116 | JAVACMD=`cygpath --unix "$JAVACMD"` 117 | 118 | # We build the pattern for arguments to be converted via cygpath 119 | ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null` 120 | SEP="" 121 | for dir in $ROOTDIRSRAW ; do 122 | ROOTDIRS="$ROOTDIRS$SEP$dir" 123 | SEP="|" 124 | done 125 | OURCYGPATTERN="(^($ROOTDIRS))" 126 | # Add a user-defined pattern to the cygpath arguments 127 | if [ "$GRADLE_CYGPATTERN" != "" ] ; then 128 | OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)" 129 | fi 130 | # Now convert the arguments - kludge to limit ourselves to /bin/sh 131 | i=0 132 | for arg in "$@" ; do 133 | CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -` 134 | CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option 135 | 136 | if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition 137 | eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"` 138 | else 139 | eval `echo args$i`="\"$arg\"" 140 | fi 141 | i=$((i+1)) 142 | done 143 | case $i in 144 | (0) set -- ;; 145 | (1) set -- "$args0" ;; 146 | (2) set -- "$args0" "$args1" ;; 147 | (3) set -- "$args0" "$args1" "$args2" ;; 148 | (4) set -- "$args0" "$args1" "$args2" "$args3" ;; 149 | (5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;; 150 | (6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;; 151 | (7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;; 152 | (8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;; 153 | (9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;; 154 | esac 155 | fi 156 | 157 | # Escape application args 158 | save () { 159 | for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done 160 | echo " " 161 | } 162 | APP_ARGS=$(save "$@") 163 | 164 | # Collect all arguments for the java command, following the shell quoting and substitution rules 165 | eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS" 166 | 167 | # by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong 168 | if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then 169 | cd "$(dirname "$0")" 170 | fi 171 | 172 | exec "$JAVACMD" "$@" 173 | -------------------------------------------------------------------------------- /gradlew.bat: -------------------------------------------------------------------------------- 1 | @if "%DEBUG%" == "" @echo off 2 | @rem ########################################################################## 3 | @rem 4 | @rem Gradle startup script for Windows 5 | @rem 6 | @rem ########################################################################## 7 | 8 | @rem Set local scope for the variables with windows NT shell 9 | if "%OS%"=="Windows_NT" setlocal 10 | 11 | set DIRNAME=%~dp0 12 | if "%DIRNAME%" == "" set DIRNAME=. 13 | set APP_BASE_NAME=%~n0 14 | set APP_HOME=%DIRNAME% 15 | 16 | @rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. 17 | set DEFAULT_JVM_OPTS= 18 | 19 | @rem Find java.exe 20 | if defined JAVA_HOME goto findJavaFromJavaHome 21 | 22 | set JAVA_EXE=java.exe 23 | %JAVA_EXE% -version >NUL 2>&1 24 | if "%ERRORLEVEL%" == "0" goto init 25 | 26 | echo. 27 | echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 28 | echo. 29 | echo Please set the JAVA_HOME variable in your environment to match the 30 | echo location of your Java installation. 31 | 32 | goto fail 33 | 34 | :findJavaFromJavaHome 35 | set JAVA_HOME=%JAVA_HOME:"=% 36 | set JAVA_EXE=%JAVA_HOME%/bin/java.exe 37 | 38 | if exist "%JAVA_EXE%" goto init 39 | 40 | echo. 41 | echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% 42 | echo. 43 | echo Please set the JAVA_HOME variable in your environment to match the 44 | echo location of your Java installation. 45 | 46 | goto fail 47 | 48 | :init 49 | @rem Get command-line arguments, handling Windows variants 50 | 51 | if not "%OS%" == "Windows_NT" goto win9xME_args 52 | 53 | :win9xME_args 54 | @rem Slurp the command line arguments. 55 | set CMD_LINE_ARGS= 56 | set _SKIP=2 57 | 58 | :win9xME_args_slurp 59 | if "x%~1" == "x" goto execute 60 | 61 | set CMD_LINE_ARGS=%* 62 | 63 | :execute 64 | @rem Setup the command line 65 | 66 | set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar 67 | 68 | @rem Execute Gradle 69 | "%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS% 70 | 71 | :end 72 | @rem End local scope for the variables with windows NT shell 73 | if "%ERRORLEVEL%"=="0" goto mainEnd 74 | 75 | :fail 76 | rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of 77 | rem the _cmd.exe /c_ return code! 78 | if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1 79 | exit /b 1 80 | 81 | :mainEnd 82 | if "%OS%"=="Windows_NT" endlocal 83 | 84 | :omega 85 | -------------------------------------------------------------------------------- /settings.gradle: -------------------------------------------------------------------------------- 1 | include ':app' 2 | rootProject.name = "FaceMask" --------------------------------------------------------------------------------