├── .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:
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/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 |
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 | }
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/app/src/main/assets/shaders/fss_solid.glsl:
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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 | }
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/app/src/main/assets/shaders/vss3d.glsl:
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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 | }
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/app/src/main/assets/shaders/vss_2d.glsl:
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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 | }
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/app/src/main/java/com/stoleg/facemask/MainActivity.java:
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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 | }
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/app/src/main/java/com/stoleg/facemask/ShaderEffectMask.java:
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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 |
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/app/src/main/res/drawable-v24/ic_launcher_foreground.xml:
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/app/src/main/res/drawable/ic_launcher_background.xml:
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/app/src/main/res/layout/fast_view.xml:
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/app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml:
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/app/src/main/res/mipmap-anydpi-v26/ic_launcher_round.xml:
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/app/src/main/res/mipmap-hdpi/ic_launcher.png:
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https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/app/src/main/res/mipmap-hdpi/ic_launcher.png
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/app/src/main/res/mipmap-hdpi/ic_launcher_round.png:
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/app/src/main/res/mipmap-mdpi/ic_launcher.png:
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/app/src/main/res/mipmap-mdpi/ic_launcher_round.png:
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/app/src/main/res/mipmap-xhdpi/ic_launcher.png:
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/app/src/main/res/mipmap-xhdpi/ic_launcher_round.png:
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/app/src/main/res/mipmap-xxhdpi/ic_launcher.png:
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/app/src/main/res/mipmap-xxhdpi/ic_launcher_round.png:
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/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png:
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/app/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png:
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/app/src/main/res/raw/simple_mask.png:
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/app/src/main/res/values-night/themes.xml:
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3 |
16 |
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/app/src/main/res/values/colors.xml:
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1 |
2 |
3 | #FFBB86FC
4 | #FF6200EE
5 | #FF3700B3
6 | #FF03DAC5
7 | #FF018786
8 | #FF000000
9 | #FFFFFFFF
10 |
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/app/src/main/res/values/strings.xml:
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1 |
2 | FaceMask
3 |
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/app/src/main/res/values/themes.xml:
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2 |
3 |
16 |
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/app/src/test/java/com/stoleg/facemask/ExampleUnitTest.java:
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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 | }
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/build.gradle:
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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 |
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/gradle.properties:
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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
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/gradle/wrapper/gradle-wrapper.jar:
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https://raw.githubusercontent.com/oleg-sta/FaceMaskExample/bc149b3465d10ba96db67f832bc01603a9465d2f/gradle/wrapper/gradle-wrapper.jar
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/gradle/wrapper/gradle-wrapper.properties:
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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"
--------------------------------------------------------------------------------