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<div class="container">
<video class="input_video"></video>
<canvas class="output_canvas" width="1280px" height="720px"></canvas>
<div class="loading">
<div class="spinner"></div>
<div class="message">
Loading
</div>
</div>
<a class="abs logo" href="http://www.mediapipe.dev" target="_blank">
<div style="display: flex;align-items: center;bottom: 0;right: 10px;">
<img class="logo" src="https://assets.codepen.io/5409376/logo_white.png" alt="" style="
height: 50px;">
<span class="title">MediaPipe</span>
</div>
</a>
</div>
@keyframes spin {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
.abs {
position: absolute;
}
a {
text-decoration: none;
}
body {
bottom: 0;
font-family: 'Titillium Web', sans-serif;
color: white;
left: 0;
margin: 0;
position: absolute;
right: 0;
top: 0;
transform-origin: 0px 0px;
overflow: hidden;
}
.container {
position: absolute;
background-color: #596e73;
height: 720px;
width: 1280px;
}
.input_video {
position:relative;
top: 0;
left: 0;
right: 0;
bottom: 0;
&.selfie {
transform: scale(-1, 1);
}
}
.output_canvas {
position:absolute;
height: 720px;
width: 1280px;
left: 0;
top: 0;
}
.logo {
bottom: 10px;
right: 20px;
.title {
color: white;
font-size: 28px;
}
.subtitle {
position: relative;
color: white;
font-size: 10px;
left: -30px;
top: 20px;
}
}
.control-panel {
position: absolute;
left: 10px;
top: 10px;
}
.loading {
display: flex;
position: absolute;
top: 0;
right: 0;
bottom: 0;
left: 0;
align-items: center;
backface-visibility: hidden;
justify-content: center;
opacity: 1;
transition: opacity 1s;
.message {
font-size: x-large;
}
.spinner {
position: absolute;
width: 120px;
height: 120px;
animation: spin 1s linear infinite;
border: 32px solid #bebebe;
border-top: 32px solid #3498db;
border-radius: 50%;
}
}
.loaded .loading {
opacity: 0;
}
(function () {
"use strict";
// A custom shader that simulates ice surface refraction.
const iceRefractionShader = {
uniforms: {
color: { value: null },
tDiffuse: { value: null },
tIceColorMap: { value: null },
tIceAlphaMap: { value: null },
tAlphaMap: { value: null },
tDudv: { value: null },
textureMatrix: { value: null }
},
vertexShader: `
uniform mat4 textureMatrix;
varying vec2 vUv;
varying vec4 vUvRefraction;
void main() {
vUv = uv;
vUvRefraction = textureMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
uniform sampler2D tDiffuse;
uniform sampler2D tIceColorMap;
uniform sampler2D tIceAlphaMap;
uniform sampler2D tAlphaMap;
uniform sampler2D tDudv;
varying vec2 vUv;
varying vec4 vUvRefraction;
void main() {
float distortionStrength = 0.5;
vec2 distortedUv = texture2D(tDudv, vUv.xy).rg * distortionStrength;
distortedUv = vUv.xy + vec2(distortedUv.x, distortedUv.y);
vec2 distortion = (texture2D(tDudv, distortedUv).rg * 2.0 - 1.0) * distortionStrength;
vec4 uv = vec4(vUvRefraction);
uv.xy += distortion;
vec4 base = texture2DProj(tDiffuse, uv);
vec4 iceColor = texture2D(tIceColorMap, vUv.xy);
vec4 iceAlpha = texture2D(tIceAlphaMap, vUv.xy);
vec4 alpha = texture2D(tAlphaMap, vUv.xy);
gl_FragColor = vec4(mix(base.rgb, iceColor.rgb, iceAlpha.r), alpha.r);
}
`
};
class IceDefrostingEffectRenderer {
constructor(config) {
// Remember the config.
this.config = config;
// Create a scene, a renderer and a camera.
this.scene = new THREE.Scene();
this.renderer = new THREE.WebGLRenderer({
canvas: config.canvasElement,
antialias: true
});
this.renderer.setSize(config.viewportWidth, config.viewportHeight);
this.camera = new THREE.PerspectiveCamera(
config.verticalFov,
config.viewportWidth / config.viewportHeight,
config.near,
config.far
);
// Create two buffer for frost layer mask accumulation.
this.currentAccumulationMaskBuffer = new THREE.WebGLRenderTarget(
config.viewportWidth,
config.viewportHeight,
{ minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter }
);
this.previousAccumulationMaskBuffer = new THREE.WebGLRenderTarget(
config.viewportWidth,
config.viewportHeight,
{ minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter }
);
// Optimization: create commonly used plane geometries.
this.viewportPlane = new THREE.PlaneBufferGeometry(
config.viewportWidth,
config.viewportHeight
);
this.unitSizePlane = new THREE.PlaneBufferGeometry(1, 1);
// Start loading assets need for this effect.
this.numAssetsToLoad = 6;
const root = this;
const onTextureLoadFn = function (_) {
--root.numAssetsToLoad;
};
const texturePathPrefix = "https://assets.codepen.io/5409376";
this.frostDiffuseTexture = new THREE.TextureLoader().load(
texturePathPrefix + "/frost_diffuse.jpg",
onTextureLoadFn
);
this.frostDudvTexture = new THREE.TextureLoader().load(
texturePathPrefix + "/frost_dudv.jpg",
onTextureLoadFn
);
this.frostDudvTexture.wrapS = this.frostDudvTexture.wrapT =
THREE.RepeatWrapping;
this.frostTransparencyTexture = new THREE.TextureLoader().load(
texturePathPrefix + "/frost_transparency.jpg",
onTextureLoadFn
);
this.handHintTexture = new THREE.TextureLoader().load(
texturePathPrefix + "/hand_hint.png",
onTextureLoadFn
);
this.handMaskTexture = new THREE.TextureLoader().load(
texturePathPrefix + "/hand_mask.png",
onTextureLoadFn
);
this.onboardingTextTexture = new THREE.TextureLoader().load(
texturePathPrefix + "/onboarding_text.png",
onTextureLoadFn
);
// Define a safe upper bound for the number of layer-planes. Used to
// calculate Z coordinates based on the plane order.
this.numLayersUpperBound = 16;
}
isReadyToRender() {
return this.numAssetsToLoad <= 0;
}
render(cameraFrame, firstHandCircle) {
if (!this.isReadyToRender()) {
return;
}
// Ignore the hand tracking result in the beginning to allow other animated
// elements to progress.
this.ignoreHandsAnimationClock =
this.ignoreHandsAnimationClock || new THREE.Clock();
if (
this.ignoreHandsAnimationClock.getElapsedTime() <
this.config.ignoreHandsIntroLength
) {
firstHandCircle = null;
}
// Update (render) the occlusion mask for the frost object.
this.renderFrostOcclusionMaskPass(firstHandCircle);
// Render the final effect.
this.renderFinalPass(cameraFrame, firstHandCircle);
// Swap the current and the previous accumulation mask buffers.
[
this.currentAccumulationMaskBuffer,
this.previousAccumulationMaskBuffer
] = [
this.previousAccumulationMaskBuffer,
this.currentAccumulationMaskBuffer
];
}
renderFrostOcclusionMaskPass(firstHandCircle) {
// Create planes for the frost layer mask accumulation logic.
const previousAccumulationMaskPlane = this.placeInPerspectiveFrustum(
this.createPreviousAccumulationMaskPlane(),
this.calculateDepthFromOrderIdx(-1)
);
this.scene.add(previousAccumulationMaskPlane);
const deltaAccumulationMaskPlane = this.placeInPerspectiveFrustum(
this.createDeltaAccumulationMaskPlane(firstHandCircle != null),
this.calculateDepthFromOrderIdx(-2)
);
if (deltaAccumulationMaskPlane) {
this.scene.add(deltaAccumulationMaskPlane);
}
// Create the hand mask object to clear the accumulated mask.
const handMaskObj = this.placeInPerspectiveFrustum(
this.createHandMaskObj(firstHandCircle),
this.calculateDepthFromOrderIdx(-3)
);
if (handMaskObj) {
this.scene.add(handMaskObj);
}
this.renderer.setRenderTarget(this.currentAccumulationMaskBuffer);
this.renderer.render(this.scene, this.camera);
this.renderer.setRenderTarget(null);
this.scene.clear();
}
renderFinalPass(cameraFrame, firstHandCircle) {
// Create the camera frame plane.
const cameraFramePlane = this.placeInPerspectiveFrustum(
this.createCameraFramePlane(cameraFrame),
this.calculateDepthFromOrderIdx(-1)
);
this.scene.add(cameraFramePlane);
// Create the ice frost plane.
const frostPlane = this.placeInPerspectiveFrustum(
this.createFrostPlane(),
this.calculateDepthFromOrderIdx(-2)
);
this.scene.add(frostPlane);
// Create the onboarding text plane.
const onboardingTextPlane = this.placeInPerspectiveFrustum(
this.createOnboardingTextPlane(firstHandCircle != null),
this.calculateDepthFromOrderIdx(-4)
);
this.scene.add(onboardingTextPlane);
// Create the hand hint object to show user which hand is tracked.
const handHintObj = this.placeInPerspectiveFrustum(
this.createHandHintObj(firstHandCircle),
this.calculateDepthFromOrderIdx(-3)
);
if (handHintObj) {
this.scene.add(handHintObj);
}
this.renderer.render(this.scene, this.camera);
this.scene.clear();
}
createCameraFramePlane(image) {
return new THREE.Mesh(
this.viewportPlane,
new THREE.MeshBasicMaterial({
map: new THREE.CanvasTexture(image)
})
);
}
createFrostPlane() {
const frostPlane = new THREE.Refractor(this.viewportPlane, {
textureWidth: this.config.viewportWidth,
textureHeight: this.config.viewportHeight,
shader: iceRefractionShader
});
frostPlane.material.uniforms["tDudv"].value = this.frostDudvTexture;
frostPlane.material.uniforms[
"tIceColorMap"
].value = this.frostDiffuseTexture;
frostPlane.material.uniforms[
"tIceAlphaMap"
].value = this.frostTransparencyTexture;
frostPlane.material.uniforms[
"tAlphaMap"
].value = this.currentAccumulationMaskBuffer.texture;
return frostPlane;
}
createOnboardingTextPlane(hasFirstHand) {
const config = this.config.onboardingText;
const opacityAnimationIntroLength = config.opacityAnimationIntroLength;
const opacityAnimationLoopLength = config.opacityAnimationLoopLength;
this.onboardingTextAnimationClock =
this.onboardingTextAnimationClock || new THREE.Clock(false);
let opacity = null;
if (hasFirstHand) {
this.onboardingTextAnimationClock.stop();
opacity = 0;
} else {
if (!this.onboardingTextAnimationClock.running) {
this.onboardingTextAnimationClock.start();
}
const elapsedTime = this.onboardingTextAnimationClock.getElapsedTime();
if (elapsedTime < opacityAnimationIntroLength) {
opacity = 0;
} else {
const loopTime =
(elapsedTime - opacityAnimationIntroLength) %
opacityAnimationLoopLength;
opacity = (2 * loopTime) / opacityAnimationLoopLength;
if (opacity > 1) {
opacity = 2 - opacity;
}
}
}
return new THREE.Mesh(
this.viewportPlane,
new THREE.MeshBasicMaterial({
map: this.onboardingTextTexture,
opacity,
transparent: true
})
);
}
createPreviousAccumulationMaskPlane() {
return new THREE.Mesh(
this.viewportPlane,
new THREE.MeshBasicMaterial({
map: this.previousAccumulationMaskBuffer.texture,
blending: THREE.AdditiveBlending
})
);
}
createDeltaAccumulationMaskPlane(hasFirstHand) {
const config = this.config.maskAccumulation;
const animationIntroLength = config.animationIntroLength;
const animationGainLength = config.animationGainLength;
const skipIntroDuringFirstCycle = config.skipIntroDuringFirstCycle;
this.maskAccumulationAnimationClock =
this.maskAccumulationAnimationClock || new THREE.Clock(false);
this.maskAccumulationAnimationNumCycles =
this.maskAccumulationAnimationNumCycles || 0;
if (hasFirstHand) {
this.maskAccumulationAnimationClock.stop();
return null;
}
if (!this.maskAccumulationAnimationClock.running) {
this.maskAccumulationAnimationClock.start();
++this.maskAccumulationAnimationNumCycles;
}
const conditionedAnimationIntroLength =
this.maskAccumulationAnimationNumCycles == 1 &&
skipIntroDuringFirstCycle
? 0
: animationIntroLength;
const delta = this.maskAccumulationAnimationClock.getDelta();
const elapsedTime = this.maskAccumulationAnimationClock.elapsedTime;
if (elapsedTime < conditionedAnimationIntroLength) {
return null;
}
const maskAccumulationDelta =
Math.min(delta, elapsedTime - conditionedAnimationIntroLength) /
animationGainLength;
return new THREE.Mesh(
this.viewportPlane,
new THREE.MeshBasicMaterial({
color: new THREE.Color(
maskAccumulationDelta,
maskAccumulationDelta,
maskAccumulationDelta
),
blending: THREE.AdditiveBlending,
transparent: true
})
);
}
createHandMaskObj(handCircle) {
if (!handCircle) {
return null;
}
const planeSize = this.config.handMaskRadiusFactor * handCircle.radius;
const handMaskObj = new THREE.Mesh(
this.unitSizePlane,
new THREE.MeshBasicMaterial({
map: this.handMaskTexture,
transparent: true
})
);
handMaskObj.scale.x = planeSize;
handMaskObj.scale.y = planeSize;
handMaskObj.position.x = handCircle.centerX;
handMaskObj.position.y = handCircle.centerY;
return handMaskObj;
}
createHandHintObj(handCircle) {
if (!handCircle) {
return null;
}
const planeSize = this.config.handHintRadiusFactor * handCircle.radius;
const handHintObj = new THREE.Mesh(
this.unitSizePlane,
new THREE.MeshBasicMaterial({
map: this.handHintTexture,
transparent: true
})
);
handHintObj.scale.x = planeSize;
handHintObj.scale.y = planeSize;
handHintObj.position.x = handCircle.centerX;
handHintObj.position.y = handCircle.centerY;
return handHintObj;
}
calculateDepthFromOrderIdx(orderIdx) {
if (
orderIdx >= this.numLayersUpperBound ||
orderIdx < -this.numLayersUpperBound
) {
throw new Error(
`orderIdx is out of range! orderIdx = ${orderIdx}, numLayersUpperBound = ${this.numLayersUpperBound}`
);
}
if (orderIdx < 0) {
orderIdx += this.numLayersUpperBound;
}
const segmentLength =
(this.config.far - this.config.near) / (this.numLayersUpperBound + 1);
return this.config.near + segmentLength * (orderIdx + 1);
}
placeInPerspectiveFrustum(obj, depth) {
if (!obj) {
return obj;
}
const heightAtDepth =
2 * depth * Math.tan((this.config.verticalFov * Math.PI) / 360);
const scaleFactor = heightAtDepth / this.config.viewportHeight;
obj.scale.x *= scaleFactor;
obj.scale.y *= scaleFactor;
obj.scale.z *= scaleFactor;
obj.position.x *= scaleFactor;
obj.position.y *= scaleFactor;
obj.position.z = obj.position.z * scaleFactor - depth;
return obj;
}
}
class HandLandmarkProcessor {
constructor(config) {
// Remember the config.
this.config = config;
// Set all state-related members to default values.
this.filteredHandCircle = null;
this.lastHandCircle = null;
this.lastHandCircleLifetime = 0;
this.lastHandCirclePresence = 0;
}
// Returns a hand circle data for the first tracked hand.
process(multiHandLandmarks) {
return this.filterHandCircleTemporally(
this.extractFirstHandCircle(multiHandLandmarks)
);
}
extractFirstHandCircle(multiHandLandmarks) {
if (!multiHandLandmarks || multiHandLandmarks.length < 1) {
return null;
}
const handLandmarks = multiHandLandmarks[0];
const viewportLandmarkX = (i) => {
return (handLandmarks[i].x - 0.5) * this.config.viewportWidth;
};
const viewportLandmarkY = (i) => {
return (0.5 - handLandmarks[i].y) * this.config.viewportHeight;
};
let centerX = 0;
let centerY = 0;
for (let i = 0; i < handLandmarks.length; ++i) {
centerX += (viewportLandmarkX(i) - centerX) / (i + 1);
centerY += (viewportLandmarkY(i) - centerY) / (i + 1);
}
let radius = 0;
for (let i = 0; i < handLandmarks.length; ++i) {
const dx = viewportLandmarkX(i) - centerX;
const dy = viewportLandmarkY(i) - centerY;
radius = Math.max(radius, Math.sqrt(dx * dx + dy * dy));
}
return { centerX, centerY, radius };
}
filterHandCircleTemporally(handCircle) {
const mix = (a, b) => {
return (
(1 - this.config.lowPassAlpha) * a + this.config.lowPassAlpha * b
);
};
const mixHandCircle = (a, b) => {
return {
centerX: mix(a.centerX, b.centerX),
centerY: mix(a.centerY, b.centerY),
radius: mix(a.radius, b.radius)
};
};
if (handCircle) {
this.lastHandCircle = handCircle;
this.lastHandCircleLifetime = 0;
++this.lastHandCirclePresence;
} else {
++this.lastHandCircleLifetime;
if (
this.lastHandCircleLifetime >=
this.config.handDetectionLifetimeThreshold
) {
this.lastHandCircle = null;
this.lastHandCircleLifetime = 0;
this.lastHandCirclePresence = 0;
}
}
if (this.filteredHandCircle && this.lastHandCircle) {
this.filteredHandCircle = mixHandCircle(
this.filteredHandCircle,
this.lastHandCircle
);
} else if (this.lastHandCircle) {
this.filteredHandCircle = this.lastHandCircle;
} else {
this.filteredHandCircle = null;
}
if (
this.lastHandCirclePresence >=
this.config.handDetectionPresenceThreshold
) {
return this.filteredHandCircle;
} else {
return null;
}
}
}
function main() {
// Our input frames will come from here.
const videoElement = document.getElementsByClassName("input_video")[0];
const canvasElement = document.getElementsByClassName("output_canvas")[0];
// Optimization: Turn off animated spinner after its hiding animation is done.
const spinner = document.querySelector(".loading");
spinner.ontransitionend = () => {
spinner.style.display = "none";
};
// Define demo config.
const iceDefrostingEffectConfig = {
canvasElement: canvasElement,
viewportWidth: 1280,
viewportHeight: 720,
verticalFov: 45,
near: 1,
far: 100,
handMaskRadiusFactor: 2.5,
handHintRadiusFactor: 2,
// Animation lengths are in seconds.
ignoreHandsIntroLength: 2,
maskAccumulation: {
animationIntroLength: 0.75,
animationGainLength: 3,
skipIntroDuringFirstCycle: true
},
onboardingText: {
opacityAnimationIntroLength: 1,
opacityAnimationLoopLength: 2
}
};
const handLandmarkProcessorConfig = {
viewportWidth: iceDefrostingEffectConfig.viewportWidth,
viewportHeight: iceDefrostingEffectConfig.viewportHeight,
lowPassAlpha: 0.8,
handDetectionLifetimeThreshold: 3,
handDetectionPresenceThreshold: 3
};
const handTrackerConfig = {
selfieMode: true,
maxHands: 1,
minDetectionConfidence: 0.7,
minTrackingConfidence: 0.9
};
// Update the camera video element to reflect the selfie mode option.
videoElement.classList.toggle("selfie", handTrackerConfig.selfieMode);
// Create an ice defrosting demo renderer.
const iceDefrostingEffectRenderer = new IceDefrostingEffectRenderer(
iceDefrostingEffectConfig
);
// Create a hand landmark processor.
const handLandmarkProcessor = new HandLandmarkProcessor(
handLandmarkProcessorConfig
);
// Create a hand tracker.
const handTracker = new Hands({
locateFile: (x) => {
return `https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/${x}`;
}
});
handTracker.setOptions(handTrackerConfig);
handTracker.onResults((results) => {
if (!iceDefrostingEffectRenderer.isReadyToRender()) {
return;
}
// Hide the spinner.
document.body.classList.add("loaded");
// Process landmarks & render the effect.
iceDefrostingEffectRenderer.render(
results.image,
handLandmarkProcessor.process(results.multiHandLandmarks)
);
});
// Instantiate a camera. We'll feed each frame we receive into the solution.
const cameraMp = new Camera(videoElement, {
onFrame: async () => {
await handTracker.send({ image: videoElement });
},
width: iceDefrostingEffectConfig.viewportWidth,
height: iceDefrostingEffectConfig.viewportHeight
});
cameraMp.start();
}
main();
})();
Also see: Tab Triggers