modify render
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0760f92064
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@ -24,7 +24,7 @@ def cal_box(inv_m, p):
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def img_warp_back_inv_m(img, img_to, inv_m):
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h_up, w_up, c = img.shape
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# h_up, w_up, c = img_to.shape
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# mask = np.ones_like(img).astype(np.float32)
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# inv_mask = cv2.warpAffine(mask, inv_m, (w_up, h_up))
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# inv_img = cv2.warpAffine(img, inv_m, (w_up, h_up))
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@ -33,10 +33,13 @@ def img_warp_back_inv_m(img, img_to, inv_m):
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# img_to[:, :, :3][mask_indices] = inv_img[mask_indices]
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# else:
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# img_to[inv_mask == 1] = inv_img[inv_mask == 1]
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# cv2.imwrite('./full.png', img_to)
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# return img_to
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cv2.imwrite('./face.png', img)
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tx = inv_m[0][2]
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ty = inv_m[1][2]
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h_up, w_up, _ = img.shape
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_, _, c = img_to.shape
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# cv2.imwrite('./face.png', img)
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tx = int(inv_m[0][2])
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ty = int(inv_m[1][2])
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inv_m[0][2] = 0
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inv_m[1][2] = 0
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@ -51,21 +54,21 @@ def img_warp_back_inv_m(img, img_to, inv_m):
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w_up = int(rp[0] - lp[0])
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h_up = int(rp[1] - lp[1])
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print(f'src_x:{w_up}, src_y:{h_up}')
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# print(f'src_x:{w_up}, src_y:{h_up}')
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inv_m[0][2] = 0
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inv_m[1][2] = 0
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inv_m[1][2] = abs(lp[1])
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mask = np.ones_like(img, dtype=np.float32)
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inv_mask = cv2.warpAffine(mask, inv_m, (w_up, h_up))
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inv_img = cv2.warpAffine(img, inv_m, (w_up, h_up))
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cv2.imwrite('./combine_frame.png', inv_img[inv_mask == 1])
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cv2.imwrite('./combine_frame-1.png', img_to)
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if c == 4:
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# img_to[30:h, 30:w][:, :, :3] = img
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img_to[:, :, :3][inv_mask == 1] = inv_img[inv_mask == 1]
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img_to[ty:(h_up + ty), tx:(w_up + tx)][:, :, :3][inv_mask == 1] = inv_img[inv_mask == 1]
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else:
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img_to[inv_mask == 1] = inv_img[inv_mask == 1]
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# cv2.imwrite('./full1.png', img_to)
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return img_to
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@ -126,7 +129,7 @@ class PyGameUI:
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self.screen_.blit(self.background_display_, (0, 0))
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self._update_human()
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if self._human_image is not None:
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self.screen_.blit(self._human_image, (760, -300))
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self.screen_.blit(self._human_image, (0, -300))
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fps = self.clock.get_fps()
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pygame.display.set_caption('fps:{:.2f}'.format(fps))
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