human/ui/pygame_ui.py
2024-12-02 01:30:44 +08:00

193 lines
5.9 KiB
Python

#encoding = utf8
import copy
import logging
import os
import time
from queue import Queue
import cv2
import numpy as np
import pygame
from pygame.locals import *
from human import HumanContext
from ipc import IPCUtil
from utils import config_logging
logger = logging.getLogger(__name__)
current_file_path = os.path.dirname(os.path.abspath(__file__))
ipc = IPCUtil('ipc_sender', 'ipc_sender')
def send_image(image):
identifier = b'\x01'
height, width, channels = image.shape
width_bytes = width.to_bytes(4, byteorder='little')
height_bytes = height.to_bytes(4, byteorder='little')
bit_depth_bytes = channels.to_bytes(4, byteorder='little')
img_bytes = image.tobytes()
data = identifier + width_bytes + height_bytes + bit_depth_bytes + img_bytes
ipc.send_binary(data, len(data))
def cal_box(inv_m, p):
x = inv_m[0][0] * p[0] + inv_m[0][1] * p[1] + inv_m[0][2]
y = inv_m[1][0] * p[0] + inv_m[1][1] * p[1] + inv_m[1][2]
return x, y
def img_warp_back_inv_m(img, img_to, inv_m):
h_up, w_up, c = img_to.shape
mask = np.ones_like(img).astype(np.float32)
inv_mask = cv2.warpAffine(mask, inv_m, (w_up, h_up))
inv_img = cv2.warpAffine(img, inv_m, (w_up, h_up))
mask_indices = inv_mask == 1
if 4 == c:
send_image(img_to)
img_to[:, :, :3][mask_indices] = inv_img[mask_indices]
else:
img_to[inv_mask == 1] = inv_img[inv_mask == 1]
cv2.imwrite('./full.png', img_to)
return img_to
# h_up, w_up, _ = img.shape
# _, _, c = img_to.shape
# # cv2.imwrite('./face.png', img)
# tx = int(inv_m[0][2])
# ty = int(inv_m[1][2])
#
# inv_m[0][2] = 0
# inv_m[1][2] = 0
#
# p0 = cal_box(inv_m, (0, 0))
# p1 = cal_box(inv_m, (w_up, 0))
# p2 = cal_box(inv_m, (w_up, h_up))
# p3 = cal_box(inv_m, (0, h_up))
# lp = (min(p0[0], p3[0]), min(p0[1], p1[1]))
# rp = (max(p2[0], p1[0]), min(p2[1], p3[1]))
#
# w_up = int(rp[0] - lp[0])
# h_up = int(rp[1] - lp[1])
#
# # print(f'src_x:{w_up}, src_y:{h_up}')
# inv_m[0][2] = 0
# inv_m[1][2] = abs(lp[1])
#
# mask = np.ones_like(img, dtype=np.float32)
# inv_mask = cv2.warpAffine(mask, inv_m, (w_up, h_up))
# inv_img = cv2.warpAffine(img, inv_m, (w_up, h_up))
#
# if c == 4:
# # img_to[30:h, 30:w][:, :, :3] = img
# img_to[ty:(h_up + ty), tx:(w_up + tx)][:, :, :3][inv_mask == 1] = inv_img[inv_mask == 1]
# else:
# img_to[inv_mask == 1] = inv_img[inv_mask == 1]
#
# # cv2.imwrite('./full1.png', img_to)
# return img_to
def render_image(context, frame):
res_frame, idx, type_ = frame
if type_ == 0:
combine_frame = context.frame_list_cycle[idx]
else:
bbox = context.coord_list_cycle[idx]
combine_frame = copy.deepcopy(context.frame_list_cycle[idx])
af = context.align_frames[idx]
inv_m = context.inv_m_frames[idx]
y1, y2, x1, x2 = bbox
try:
t = time.perf_counter()
res_frame = cv2.resize(res_frame.astype(np.uint8), (x2 - x1, y2 - y1))
af[y1:y2, x1:x2] = res_frame
combine_frame = img_warp_back_inv_m(af, combine_frame, inv_m)
except Exception as e:
logging.error(f'resize error:{e}')
return
image = combine_frame
return image
class PyGameUI:
def __init__(self):
self._human_context = None
self._queue = None
self.screen_ = pygame.display.set_mode((920, 860), HWSURFACE | DOUBLEBUF | RESIZABLE)
self.clock = pygame.time.Clock()
background = os.path.join(current_file_path, '..', 'data', 'background', 'background.jpg')
logger.info(f'background: {background}')
self._background = pygame.image.load(background).convert()
self.background_display_ = pygame.transform.scale(self._background, (920, 860))
self._human_image = None
self.running = True
def start(self):
self._queue = Queue()
self._human_context = HumanContext()
self._human_context.build()
render = self._human_context.render_handler
render.set_image_render(self)
def run(self):
self.start()
while self.running:
self.clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
elif event.type == VIDEORESIZE:
self.background_display_ = pygame.transform.scale(self._background, event.dict['size'])
self.screen_.blit(self.background_display_, (0, 0))
self._update_human()
if self._human_image is not None:
self.screen_.blit(self._human_image, (0, -300))
fps = self.clock.get_fps()
pygame.display.set_caption('fps:{:.2f}'.format(fps))
pygame.display.flip()
self.stop()
pygame.quit()
def _update_human(self):
if self._queue.empty():
return
if self._queue.qsize() > 5:
print('render queue is slower')
image = self._queue.get()
image = render_image(self._human_context, image)
color_format = "RGB"
if 4 == image.shape[2]:
color_format = "RGBA"
image = cv2.cvtColor(image, cv2.COLOR_BGRA2RGBA)
else:
image = cv2.cvtColor(image, cv2.COLOR_BGR2RGB)
self._human_image = pygame.image.frombuffer(image.tobytes(), image.shape[1::-1], color_format)
def stop(self):
logger.info('stop')
if self._human_context is not None:
# self._human_context.pause_talk()
self._human_context.stop()
def on_render(self, image):
self._queue.put(image)
if __name__ == '__main__':
config_logging('../logs/info.log', logging.INFO, logging.INFO)
logger.info('------------start------------')
ui = PyGameUI()
ui.run()
logger.info('------------finish------------')