refactoring, renaming and commenting

pull/3471/head
kallaballa 2 years ago
parent fab448fc8c
commit 2f0f9b0c53
  1. 10
      src/beauty/beauty-demo.cpp

@ -203,7 +203,7 @@ void boost_saturation(const cv::UMat &srcBGR, cv::UMat &dstBGR, uchar by) {
cvtColor(hls, dstBGR, cv::COLOR_HLS2BGR);
}
void lighten_shadows(const cv::UMat &srcBGR, cv::UMat &dstBGR, double to_percent) {
void lighten_shadows(const cv::UMat &srcBGR, cv::UMat &dstBGR, double percent) {
assert(srcBGR.type() == CV_8UC3);
static cv::UMat hsv;
static vector<cv::UMat> hsvChannels;
@ -217,7 +217,7 @@ void lighten_shadows(const cv::UMat &srcBGR, cv::UMat &dstBGR, double to_percent
cv::minMaxLoc(valueFloat, &minIn, &maxIn);
cv::subtract(valueFloat, minIn, valueFloat);
cv::divide(valueFloat, cv::Scalar::all(maxIn - minIn), valueFloat);
double minOut = (minIn + (1.0 * (to_percent / 100.0)));
double minOut = (minIn + (1.0 * (percent / 100.0)));
cv::multiply(valueFloat, cv::Scalar::all(1.0 - minOut), valueFloat);
cv::add(valueFloat, cv::Scalar::all(minOut), valueFloat);
@ -234,7 +234,7 @@ void iteration() {
//TODO try FeatherBlender
static cv::detail::MultiBandBlender blender(true);
//BGR
static cv::UMat bgr, down, faceBgMask, blurred, reduced, saturated;
static cv::UMat bgr, down, faceBgMask, blurred, lightened, saturated;
static cv::UMat frameOut(HEIGHT, WIDTH, CV_8UC3);
static cv::UMat lhalf(HEIGHT * SCALE, WIDTH * SCALE, CV_8UC3);
static cv::UMat rhalf(lhalf.size(), lhalf.type());
@ -307,9 +307,9 @@ void iteration() {
cv::bitwise_not(faceFgMaskGrey,faceFgMaskInvGrey);
boost_saturation(bgr,saturated,BOOST_LIP_AND_EYE_SATURATION);
lighten_shadows(bgr, reduced, REDUCE_SHADOW);
lighten_shadows(bgr, lightened, REDUCE_SHADOW);
cv::boxFilter(reduced, blurred, -1, cv::Size(BLUR_KERNEL_SIZE, BLUR_KERNEL_SIZE), cv::Point(-1, -1), true, cv::BORDER_REPLICATE);
cv::boxFilter(lightened, blurred, -1, cv::Size(BLUR_KERNEL_SIZE, BLUR_KERNEL_SIZE), cv::Point(-1, -1), true, cv::BORDER_REPLICATE);
blender.prepare(cv::Rect(0, 0, WIDTH, HEIGHT));
blender.feed(blurred, faceBgMaskGrey, cv::Point(0, 0));
blender.feed(bgr, faceFgMaskInvGrey, cv::Point(0, 0));

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