dragonpilot - 基於 openpilot 的開源駕駛輔助系統
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import platform
import pyray as rl
import numpy as np
from typing import Any
MAX_GRADIENT_COLORS = 15
VERSION = """
#version 300 es
precision highp float;
"""
if platform.system() == "Darwin":
VERSION = """
#version 330 core
"""
FRAGMENT_SHADER = VERSION + """
in vec2 fragTexCoord;
out vec4 finalColor;
uniform vec2 points[100];
uniform int pointCount;
uniform vec4 fillColor;
uniform vec2 resolution;
uniform int useGradient;
uniform vec2 gradientStart;
uniform vec2 gradientEnd;
uniform vec4 gradientColors[15];
uniform float gradientStops[15];
uniform int gradientColorCount;
vec4 getGradientColor(vec2 pos) {
vec2 gradientDir = gradientEnd - gradientStart;
float gradientLength = length(gradientDir);
if (gradientLength < 0.001) return gradientColors[0];
vec2 normalizedDir = gradientDir / gradientLength;
float t = clamp(dot(pos - gradientStart, normalizedDir) / gradientLength, 0.0, 1.0);
if (gradientColorCount <= 1) return gradientColors[0];
for (int i = 0; i < gradientColorCount - 1; i++) {
if (t >= gradientStops[i] && t <= gradientStops[i+1]) {
float segmentT = (t - gradientStops[i]) / (gradientStops[i+1] - gradientStops[i]);
return mix(gradientColors[i], gradientColors[i+1], segmentT);
}
}
return gradientColors[gradientColorCount-1];
}
bool isPointInsidePolygon(vec2 p) {
if (pointCount < 3) return false;
int crossings = 0;
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
vec2 pi = points[i];
vec2 pj = points[j];
if (distance(pi, pj) < 0.001) continue;
if (((pi.y > p.y) != (pj.y > p.y)) &&
(p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y + 0.001) + pi.x)) {
crossings++;
}
}
return (crossings & 1) == 1;
}
float distanceToEdge(vec2 p) {
float minDist = 1000.0;
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) {
vec2 edge0 = points[j];
vec2 edge1 = points[i];
if (distance(edge0, edge1) < 0.0001) continue;
vec2 v1 = p - edge0;
vec2 v2 = edge1 - edge0;
float l2 = dot(v2, v2);
if (l2 < 0.0001) {
float dist = length(v1);
minDist = min(minDist, dist);
continue;
}
float t = clamp(dot(v1, v2) / l2, 0.0, 1.0);
vec2 projection = edge0 + t * v2;
float dist = length(p - projection);
minDist = min(minDist, dist);
}
return minDist;
}
void main() {
vec2 pixel = fragTexCoord * resolution;
// Compute pixel size for anti-aliasing
vec2 pixelGrad = vec2(dFdx(pixel.x), dFdy(pixel.y));
float pixelSize = length(pixelGrad);
float aaWidth = max(0.5, pixelSize * 1.5);
bool inside = isPointInsidePolygon(pixel);
if (inside) {
finalColor = useGradient == 1 ? getGradientColor(pixel) : fillColor;
return;
}
float sd = -distanceToEdge(pixel);
float alpha = smoothstep(-aaWidth, aaWidth, sd);
if (alpha > 0.0){
vec4 color = useGradient == 1 ? getGradientColor(pixel) : fillColor;
finalColor = vec4(color.rgb, color.a * alpha);
} else {
discard;
}
}
"""
# Default vertex shader
VERTEX_SHADER = VERSION + """
in vec3 vertexPosition;
in vec2 vertexTexCoord;
out vec2 fragTexCoord;
uniform mat4 mvp;
void main() {
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
"""
UNIFORM_INT = rl.ShaderUniformDataType.SHADER_UNIFORM_INT
UNIFORM_FLOAT = rl.ShaderUniformDataType.SHADER_UNIFORM_FLOAT
UNIFORM_VEC2 = rl.ShaderUniformDataType.SHADER_UNIFORM_VEC2
UNIFORM_VEC4 = rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4
class ShaderState:
_instance: Any = None
@classmethod
def get_instance(cls):
if cls._instance is None:
cls._instance = cls()
return cls._instance
def __init__(self):
if ShaderState._instance is not None:
raise Exception("This class is a singleton. Use get_instance() instead.")
self.initialized = False
self.shader = None
self.white_texture = None
# Shader uniform locations
self.locations = {
'pointCount': None,
'fillColor': None,
'resolution': None,
'points': None,
'useGradient': None,
'gradientStart': None,
'gradientEnd': None,
'gradientColors': None,
'gradientStops': None,
'gradientColorCount': None,
'mvp': None,
}
# Pre-allocated FFI objects
self.point_count_ptr = rl.ffi.new("int[]", [0])
self.resolution_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.fill_color_ptr = rl.ffi.new("float[]", [0.0, 0.0, 0.0, 0.0])
self.use_gradient_ptr = rl.ffi.new("int[]", [0])
self.gradient_start_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.gradient_end_ptr = rl.ffi.new("float[]", [0.0, 0.0])
self.color_count_ptr = rl.ffi.new("int[]", [0])
self.gradient_colors_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS * 4)
self.gradient_stops_ptr = rl.ffi.new("float[]", MAX_GRADIENT_COLORS)
def initialize(self):
if self.initialized:
return
self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAGMENT_SHADER)
# Create and cache white texture
white_img = rl.gen_image_color(2, 2, rl.WHITE)
self.white_texture = rl.load_texture_from_image(white_img)
rl.set_texture_filter(self.white_texture, rl.TEXTURE_FILTER_BILINEAR)
rl.unload_image(white_img)
# Cache all uniform locations
for uniform in self.locations.keys():
self.locations[uniform] = rl.get_shader_location(self.shader, uniform)
# Setup default MVP matrix
mvp_ptr = rl.ffi.new("float[16]", [1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0])
rl.set_shader_value_matrix(self.shader, self.locations['mvp'], rl.Matrix(*mvp_ptr))
self.initialized = True
def cleanup(self):
if not self.initialized:
return
if self.white_texture:
rl.unload_texture(self.white_texture)
self.white_texture = None
if self.shader:
rl.unload_shader(self.shader)
self.shader = None
self.initialized = False
def _configure_shader_color(state, color, gradient, clipped_rect, original_rect):
use_gradient = 1 if gradient else 0
state.use_gradient_ptr[0] = use_gradient
rl.set_shader_value(state.shader, state.locations['useGradient'], state.use_gradient_ptr, UNIFORM_INT)
if use_gradient:
start = np.array(gradient['start']) * np.array([original_rect.width, original_rect.height]) + np.array([original_rect.x, original_rect.y])
end = np.array(gradient['end']) * np.array([original_rect.width, original_rect.height]) + np.array([original_rect.x, original_rect.y])
start = start - np.array([clipped_rect.x, clipped_rect.y])
end = end - np.array([clipped_rect.x, clipped_rect.y])
state.gradient_start_ptr[0:2] = start.astype(np.float32)
state.gradient_end_ptr[0:2] = end.astype(np.float32)
rl.set_shader_value(state.shader, state.locations['gradientStart'], state.gradient_start_ptr, UNIFORM_VEC2)
rl.set_shader_value(state.shader, state.locations['gradientEnd'], state.gradient_end_ptr, UNIFORM_VEC2)
colors = gradient['colors']
color_count = min(len(colors), MAX_GRADIENT_COLORS)
state.color_count_ptr[0] = color_count
for i, c in enumerate(colors[:color_count]):
base_idx = i * 4
state.gradient_colors_ptr[base_idx:base_idx+4] = [c.r / 255.0, c.g / 255.0, c.b / 255.0, c.a / 255.0]
rl.set_shader_value_v(state.shader, state.locations['gradientColors'], state.gradient_colors_ptr, UNIFORM_VEC4, color_count)
stops = gradient.get('stops', [i / max(1, color_count - 1) for i in range(color_count)])
stops = np.clip(stops[:color_count], 0.0, 1.0)
state.gradient_stops_ptr[0:color_count] = stops
rl.set_shader_value_v(state.shader, state.locations['gradientStops'], state.gradient_stops_ptr, UNIFORM_FLOAT, color_count)
rl.set_shader_value(state.shader, state.locations['gradientColorCount'], state.color_count_ptr, UNIFORM_INT)
else:
color = color or rl.WHITE
state.fill_color_ptr[0:4] = [color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0]
rl.set_shader_value(state.shader, state.locations['fillColor'], state.fill_color_ptr, UNIFORM_VEC4)
def draw_polygon(origin_rect: rl.Rectangle, points: np.ndarray, color=None, gradient=None):
"""
Draw a complex polygon using shader-based even-odd fill rule
Args:
rect: Rectangle defining the drawing area
points: numpy array of (x,y) points defining the polygon
color: Solid fill color (rl.Color)
gradient: Dict with gradient parameters:
{
'start': (x1, y1), # Start point (normalized 0-1)
'end': (x2, y2), # End point (normalized 0-1)
'colors': [rl.Color], # List of colors at stops
'stops': [float] # List of positions (0-1)
}
"""
if len(points) < 3:
return
state = ShaderState.get_instance()
if not state.initialized:
state.initialize()
# Find bounding box
min_xy = np.min(points, axis=0)
max_xy = np.max(points, axis=0)
clip_x = max(origin_rect.x, min_xy[0])
clip_y = max(origin_rect.y, min_xy[1])
clip_right = min(origin_rect.x + origin_rect.width, max_xy[0])
clip_bottom = min(origin_rect.y + origin_rect.height, max_xy[1])
# Check if polygon is completely off-screen
if clip_x >= clip_right or clip_y >= clip_bottom:
return
clipped_rect = rl.Rectangle(clip_x, clip_y, clip_right - clip_x, clip_bottom - clip_y)
# Transform points relative to the CLIPPED area
transformed_points = points - np.array([clip_x, clip_y])
# Set shader values
state.point_count_ptr[0] = len(transformed_points)
rl.set_shader_value(state.shader, state.locations['pointCount'], state.point_count_ptr, UNIFORM_INT)
state.resolution_ptr[0:2] = [clipped_rect.width, clipped_rect.height]
rl.set_shader_value(state.shader, state.locations['resolution'], state.resolution_ptr, UNIFORM_VEC2)
flat_points = np.ascontiguousarray(transformed_points.flatten().astype(np.float32))
points_ptr = rl.ffi.cast("float *", flat_points.ctypes.data)
rl.set_shader_value_v(state.shader, state.locations['points'], points_ptr, UNIFORM_VEC2, len(transformed_points))
_configure_shader_color(state, color, gradient, clipped_rect, origin_rect)
# Render
rl.begin_shader_mode(state.shader)
rl.draw_texture_pro(
state.white_texture,
rl.Rectangle(0, 0, 2, 2),
clipped_rect,
rl.Vector2(0, 0),
0.0,
rl.WHITE,
)
rl.end_shader_mode()
def cleanup_shader_resources():
state = ShaderState.get_instance()
state.cleanup()