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								#include "paint.h"
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								#include <assert.h>
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								#include <algorithm>
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								#ifdef __APPLE__
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								#include <OpenGL/gl3.h>
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								#define NANOVG_GL3_IMPLEMENTATION
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								#define nvgCreate nvgCreateGL3
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								#else
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								#include <GLES3/gl3.h>
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								#define NANOVG_GLES3_IMPLEMENTATION
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								#define nvgCreate nvgCreateGLES3
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								#endif
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								#define NANOVG_GLES3_IMPLEMENTATION
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								#include <nanovg_gl.h>
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								#include <nanovg_gl_utils.h>
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								#include "selfdrive/common/timing.h"
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								#include "selfdrive/common/util.h"
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								#include "selfdrive/hardware/hw.h"
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								#include "selfdrive/ui/ui.h"
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								// TODO: this is also hardcoded in common/transformations/camera.py
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								// TODO: choose based on frame input size
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								const float y_offset = Hardware::TICI() ? 150.0 : 0.0;
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								const float zoom = Hardware::TICI() ? 2912.8 : 2138.5;
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								static void ui_draw_text(const UIState *s, float x, float y, const char *string, float size, NVGcolor color, const char *font_name) {
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								  nvgFontFace(s->vg, font_name);
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								  nvgFontSize(s->vg, size);
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								  nvgFillColor(s->vg, color);
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								  nvgText(s->vg, x, y, string, NULL);
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								}
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								static void draw_chevron(UIState *s, float x, float y, float sz, NVGcolor fillColor, NVGcolor glowColor) {
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								  // glow
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								  float g_xo = sz/5;
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								  float g_yo = sz/10;
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								  nvgBeginPath(s->vg);
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								  nvgMoveTo(s->vg, x+(sz*1.35)+g_xo, y+sz+g_yo);
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								  nvgLineTo(s->vg, x, y-g_xo);
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								  nvgLineTo(s->vg, x-(sz*1.35)-g_xo, y+sz+g_yo);
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								  nvgClosePath(s->vg);
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								  nvgFillColor(s->vg, glowColor);
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								  nvgFill(s->vg);
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								  // chevron
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								  nvgBeginPath(s->vg);
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								  nvgMoveTo(s->vg, x+(sz*1.25), y+sz);
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								  nvgLineTo(s->vg, x, y);
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								  nvgLineTo(s->vg, x-(sz*1.25), y+sz);
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								  nvgClosePath(s->vg);
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								  nvgFillColor(s->vg, fillColor);
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								  nvgFill(s->vg);
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								}
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								static void ui_draw_circle_image(const UIState *s, int center_x, int center_y, int radius, const char *image, NVGcolor color, float img_alpha) {
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								  nvgBeginPath(s->vg);
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								  nvgCircle(s->vg, center_x, center_y, radius);
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								  nvgFillColor(s->vg, color);
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								  nvgFill(s->vg);
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								  const int img_size = radius * 1.5;
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								  ui_draw_image(s, {center_x - (img_size / 2), center_y - (img_size / 2), img_size, img_size}, image, img_alpha);
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								}
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								static void ui_draw_circle_image(const UIState *s, int center_x, int center_y, int radius, const char *image, bool active) {
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								  float bg_alpha = active ? 0.3f : 0.1f;
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								  float img_alpha = active ? 1.0f : 0.15f;
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								  ui_draw_circle_image(s, center_x, center_y, radius, image, nvgRGBA(0, 0, 0, (255 * bg_alpha)), img_alpha);
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								}
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								static void draw_lead(UIState *s, const cereal::RadarState::LeadData::Reader &lead_data, const vertex_data &vd) {
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								  // Draw lead car indicator
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								  auto [x, y] = vd;
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								  float fillAlpha = 0;
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								  float speedBuff = 10.;
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								  float leadBuff = 40.;
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								  float d_rel = lead_data.getDRel();
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								  float v_rel = lead_data.getVRel();
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								  if (d_rel < leadBuff) {
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								    fillAlpha = 255*(1.0-(d_rel/leadBuff));
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								    if (v_rel < 0) {
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								      fillAlpha += 255*(-1*(v_rel/speedBuff));
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								    }
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								    fillAlpha = (int)(fmin(fillAlpha, 255));
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								  }
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								  float sz = std::clamp((25 * 30) / (d_rel / 3 + 30), 15.0f, 30.0f) * s->zoom;
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								  x = std::clamp(x, 0.f, s->viz_rect.right() - sz / 2);
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								  y = std::fmin(s->viz_rect.bottom() - sz * .6, y);
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								  draw_chevron(s, x, y, sz, nvgRGBA(201, 34, 49, fillAlpha), COLOR_YELLOW);
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								}
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								static void ui_draw_line(UIState *s, const line_vertices_data &vd, NVGcolor *color, NVGpaint *paint) {
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								  if (vd.cnt == 0) return;
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								  const vertex_data *v = &vd.v[0];
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								  nvgBeginPath(s->vg);
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								  nvgMoveTo(s->vg, v[0].x, v[0].y);
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								  for (int i = 1; i < vd.cnt; i++) {
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								    nvgLineTo(s->vg, v[i].x, v[i].y);
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								  }
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								  nvgClosePath(s->vg);
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								  if (color) {
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								    nvgFillColor(s->vg, *color);
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								  } else if (paint) {
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								    nvgFillPaint(s->vg, *paint);
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								  }
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								  nvgFill(s->vg);
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								}
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								static void draw_frame(UIState *s) {
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								  mat4 *out_mat;
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								  if (s->scene.driver_view) {
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								    glBindVertexArray(s->frame_vao[1]);
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								    out_mat = &s->front_frame_mat;
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								  } else {
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								    glBindVertexArray(s->frame_vao[0]);
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								    out_mat = &s->rear_frame_mat;
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								  }
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								  glActiveTexture(GL_TEXTURE0);
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								  if (s->last_frame) {
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								    glBindTexture(GL_TEXTURE_2D, s->texture[s->last_frame->idx]->frame_tex);
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								    if (!Hardware::EON()) {
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								      // this is handled in ion on QCOM
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								      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, s->last_frame->width, s->last_frame->height,
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								                   0, GL_RGB, GL_UNSIGNED_BYTE, s->last_frame->addr);
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								    }
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								  }
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								  glUseProgram(s->gl_shader->prog);
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								  glUniform1i(s->gl_shader->getUniformLocation("uTexture"), 0);
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								  glUniformMatrix4fv(s->gl_shader->getUniformLocation("uTransform"), 1, GL_TRUE, out_mat->v);
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								  assert(glGetError() == GL_NO_ERROR);
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								  glEnableVertexAttribArray(0);
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							 | 
							
							
								  glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const void *)0);
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							 | 
							
							
								  glDisableVertexAttribArray(0);
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							 | 
							
							
								  glBindVertexArray(0);
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								}
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								static void ui_draw_vision_lane_lines(UIState *s) {
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								  const UIScene &scene = s->scene;
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								  NVGpaint track_bg;
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							 | 
							
							
								  if (!scene.end_to_end) {
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							 | 
							
							
								    // paint lanelines
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							 | 
							
							
								    for (int i = 0; i < std::size(scene.lane_line_vertices); i++) {
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							 | 
							
							
								      NVGcolor color = nvgRGBAf(1.0, 1.0, 1.0, scene.lane_line_probs[i]);
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							 | 
							
							
								      ui_draw_line(s, scene.lane_line_vertices[i], &color, nullptr);
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								    }
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								    // paint road edges
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								    for (int i = 0; i < std::size(scene.road_edge_vertices); i++) {
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							 | 
							
							
								      NVGcolor color = nvgRGBAf(1.0, 0.0, 0.0, std::clamp<float>(1.0 - scene.road_edge_stds[i], 0.0, 1.0));
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							 | 
							
							
								      ui_draw_line(s, scene.road_edge_vertices[i], &color, nullptr);
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								    }
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							 | 
							
							
								    track_bg = nvgLinearGradient(s->vg, s->fb_w, s->fb_h, s->fb_w, s->fb_h * .4,
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								                                          COLOR_WHITE, COLOR_WHITE_ALPHA(0));
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								  } else {
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							 | 
							
							
								    track_bg = nvgLinearGradient(s->vg, s->fb_w, s->fb_h, s->fb_w, s->fb_h * .4,
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								                                          COLOR_RED, COLOR_RED_ALPHA(0));
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								  }
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								  // paint path
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								  ui_draw_line(s, scene.track_vertices, nullptr, &track_bg);
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								}
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								// Draw all world space objects.
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							 | 
							
							
								static void ui_draw_world(UIState *s) {
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							 | 
							
							
								  // Don't draw on top of sidebar
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							 | 
							
								
							 | 
							
							
								  nvgScissor(s->vg, s->viz_rect.x, s->viz_rect.y, s->viz_rect.w, s->viz_rect.h);
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								  // Draw lane edges and vision/mpc tracks
							 | 
						
					
						
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							 | 
							
							
								  ui_draw_vision_lane_lines(s);
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								  // Draw lead indicators if openpilot is handling longitudinal
							 | 
						
					
						
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							 | 
							
							
								  if (s->scene.longitudinal_control) {
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							 | 
							
								
							 | 
							
							
								    auto radar_state = (*s->sm)["radarState"].getRadarState();
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
							 | 
							
							
								    auto lead_one = radar_state.getLeadOne();
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								    auto lead_two = radar_state.getLeadTwo();
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								    if (lead_one.getStatus()) {
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							 | 
							
								
							 | 
							
							
								      draw_lead(s, lead_one, s->scene.lead_vertices[0]);
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							 | 
							
							
								    }
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							 | 
							
								
							 | 
							
							
								    if (lead_two.getStatus() && (std::abs(lead_one.getDRel() - lead_two.getDRel()) > 3.0)) {
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							 | 
							
								
							 | 
							
							
								      draw_lead(s, lead_two, s->scene.lead_vertices[1]);
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							 | 
							
							
								    }
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							 | 
							
							
								  }
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							 | 
							
							
								  nvgResetScissor(s->vg);
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							 | 
							
							
								}
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								static void ui_draw_vision_maxspeed(UIState *s) {
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							 | 
							
							
								  const int SET_SPEED_NA = 255;
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							 | 
							
							
								  float maxspeed = (*s->sm)["controlsState"].getControlsState().getVCruise();
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							 | 
							
							
								  const bool is_cruise_set = maxspeed != 0 && maxspeed != SET_SPEED_NA;
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							 | 
							
								
							 | 
							
							
								  if (is_cruise_set && !s->scene.is_metric) { maxspeed *= 0.6225; }
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								  const Rect rect = {s->viz_rect.x + (bdr_s * 2), int(s->viz_rect.y + (bdr_s * 1.5)), 184, 202};
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							 | 
							
							
								  ui_fill_rect(s->vg, rect, COLOR_BLACK_ALPHA(100), 30.);
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							 | 
							
							
								  ui_draw_rect(s->vg, rect, COLOR_WHITE_ALPHA(100), 10, 20.);
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								  nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE);
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							 | 
							
							
								  ui_draw_text(s, rect.centerX(), 148, "MAX", 26 * 2.5, COLOR_WHITE_ALPHA(is_cruise_set ? 200 : 100), "sans-regular");
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								  if (is_cruise_set) {
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							 | 
							
							
								    const std::string maxspeed_str = std::to_string((int)std::nearbyint(maxspeed));
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							 | 
							
								
							 | 
							
							
								    ui_draw_text(s, rect.centerX(), 242, maxspeed_str.c_str(), 48 * 2.5, COLOR_WHITE, "sans-bold");
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							 | 
							
							
								  } else {
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							 | 
							
							
								    ui_draw_text(s, rect.centerX(), 242, "N/A", 42 * 2.5, COLOR_WHITE_ALPHA(100), "sans-semibold");
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								  }
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								}
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								static void ui_draw_vision_speed(UIState *s) {
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							 | 
							
							
								  const float speed = std::max(0.0, (*s->sm)["carState"].getCarState().getVEgo() * (s->scene.is_metric ? 3.6 : 2.2369363));
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							 | 
							
							
								  const std::string speed_str = std::to_string((int)std::nearbyint(speed));
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							 | 
							
								
							 | 
							
							
								  nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_BASELINE);
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							 | 
							
							
								  ui_draw_text(s, s->viz_rect.centerX(), 240, speed_str.c_str(), 96 * 2.5, COLOR_WHITE, "sans-bold");
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							 | 
							
								
							 | 
							
							
								  ui_draw_text(s, s->viz_rect.centerX(), 320, s->scene.is_metric ? "km/h" : "mph", 36 * 2.5, COLOR_WHITE_ALPHA(200), "sans-regular");
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								}
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								static void ui_draw_vision_event(UIState *s) {
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							 | 
							
							
								  if ((*s->sm)["controlsState"].getControlsState().getEngageable()) {
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							 | 
							
							
								    // draw steering wheel
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							 | 
							
							
								    const int radius = 96;
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							 | 
							
								
							 | 
							
							
								    const int center_x = s->viz_rect.right() - radius - bdr_s * 2;
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							 | 
							
							
								    const int center_y = s->viz_rect.y + radius  + (bdr_s * 1.5);
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ui_draw_circle_image(s, center_x, center_y, radius, "wheel", bg_colors[s->status], 1.0f);
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							 | 
							
								
							 | 
							
							
								  }
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							 | 
							
							
								}
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							 | 
							
							
								static void ui_draw_vision_face(UIState *s) {
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							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const int radius = 96;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const int center_x = s->viz_rect.x + radius + (bdr_s * 2);
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const int center_y = s->viz_rect.bottom() - footer_h / 2;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  bool is_active = (*s->sm)["driverMonitoringState"].getDriverMonitoringState().getIsActiveMode();
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ui_draw_circle_image(s, center_x, center_y, radius, "driver_face", is_active);
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
								}
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							 | 
							
							
								static void ui_draw_driver_view(UIState *s) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const bool is_rhd = s->scene.is_rhd;
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const int width = 4 * s->viz_rect.h / 3;
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const Rect rect = {s->viz_rect.centerX() - width / 2, s->viz_rect.y, width, s->viz_rect.h};  // x, y, w, h
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const Rect valid_rect = {is_rhd ? rect.right() - rect.h / 2 : rect.x, rect.y, rect.h / 2, rect.h};
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							| 
								
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							 | 
							
								
							 | 
							
							
								  // blackout
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const int blackout_x_r = valid_rect.right();
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const Rect &blackout_rect = Hardware::TICI() ? s->viz_rect : rect;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const int blackout_w_r = blackout_rect.right() - valid_rect.right();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const int blackout_x_l = blackout_rect.x;
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const int blackout_w_l = valid_rect.x - blackout_x_l;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ui_fill_rect(s->vg, {blackout_x_l, rect.y, blackout_w_l, rect.h}, COLOR_BLACK_ALPHA(144));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ui_fill_rect(s->vg, {blackout_x_r, rect.y, blackout_w_r, rect.h}, COLOR_BLACK_ALPHA(144));
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
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							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  auto driver_state = (*s->sm)["driverState"].getDriverState();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const bool face_detected = driver_state.getFaceProb() > 0.4;
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (face_detected) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    auto fxy_list = driver_state.getFacePosition();
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    float face_x = fxy_list[0];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    float face_y = fxy_list[1];
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    int fbox_x = valid_rect.centerX() + (is_rhd ? face_x : -face_x) * valid_rect.w;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    int fbox_y = valid_rect.centerY() + face_y * valid_rect.h;
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    float alpha = 0.2;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (face_x = std::abs(face_x), face_y = std::abs(face_y); face_x <= 0.35 && face_y <= 0.4)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      alpha = 0.8 - (face_x > face_y ? face_x : face_y) * 0.6 / 0.375;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    const int box_size = 0.6 * rect.h / 2;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ui_draw_rect(s->vg, {fbox_x - box_size / 2, fbox_y - box_size / 2, box_size, box_size}, nvgRGBAf(1.0, 1.0, 1.0, alpha), 10, 35.);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // draw face icon
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const int face_radius = 85;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const int center_x = is_rhd ? rect.right() - face_radius - bdr_s * 2 : rect.x + face_radius + bdr_s * 2;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const int center_y = rect.bottom() - face_radius - bdr_s * 2.5;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ui_draw_circle_image(s, center_x, center_y, face_radius, "driver_face", face_detected);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								static void ui_draw_vision_header(UIState *s) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  NVGpaint gradient = nvgLinearGradient(s->vg, s->viz_rect.x,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        s->viz_rect.y+(header_h-(header_h/2.5)),
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        s->viz_rect.x, s->viz_rect.y+header_h,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        nvgRGBAf(0,0,0,0.45), nvgRGBAf(0,0,0,0));
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  ui_fill_rect(s->vg, {s->viz_rect.x, s->viz_rect.y, s->viz_rect.w, header_h}, gradient);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  ui_draw_vision_maxspeed(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ui_draw_vision_speed(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  ui_draw_vision_event(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								static void ui_draw_vision_frame(UIState *s) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Draw video frames
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glEnable(GL_SCISSOR_TEST);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  glViewport(s->video_rect.x, s->video_rect.y, s->video_rect.w, s->video_rect.h);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  glScissor(s->viz_rect.x, s->viz_rect.y, s->viz_rect.w, s->viz_rect.h);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  draw_frame(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glDisable(GL_SCISSOR_TEST);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  glViewport(0, 0, s->fb_w, s->fb_h);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								static void ui_draw_vision(UIState *s) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const UIScene *scene = &s->scene;
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (!scene->driver_view) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    // Draw augmented elements
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (scene->world_objects_visible) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      ui_draw_world(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Set Speed, Current Speed, Status/Events
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    ui_draw_vision_header(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    if ((*s->sm)["controlsState"].getControlsState().getAlertSize() == cereal::ControlsState::AlertSize::NONE) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								      ui_draw_vision_face(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  } else {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ui_draw_driver_view(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								static void ui_draw_background(UIState *s) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const NVGcolor color = bg_colors[s->status];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glClearColor(color.r, color.g, color.b, 1.0);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								void ui_draw(UIState *s, int w, int h) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  s->viz_rect = Rect{bdr_s, bdr_s, w - 2 * bdr_s, h - 2 * bdr_s};
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const bool draw_vision = s->scene.started && s->vipc_client->connected;
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // GL drawing functions
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  ui_draw_background(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (draw_vision) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    ui_draw_vision_frame(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  glEnable(GL_BLEND);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glViewport(0, 0, s->fb_w, s->fb_h);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // NVG drawing functions - should be no GL inside NVG frame
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (draw_vision) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    ui_draw_vision(s);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (s->scene.driver_view && !s->vipc_client->connected) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_MIDDLE);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ui_draw_text(s, s->viz_rect.centerX(), s->viz_rect.centerY(), "Please wait for camera to start", 40 * 2.5, COLOR_WHITE, "sans-bold");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  nvgEndFrame(s->vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glDisable(GL_BLEND);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								void ui_draw_image(const UIState *s, const Rect &r, const char *name, float alpha) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  nvgBeginPath(s->vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  NVGpaint imgPaint = nvgImagePattern(s->vg, r.x, r.y, r.w, r.h, 0, s->images.at(name), alpha);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgRect(s->vg, r.x, r.y, r.w, r.h);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgFillPaint(s->vg, imgPaint);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgFill(s->vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								void ui_draw_rect(NVGcontext *vg, const Rect &r, NVGcolor color, int width, float radius) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  nvgBeginPath(vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  radius > 0 ? nvgRoundedRect(vg, r.x, r.y, r.w, r.h, radius) : nvgRect(vg, r.x, r.y, r.w, r.h);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgStrokeColor(vg, color);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgStrokeWidth(vg, width);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgStroke(vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								static inline void fill_rect(NVGcontext *vg, const Rect &r, const NVGcolor *color, const NVGpaint *paint, float radius) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  nvgBeginPath(vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  radius > 0 ? nvgRoundedRect(vg, r.x, r.y, r.w, r.h, radius) : nvgRect(vg, r.x, r.y, r.w, r.h);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  if (color) nvgFillColor(vg, *color);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (paint) nvgFillPaint(vg, *paint);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  nvgFill(vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								void ui_fill_rect(NVGcontext *vg, const Rect &r, const NVGcolor &color, float radius) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  fill_rect(vg, r, &color, nullptr, radius);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								void ui_fill_rect(NVGcontext *vg, const Rect &r, const NVGpaint &paint, float radius) {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  fill_rect(vg, r, nullptr, &paint, radius);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								static const char frame_vertex_shader[] =
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								#ifdef NANOVG_GL3_IMPLEMENTATION
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  "#version 150 core\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								#else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "#version 300 es\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#endif
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  "in vec4 aPosition;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "in vec4 aTexCoord;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "uniform mat4 uTransform;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  "out vec4 vTexCoord;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "void main() {\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "  gl_Position = uTransform * aPosition;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "  vTexCoord = aTexCoord;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "}\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								static const char frame_fragment_shader[] =
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								#ifdef NANOVG_GL3_IMPLEMENTATION
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  "#version 150 core\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								#else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "#version 300 es\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#endif
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "precision mediump float;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "uniform sampler2D uTexture;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  "in vec4 vTexCoord;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "out vec4 colorOut;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "void main() {\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  "  colorOut = texture(uTexture, vTexCoord.xy);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								#ifdef QCOM
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "  vec3 dz = vec3(0.0627f, 0.0627f, 0.0627f);\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "  colorOut.rgb = ((vec3(1.0f, 1.0f, 1.0f) - dz) * colorOut.rgb / vec3(1.0f, 1.0f, 1.0f)) + dz;\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								#endif
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  "}\n";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								static const mat4 device_transform = {{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  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,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								static mat4 get_driver_view_transform() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const float driver_view_ratio = 1.333;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  mat4 transform;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (Hardware::TICI()) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // from dmonitoring.cc
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const int full_width_tici = 1928;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const int full_height_tici = 1208;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const int adapt_width_tici = 668;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const int crop_x_offset = 32;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const int crop_y_offset = -196;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const float yscale = full_height_tici * driver_view_ratio / adapt_width_tici;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const float xscale = yscale*(1080-2*bdr_s)/(2160-2*bdr_s)*full_width_tici/full_height_tici;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    transform = (mat4){{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      xscale,  0.0, 0.0, xscale*crop_x_offset/full_width_tici*2,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      0.0,  yscale, 0.0, yscale*crop_y_offset/full_height_tici*2,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      0.0,  0.0, 1.0, 0.0,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      0.0,  0.0, 0.0, 1.0,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }};
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  } else {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								     // frame from 4/3 to 16/9 display
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    transform = (mat4){{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      driver_view_ratio*(1080-2*bdr_s)/(1920-2*bdr_s),  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,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return transform;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void ui_nvg_init(UIState *s) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // init drawing
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // on EON, we enable MSAA
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  s->vg = Hardware::EON() ? nvgCreate(0) : nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  assert(s->vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  // init fonts
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  std::pair<const char *, const char *> fonts[] = {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {"sans-regular", "../assets/fonts/opensans_regular.ttf"},
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {"sans-semibold", "../assets/fonts/opensans_semibold.ttf"},
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {"sans-bold", "../assets/fonts/opensans_bold.ttf"},
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  };
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (auto [name, file] : fonts) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    int font_id = nvgCreateFont(s->vg, name, file);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    assert(font_id >= 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // init images
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  std::vector<std::pair<const char *, const char *>> images = {
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    {"wheel", "../assets/img_chffr_wheel.png"},
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {"driver_face", "../assets/img_driver_face.png"},
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  };
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  for (auto [name, file] : images) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    s->images[name] = nvgCreateImage(s->vg, file, 1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    assert(s->images[name] != 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // init gl
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  s->gl_shader = std::make_unique<GLShader>(frame_vertex_shader, frame_fragment_shader);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  GLint frame_pos_loc = glGetAttribLocation(s->gl_shader->prog, "aPosition");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  GLint frame_texcoord_loc = glGetAttribLocation(s->gl_shader->prog, "aTexCoord");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glViewport(0, 0, s->fb_w, s->fb_h);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  glDisable(GL_DEPTH_TEST);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  assert(glGetError() == GL_NO_ERROR);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  for (int i = 0; i < 2; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    float x1, x2, y1, y2;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (i == 1) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      // flip horizontally so it looks like a mirror
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      x1 = 0.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      x2 = 1.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      y1 = 1.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      y2 = 0.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    } else {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      x1 = 1.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      x2 = 0.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      y1 = 1.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      y2 = 0.0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const uint8_t frame_indicies[] = {0, 1, 2, 0, 2, 3};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const float frame_coords[4][4] = {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {-1.0, -1.0, x2, y1}, //bl
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {-1.0,  1.0, x2, y2}, //tl
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      { 1.0,  1.0, x1, y2}, //tr
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      { 1.0, -1.0, x1, y1}, //br
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    };
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    glGenVertexArrays(1, &s->frame_vao[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBindVertexArray(s->frame_vao[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glGenBuffers(1, &s->frame_vbo[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBindBuffer(GL_ARRAY_BUFFER, s->frame_vbo[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBufferData(GL_ARRAY_BUFFER, sizeof(frame_coords), frame_coords, GL_STATIC_DRAW);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    glEnableVertexAttribArray(frame_pos_loc);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glVertexAttribPointer(frame_pos_loc, 2, GL_FLOAT, GL_FALSE,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                          sizeof(frame_coords[0]), (const void *)0);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    glEnableVertexAttribArray(frame_texcoord_loc);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glVertexAttribPointer(frame_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                          sizeof(frame_coords[0]), (const void *)(sizeof(float) * 2));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glGenBuffers(1, &s->frame_ibo[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->frame_ibo[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(frame_indicies), frame_indicies, GL_STATIC_DRAW);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    glBindBuffer(GL_ARRAY_BUFFER, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    glBindVertexArray(0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  ui_resize(s, s->fb_w, s->fb_h);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void ui_resize(UIState *s, int width, int height){
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  s->fb_w = width;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  s->fb_h = height;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  auto intrinsic_matrix = s->wide_camera ? ecam_intrinsic_matrix : fcam_intrinsic_matrix;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  s->zoom = zoom / intrinsic_matrix.v[0];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (s->wide_camera) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    s->zoom *= 0.5;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  s->video_rect = Rect{bdr_s, bdr_s, s->fb_w - 2 * bdr_s, s->fb_h - 2 * bdr_s};
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  float zx = s->zoom * 2 * intrinsic_matrix.v[2] / s->video_rect.w;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  float zy = s->zoom * 2 * intrinsic_matrix.v[5] / s->video_rect.h;
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  const mat4 frame_transform = {{
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								    zx, 0.0, 0.0, 0.0,
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							 | 
							
							
								    0.0, zy, 0.0, -y_offset / s->video_rect.h * 2,
							 | 
						
					
						
							| 
								
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							 | 
							
							
								    0.0, 0.0, 1.0, 0.0,
							 | 
						
					
						
							| 
								
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							 | 
							
								
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								    0.0, 0.0, 0.0, 1.0,
							 | 
						
					
						
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							 | 
							
							
								  }};
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  s->front_frame_mat = matmul(device_transform, get_driver_view_transform());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  s->rear_frame_mat = matmul(device_transform, frame_transform);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // Apply transformation such that video pixel coordinates match video
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // 1) Put (0, 0) in the middle of the video
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgTranslate(s->vg, s->video_rect.x + s->video_rect.w / 2, s->video_rect.y + s->video_rect.h / 2 + y_offset);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // 2) Apply same scaling as video
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  nvgScale(s->vg, s->zoom, s->zoom);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  // 3) Put (0, 0) in top left corner of video
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								  nvgTranslate(s->vg, -intrinsic_matrix.v[2], -intrinsic_matrix.v[5]);
							 | 
						
					
						
							| 
								
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgCurrentTransform(s->vg, s->car_space_transform);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  nvgResetTransform(s->vg);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |