open source driving agent
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#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <unistd.h>
#include <assert.h>
#include <sys/mman.h>
#include <cutils/properties.h>
#include <GLES3/gl3.h>
#include <EGL/eglext.h>
#include <czmq.h>
#include "nanovg.h"
#define NANOVG_GLES3_IMPLEMENTATION
#include "nanovg_gl.h"
#include "nanovg_gl_utils.h"
#include "common/timing.h"
#include "common/util.h"
#include "common/mat.h"
#include "common/framebuffer.h"
#include "common/visionipc.h"
#include "common/modeldata.h"
#include "cereal/gen/c/log.capnp.h"
#include "touch.h"
#define UI_BUF_COUNT 4
typedef struct UIBuf {
int fd;
size_t len;
void* addr;
} UIBuf;
typedef struct UIScene {
int frontview;
uint8_t *bgr_ptr;
int big_box_x, big_box_y, big_box_width, big_box_height;
int transformed_width, transformed_height;
uint64_t model_ts;
ModelData model;
mat3 big_box_transform; // transformed box -> big box
float v_cruise;
float v_ego;
float angle_steers;
int engaged;
int lead_status;
float lead_d_rel, lead_y_rel, lead_v_rel;
uint8_t *bgr_front_ptr;
int front_box_x, front_box_y, front_box_width, front_box_height;
char alert_text1[1024];
char alert_text2[1024];
float awareness_status;
} UIScene;
typedef struct UIState {
pthread_mutex_t lock;
TouchState touch;
FramebufferState *fb;
int fb_w, fb_h;
EGLDisplay display;
EGLSurface surface;
NVGcontext *vg;
int font;
zsock_t *model_sock;
void* model_sock_raw;
zsock_t *live100_sock;
void* live100_sock_raw;
zsock_t *livecalibration_sock;
void* livecalibration_sock_raw;
zsock_t *live20_sock;
void* live20_sock_raw;
// base ui
uint64_t last_base_update;
uint64_t last_rx_bytes;
uint64_t last_tx_bytes;
char serial[4096];
const char* dongle_id;
char base_text[4096];
int wifi_enabled;
int ap_enabled;
int board_connected;
// vision state
bool vision_connected;
bool vision_connect_firstrun;
int ipc_fd;
VisionUIBufs vision_bufs;
UIBuf bufs[UI_BUF_COUNT];
UIBuf front_bufs[UI_BUF_COUNT];
int cur_vision_idx;
int cur_vision_front_idx;
GLuint frame_program;
GLuint frame_tex;
GLint frame_pos_loc, frame_texcoord_loc;
GLint frame_texture_loc, frame_transform_loc;
GLuint line_program;
GLint line_pos_loc, line_color_loc;
GLint line_transform_loc;
unsigned int rgb_width, rgb_height;
mat4 rgb_transform;
unsigned int rgb_front_width, rgb_front_height;
GLuint frame_front_tex;
UIScene scene;
} UIState;
static bool activity_running() {
return system("dumpsys activity activities | grep mFocusedActivity > /dev/null") == 0;
}
static void start_settings_activity(const char* name) {
char launch_cmd[1024];
snprintf(launch_cmd, sizeof(launch_cmd),
"am start -W --ez :settings:show_fragment_as_subsetting true -n 'com.android.settings/.%s'", name);
system(launch_cmd);
}
static void wifi_pressed() {
start_settings_activity("Settings$WifiSettingsActivity");
}
static void ap_pressed() {
start_settings_activity("Settings$TetherSettingsActivity");
}
static int wifi_enabled(UIState *s) {
return s->wifi_enabled;
}
static int ap_enabled(UIState *s) {
return s->ap_enabled;
}
typedef struct Button {
const char* label;
int x, y, w, h;
void (*pressed)(void);
int (*enabled)(UIState *);
} Button;
static const Button buttons[] = {
{
.label = "wifi",
.x = 400, .y = 700, .w = 250, .h = 250,
.pressed = wifi_pressed,
.enabled = wifi_enabled,
},
{
.label = "ap",
.x = 1300, .y = 700, .w = 250, .h = 250,
.pressed = ap_pressed,
.enabled = ap_enabled,
}
};
// transform from road space into little-box (used for drawing path)
static const mat3 path_transform = {{
1.29149378e+00, -2.30320967e-01, -3.02391994e+01,
-1.72449331e-15, -2.12045399e-02, 5.03539175e+01,
-3.24378996e-17, -1.38821089e-03, 1.06663412e+00,
}};
static const char frame_vertex_shader[] =
"attribute vec4 aPosition;\n"
"attribute vec4 aTexCoord;\n"
"uniform mat4 uTransform;\n"
"varying vec4 vTexCoord;\n"
"void main() {\n"
" gl_Position = uTransform * aPosition;\n"
" vTexCoord = aTexCoord;\n"
"}\n";
static const char frame_fragment_shader[] =
"precision mediump float;\n"
"uniform sampler2D uTexture;\n"
"varying vec4 vTexCoord;\n"
"void main() {\n"
" gl_FragColor = texture2D(uTexture, vTexCoord.xy);\n"
"}\n";
static const char line_vertex_shader[] =
"attribute vec4 aPosition;\n"
"attribute vec4 aColor;\n"
"uniform mat4 uTransform;\n"
"varying vec4 vColor;\n"
"void main() {\n"
" gl_Position = uTransform * aPosition;\n"
" vColor = aColor;\n"
"}\n";
static const char line_fragment_shader[] =
"precision mediump float;\n"
"uniform sampler2D uTexture;\n"
"varying vec4 vColor;\n"
"void main() {\n"
" gl_FragColor = vColor;\n"
"}\n";
static GLuint load_shader(GLenum shaderType, const char *src) {
GLint status = 0, len = 0;
GLuint shader;
if (!(shader = glCreateShader(shaderType)))
return 0;
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status)
return shader;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len) {
char *msg = malloc(len);
if (msg) {
glGetShaderInfoLog(shader, len, NULL, msg);
msg[len-1] = 0;
fprintf(stderr, "error compiling shader:\n%s\n", msg);
free(msg);
}
}
glDeleteShader(shader);
return 0;
}
static GLuint load_program(const char *vert_src, const char *frag_src) {
GLuint vert, frag, prog;
GLint status = 0, len = 0;
if (!(vert = load_shader(GL_VERTEX_SHADER, vert_src)))
return 0;
if (!(frag = load_shader(GL_FRAGMENT_SHADER, frag_src)))
goto fail_frag;
if (!(prog = glCreateProgram()))
goto fail_prog;
glAttachShader(prog, vert);
glAttachShader(prog, frag);
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status)
return prog;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len) {
char *buf = (char*) malloc(len);
if (buf) {
glGetProgramInfoLog(prog, len, NULL, buf);
buf[len-1] = 0;
fprintf(stderr, "error linking program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(prog);
fail_prog:
glDeleteShader(frag);
fail_frag:
glDeleteShader(vert);
return 0;
}
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,
}};
// frame from 4/3 to 16/9 with a 2x zoon
static const mat4 frame_transform = {{
2*(4./3.)/(16./9.), 0.0, 0.0, 0.0,
0.0, 2.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
}};
static void ui_init(UIState *s) {
memset(s, 0, sizeof(UIState));
pthread_mutex_init(&s->lock, NULL);
// init connections
s->model_sock = zsock_new_sub(">tcp://127.0.0.1:8009", "");
assert(s->model_sock);
s->model_sock_raw = zsock_resolve(s->model_sock);
s->live100_sock = zsock_new_sub(">tcp://127.0.0.1:8007", "");
assert(s->live100_sock);
s->live100_sock_raw = zsock_resolve(s->live100_sock);
s->livecalibration_sock = zsock_new_sub(">tcp://127.0.0.1:8019", "");
assert(s->livecalibration_sock);
s->livecalibration_sock_raw = zsock_resolve(s->livecalibration_sock);
s->live20_sock = zsock_new_sub(">tcp://127.0.0.1:8012", "");
assert(s->live20_sock);
s->live20_sock_raw = zsock_resolve(s->live20_sock);
s->ipc_fd = -1;
touch_init(&s->touch);
// init display
s->fb = framebuffer_init("ui", 0x00001000,
&s->display, &s->surface, &s->fb_w, &s->fb_h);
assert(s->fb);
// init base
property_get("ro.serialno", s->serial, "");
s->dongle_id = getenv("DONGLE_ID");
if (!s->dongle_id) s->dongle_id = "(null)";
// init drawing
s->vg = nvgCreateGLES3(NVG_ANTIALIAS | NVG_STENCIL_STROKES | NVG_DEBUG);
assert(s->vg);
//s->font = nvgCreateFont(s->vg, "sans-bold", "../assets/Roboto-Bold.ttf");
s->font = nvgCreateFont(s->vg, "Bold", "../assets/courbd.ttf");
assert(s->font >= 0);
// init gl
s->frame_program = load_program(frame_vertex_shader, frame_fragment_shader);
assert(s->frame_program);
s->frame_pos_loc = glGetAttribLocation(s->frame_program, "aPosition");
s->frame_texcoord_loc = glGetAttribLocation(s->frame_program, "aTexCoord");
s->frame_texture_loc = glGetUniformLocation(s->frame_program, "uTexture");
s->frame_transform_loc = glGetUniformLocation(s->frame_program, "uTransform");
s->line_program = load_program(line_vertex_shader, line_fragment_shader);
assert(s->line_program);
s->line_pos_loc = glGetAttribLocation(s->line_program, "aPosition");
s->line_color_loc = glGetAttribLocation(s->line_program, "aColor");
s->line_transform_loc = glGetUniformLocation(s->line_program, "uTransform");
glViewport(0, 0, s->fb_w, s->fb_h);
glDisable(GL_DEPTH_TEST);
assert(glGetError() == GL_NO_ERROR);
}
static void ui_init_vision(UIState *s, const VisionUIBufs vision_bufs, const int* fds) {
assert(vision_bufs.num_bufs == UI_BUF_COUNT);
assert(vision_bufs.num_front_bufs == UI_BUF_COUNT);
for (int i=0; i<vision_bufs.num_bufs; i++) {
if (s->bufs[i].addr) {
munmap(s->bufs[i].addr, vision_bufs.buf_len);
s->bufs[i].addr = NULL;
close(s->bufs[i].fd);
}
s->bufs[i].fd = fds[i];
s->bufs[i].len = vision_bufs.buf_len;
s->bufs[i].addr = mmap(NULL, s->bufs[i].len,
PROT_READ | PROT_WRITE,
MAP_SHARED, s->bufs[i].fd, 0);
// printf("b %d %p\n", bufs[i].fd, bufs[i].addr);
assert(s->bufs[i].addr != MAP_FAILED);
}
for (int i=0; i<vision_bufs.num_front_bufs; i++) {
if (s->front_bufs[i].addr) {
munmap(s->front_bufs[i].addr, vision_bufs.buf_len);
s->front_bufs[i].addr = NULL;
close(s->front_bufs[i].fd);
}
s->front_bufs[i].fd = fds[vision_bufs.num_bufs + i];
s->front_bufs[i].len = vision_bufs.front_buf_len;
s->front_bufs[i].addr = mmap(NULL, s->front_bufs[i].len,
PROT_READ | PROT_WRITE,
MAP_SHARED, s->front_bufs[i].fd, 0);
// printf("f %d %p\n", front_bufs[i].fd, front_bufs[i].addr);
assert(s->front_bufs[i].addr != MAP_FAILED);
}
s->cur_vision_idx = -1;
s->cur_vision_front_idx = -1;
s->scene = (UIScene){
.frontview = 0,
.big_box_x = vision_bufs.big_box_x,
.big_box_y = vision_bufs.big_box_y,
.big_box_width = vision_bufs.big_box_width,
.big_box_height = vision_bufs.big_box_height,
.transformed_width = vision_bufs.transformed_width,
.transformed_height = vision_bufs.transformed_height,
.front_box_x = vision_bufs.front_box_x,
.front_box_y = vision_bufs.front_box_y,
.front_box_width = vision_bufs.front_box_width,
.front_box_height = vision_bufs.front_box_height,
// only used when ran without controls. overwridden by liveCalibration messages.
.big_box_transform = (mat3){{
1.16809241e+00, -3.18601797e-02, 7.42513711e+01,
7.97437780e-02, 1.09117765e+00, 5.71824220e+01,
8.67937981e-05, -7.68221181e-05, 1.00196836e+00,
}},
};
s->vision_bufs = vision_bufs;
s->rgb_width = vision_bufs.width;
s->rgb_height = vision_bufs.height;
s->rgb_front_width = vision_bufs.front_width;
s->rgb_front_height = vision_bufs.front_height;
s->rgb_transform = (mat4){{
2.0/s->rgb_width, 0.0, 0.0, -1.0,
0.0, 2.0/s->rgb_height, 0.0, -1.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
}};
}
static void ui_update_frame(UIState *s) {
assert(glGetError() == GL_NO_ERROR);
UIScene *scene = &s->scene;
if (scene->frontview && scene->bgr_front_ptr) {
// load front frame texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, s->frame_front_tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
s->rgb_front_width, s->rgb_front_height,
GL_RGB, GL_UNSIGNED_BYTE, scene->bgr_front_ptr);
} else if (!scene->frontview && scene->bgr_ptr) {
// load frame texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, s->frame_tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
s->rgb_width, s->rgb_height,
GL_RGB, GL_UNSIGNED_BYTE, scene->bgr_ptr);
}
assert(glGetError() == GL_NO_ERROR);
}
static void draw_rgb_box(UIState *s, int x, int y, int w, int h, uint32_t color) {
const struct {
uint32_t x, y, color;
} verts[] = {
{x, y, color},
{x+w, y, color},
{x+w, y+h, color},
{x, y+h, color},
{x, y, color},
};
glUseProgram(s->line_program);
mat4 out_mat = matmul(device_transform,
matmul(frame_transform, s->rgb_transform));
glUniformMatrix4fv(s->line_transform_loc, 1, GL_TRUE, out_mat.v);
glEnableVertexAttribArray(s->line_pos_loc);
glVertexAttribPointer(s->line_pos_loc, 2, GL_UNSIGNED_INT, GL_FALSE, sizeof(verts[0]), &verts[0].x);
glEnableVertexAttribArray(s->line_color_loc);
glVertexAttribPointer(s->line_color_loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(verts[0]), &verts[0].color);
assert(glGetError() == GL_NO_ERROR);
glDrawArrays(GL_LINE_STRIP, 0, ARRAYSIZE(verts));
}
static void ui_draw_transformed_box(UIState *s, uint32_t color) {
const UIScene *scene = &s->scene;
const mat3 bbt = scene->big_box_transform;
struct {
vec3 pos;
uint32_t color;
} verts[] = {
{matvecmul3(bbt, (vec3){{0.0, 0.0, 1.0,}}), color},
{matvecmul3(bbt, (vec3){{scene->transformed_width, 0.0, 1.0,}}), color},
{matvecmul3(bbt, (vec3){{scene->transformed_width, scene->transformed_height, 1.0,}}), color},
{matvecmul3(bbt, (vec3){{0.0, scene->transformed_height, 1.0,}}), color},
{matvecmul3(bbt, (vec3){{0.0, 0.0, 1.0,}}), color},
};
for (int i=0; i<ARRAYSIZE(verts); i++) {
verts[i].pos.v[0] = scene->big_box_x + verts[i].pos.v[0] / verts[i].pos.v[2];
verts[i].pos.v[1] = scene->big_box_y + verts[i].pos.v[1] / verts[i].pos.v[2];
verts[i].pos.v[1] = s->rgb_height - verts[i].pos.v[1];
}
glUseProgram(s->line_program);
mat4 out_mat = matmul(device_transform,
matmul(frame_transform, s->rgb_transform));
glUniformMatrix4fv(s->line_transform_loc, 1, GL_TRUE, out_mat.v);
glEnableVertexAttribArray(s->line_pos_loc);
glVertexAttribPointer(s->line_pos_loc, 2, GL_FLOAT, GL_FALSE, sizeof(verts[0]), &verts[0].pos.v[0]);
glEnableVertexAttribArray(s->line_color_loc);
glVertexAttribPointer(s->line_color_loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(verts[0]), &verts[0].color);
assert(glGetError() == GL_NO_ERROR);
glDrawArrays(GL_LINE_STRIP, 0, ARRAYSIZE(verts));
}
// TODO: refactor with draw_path
static void draw_cross(UIState *s, float x_in, float y_in, float sz, NVGcolor color) {
const UIScene *scene = &s->scene;
const float meter_width = 20;
const float car_x = 160;
const float car_y = 570 + meter_width * 8;
nvgSave(s->vg);
// path coords are worked out in rgb-box space
nvgTranslate(s->vg, 240.0f, 0.0);
// zooom in 2x
nvgTranslate(s->vg, -1440.0f / 2, -1080.0f / 2);
nvgScale(s->vg, 2.0, 2.0);
nvgScale(s->vg, 1440.0f / s->rgb_width, 1080.0f / s->rgb_height);
nvgBeginPath(s->vg);
nvgStrokeColor(s->vg, color);
nvgStrokeWidth(s->vg, 5);
float px = -y_in * meter_width + car_x;
float py = x_in * -meter_width + car_y;
vec3 dxy = matvecmul3(path_transform, (vec3){{px, py, 1.0}});
dxy.v[0] /= dxy.v[2]; dxy.v[1] /= dxy.v[2]; dxy.v[2] = 1.0f; //paranoia
vec3 bbpos = matvecmul3(scene->big_box_transform, dxy);
float x = scene->big_box_x + bbpos.v[0]/bbpos.v[2];
float y = scene->big_box_y + bbpos.v[1]/bbpos.v[2];
nvgMoveTo(s->vg, x-sz, y);
nvgLineTo(s->vg, x+sz, y);
nvgMoveTo(s->vg, x, y-sz);
nvgLineTo(s->vg, x, y+sz);
nvgStroke(s->vg);
nvgRestore(s->vg);
}
static void draw_path(UIState *s, const float* points, float off, NVGcolor color) {
const UIScene *scene = &s->scene;
const float meter_width = 20;
const float car_x = 160;
const float car_y = 570 + meter_width * 8;
nvgSave(s->vg);
// path coords are worked out in rgb-box space
nvgTranslate(s->vg, 240.0f, 0.0);
// zooom in 2x
nvgTranslate(s->vg, -1440.0f / 2, -1080.0f / 2);
nvgScale(s->vg, 2.0, 2.0);
nvgScale(s->vg, 1440.0f / s->rgb_width, 1080.0f / s->rgb_height);
nvgBeginPath(s->vg);
nvgStrokeColor(s->vg, color);
nvgStrokeWidth(s->vg, 5);
for (int i=0; i<50; i++) {
float px = (-points[i] + off) * meter_width + car_x;
float py = (float)i * -meter_width + car_y;
vec3 dxy = matvecmul3(path_transform, (vec3){{px, py, 1.0}});
dxy.v[0] /= dxy.v[2]; dxy.v[1] /= dxy.v[2]; dxy.v[2] = 1.0f; //paranoia
vec3 bbpos = matvecmul3(scene->big_box_transform, dxy);
float x = scene->big_box_x + bbpos.v[0]/bbpos.v[2];
float y = scene->big_box_y + bbpos.v[1]/bbpos.v[2];
if (i == 0) {
nvgMoveTo(s->vg, x, y);
} else {
nvgLineTo(s->vg, x, y);
}
}
nvgStroke(s->vg);
nvgRestore(s->vg);
}
static void draw_model_path(UIState *s, const PathData path, NVGcolor color) {
float var = min(path.std, 0.7);
draw_path(s, path.points, 0.0, color);
color.a /= 4;
draw_path(s, path.points, -var, color);
draw_path(s, path.points, var, color);
}
static double calc_curvature(float v_ego, float angle_steers) {
const double deg_to_rad = M_PI / 180.0f;
const double slip_fator = 0.0014;
const double steer_ratio = 15.3;
const double wheel_base = 2.67;
const double angle_offset = 0.0;
double angle_steers_rad = (angle_steers - angle_offset) * deg_to_rad;
double curvature = angle_steers_rad/(steer_ratio * wheel_base * (1. + slip_fator * v_ego*v_ego));
return curvature;
}
static void draw_steering(UIState *s, float v_ego, float angle_steers) {
double curvature = calc_curvature(v_ego, angle_steers);
float points[50];
for (int i=0; i<50; i++) {
float y_actual = i * tan(asin(clamp(i * curvature, -0.999, 0.999))/2.);
points[i] = y_actual;
}
draw_path(s, points, 0.0, nvgRGBA(0, 0, 255, 128));
}
static void draw_frame(UIState *s) {
// draw frame texture
const UIScene *scene = &s->scene;
mat4 out_mat;
float x1, x2, y1, y2;
if (s->scene.frontview) {
out_mat = device_transform; // full 16/9
// flip horizontally so it looks like a mirror
x2 = (float)scene->front_box_x / s->rgb_front_width;
x1 = (float)(scene->front_box_x + scene->front_box_width) / s->rgb_front_width;
y1 = (float)scene->front_box_y / s->rgb_front_height;
y2 = (float)(scene->front_box_y + scene->front_box_height) / s->rgb_front_height;
} else {
out_mat = matmul(device_transform, frame_transform);
x1 = 0.0;
x2 = 1.0;
y1 = 0.0;
y2 = 1.0;
}
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
};
glActiveTexture(GL_TEXTURE0);
if (s->scene.frontview) {
glBindTexture(GL_TEXTURE_2D, s->frame_front_tex);
} else {
glBindTexture(GL_TEXTURE_2D, s->frame_tex);
}
glUseProgram(s->frame_program);
glUniform1i(s->frame_texture_loc, 0);
glUniformMatrix4fv(s->frame_transform_loc, 1, GL_TRUE, out_mat.v);
glEnableVertexAttribArray(s->frame_pos_loc);
glVertexAttribPointer(s->frame_pos_loc, 2, GL_FLOAT, GL_FALSE, sizeof(frame_coords[0]), frame_coords);
glEnableVertexAttribArray(s->frame_texcoord_loc);
glVertexAttribPointer(s->frame_texcoord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(frame_coords[0]), &frame_coords[0][2]);
assert(glGetError() == GL_NO_ERROR);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, &frame_indicies[0]);
}
static void ui_draw_vision(UIState *s) {
const UIScene *scene = &s->scene;
if (scene->engaged) {
glClearColor(1.0, 0.5, 0.0, 1.0);
} else {
glClearColor(0.1, 0.1, 0.1, 1.0);
}
glClear(GL_COLOR_BUFFER_BIT);
draw_frame(s);
if (!scene->frontview) {
draw_rgb_box(s, scene->big_box_x, s->rgb_height-scene->big_box_height-scene->big_box_y,
scene->big_box_width, scene->big_box_height,
0xFF0000FF);
ui_draw_transformed_box(s, 0xFF00FF00);
// nvg drawings
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glEnable(GL_CULL_FACE);
glClear(GL_STENCIL_BUFFER_BIT);
nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f);
draw_steering(s, scene->v_ego, scene->angle_steers);
// draw paths
if ((nanos_since_boot() - scene->model_ts) < 1000000000ULL) {
draw_path(s, scene->model.path.points, 0.0f, nvgRGBA(128, 0, 255, 255));
draw_model_path(s, scene->model.left_lane, nvgRGBA(0, (int)(255 * scene->model.left_lane.prob), 0, 128));
draw_model_path(s, scene->model.right_lane, nvgRGBA(0, (int)(255 * scene->model.right_lane.prob), 0, 128));
}
// draw speed
char speed_str[16];
nvgFontSize(s->vg, 128.0f);
if (scene->engaged) {
nvgFillColor(s->vg, nvgRGBA(255,128,0,192));
} else {
nvgFillColor(s->vg, nvgRGBA(64,64,64,192));
}
if (scene->v_cruise != 255 && scene->v_cruise != 0) {
// Convert KPH to MPH.
snprintf(speed_str, sizeof(speed_str), "%3d MPH", (int)(scene->v_cruise * 0.621371 + 0.5));
nvgTextAlign(s->vg, NVG_ALIGN_RIGHT | NVG_ALIGN_BASELINE);
nvgText(s->vg, 500, 150, speed_str, NULL);
}
nvgFillColor(s->vg, nvgRGBA(255,255,255,192));
snprintf(speed_str, sizeof(speed_str), "%3d MPH", (int)(scene->v_ego * 2.237 + 0.5));
nvgTextAlign(s->vg, NVG_ALIGN_LEFT | NVG_ALIGN_BASELINE);
nvgText(s->vg, 1920-500, 150, speed_str, NULL);
/*nvgFontSize(s->vg, 64.0f);
nvgTextAlign(s->vg, NVG_ALIGN_RIGHT | NVG_ALIGN_BASELINE);
nvgText(s->vg, 100+450-20, 1080-100, "mph", NULL);*/
if (scene->lead_status) {
char radar_str[16];
int lead_v_rel = (int)(2.236 * scene->lead_v_rel);
snprintf(radar_str, sizeof(radar_str), "%3d m %+d mph", (int)(scene->lead_d_rel), lead_v_rel);
nvgFontSize(s->vg, 96.0f);
nvgFillColor(s->vg, nvgRGBA(128,128,0,192));
nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_TOP);
nvgText(s->vg, 1920/2, 150, radar_str, NULL);
// 2.7 m fudge factor
draw_cross(s, scene->lead_d_rel + 2.7, scene->lead_y_rel, 15, nvgRGBA(255, 0, 0, 128));
}
// draw alert text
if (strlen(scene->alert_text1) > 0) {
nvgBeginPath(s->vg);
nvgRoundedRect(s->vg, 100, 200, 1700, 800, 40);
nvgFillColor(s->vg, nvgRGBA(10,10,10,220));
nvgFill(s->vg);
nvgFontSize(s->vg, 200.0f);
nvgFillColor(s->vg, nvgRGBA(255,0,0,255));
nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_TOP);
nvgTextBox(s->vg, 100+50, 200+50, 1700-50, scene->alert_text1, NULL);
if (strlen(scene->alert_text2) > 0) {
nvgFillColor(s->vg, nvgRGBA(255,255,255,255));
nvgFontSize(s->vg, 100.0f);
nvgText(s->vg, 100+1700/2, 200+500, scene->alert_text2, NULL);
}
}
if (scene->awareness_status > 0) {
nvgBeginPath(s->vg);
int bar_height = scene->awareness_status*700;
nvgRect(s->vg, 100, 300+(700-bar_height), 50, bar_height);
nvgFillColor(s->vg, nvgRGBA(255*(1-scene->awareness_status),255*scene->awareness_status,0,128));
nvgFill(s->vg);
}
nvgEndFrame(s->vg);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
}
}
static void ui_draw_base(UIState *s) {
glClearColor(0.1, 0.1, 0.1, 1.0);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
nvgBeginFrame(s->vg, s->fb_w, s->fb_h, 1.0f);
nvgFontSize(s->vg, 96.0f);
nvgFillColor(s->vg, nvgRGBA(255,255,255,255));
nvgTextAlign(s->vg, NVG_ALIGN_LEFT | NVG_ALIGN_BASELINE);
nvgTextBox(s->vg, 50, 100, s->fb_w, s->base_text, NULL);
// draw buttons
for (int i=0; i<ARRAYSIZE(buttons); i++) {
const Button *b = &buttons[i];
nvgBeginPath(s->vg);
nvgFillColor(s->vg, nvgRGBA(0, 0, 0, 255));
nvgRoundedRect(s->vg, b->x, b->y, b->w, b->h, 20);
nvgFill(s->vg);
if (b->label) {
if (b->enabled && b->enabled(s)) {
nvgFillColor(s->vg, nvgRGBA(0, 255, 0, 255));
} else {
nvgFillColor(s->vg, nvgRGBA(255, 255, 255, 255));
}
nvgTextAlign(s->vg, NVG_ALIGN_CENTER | NVG_ALIGN_MIDDLE);
nvgText(s->vg, b->x+b->w/2, b->y+b->h/2, b->label, NULL);
}
nvgBeginPath(s->vg);
nvgStrokeColor(s->vg, nvgRGBA(255, 255, 255, 255));
nvgStrokeWidth(s->vg, 5);
nvgRoundedRect(s->vg, b->x, b->y, b->w, b->h, 20);
nvgStroke(s->vg);
}
nvgEndFrame(s->vg);
glDisable(GL_BLEND);
}
static void ui_draw(UIState *s) {
if (s->vision_connected) {
ui_draw_vision(s);
} else {
ui_draw_base(s);
}
eglSwapBuffers(s->display, s->surface);
assert(glGetError() == GL_NO_ERROR);
}
static PathData read_path(cereal_ModelData_PathData_ptr pathp) {
PathData ret = {0};
struct cereal_ModelData_PathData pathd;
cereal_read_ModelData_PathData(&pathd, pathp);
ret.prob = pathd.prob;
ret.std = pathd.std;
capn_list32 pointl = pathd.points;
capn_resolve(&pointl.p);
for (int i=0; i<50; i++) {
ret.points[i] = capn_to_f32(capn_get32(pointl, i));
}
return ret;
}
static ModelData read_model(cereal_ModelData_ptr modelp) {
struct cereal_ModelData modeld;
cereal_read_ModelData(&modeld, modelp);
ModelData d = {0};
d.path = read_path(modeld.path);
d.left_lane = read_path(modeld.leftLane);
d.right_lane = read_path(modeld.rightLane);
struct cereal_ModelData_LeadData leadd;
cereal_read_ModelData_LeadData(&leadd, modeld.lead);
d.lead = (LeadData){
.dist = leadd.dist,
.prob = leadd.prob,
.std = leadd.std,
};
return d;
}
static char* read_file(const char* path) {
FILE* f = fopen(path, "r");
if (!f) {
return NULL;
}
fseek(f, 0, SEEK_END);
long f_len = ftell(f);
rewind(f);
char* buf = (char *)malloc(f_len+1);
assert(buf);
memset(buf, 0, f_len+1);
fread(buf, f_len, 1, f);
fclose(f);
for (int i=f_len; i>=0; i--) {
if (buf[i] == '\n') buf[i] = 0;
else if (buf[i] != 0) break;
}
return buf;
}
static int pending_uploads() {
DIR *dirp = opendir("/sdcard/realdata");
if (!dirp) return -1;
int cnt = 0;
struct dirent *entry = NULL;
while ((entry = readdir(dirp))) {
if (entry->d_name[0] != '.') {
cnt++;
}
}
closedir(dirp);
return cnt;
}
static void ui_update(UIState *s) {
int err;
if (s->vision_connect_firstrun) {
// cant run this in connector thread because opengl.
// do this here for now in lieu of a run_on_main_thread event
// setup frame texture
glDeleteTextures(1, &s->frame_tex); //silently ignores a 0 texture
glGenTextures(1, &s->frame_tex);
glBindTexture(GL_TEXTURE_2D, s->frame_tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, s->rgb_width, s->rgb_height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// BGR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
// front
glDeleteTextures(1, &s->frame_front_tex);
glGenTextures(1, &s->frame_front_tex);
glBindTexture(GL_TEXTURE_2D, s->frame_front_tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, s->rgb_front_width, s->rgb_front_height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// BGR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
assert(glGetError() == GL_NO_ERROR);
s->vision_connect_firstrun = false;
}
// poll for events
while (true) {
zmq_pollitem_t polls[5] = {{0}};
polls[0].socket = s->live100_sock_raw;
polls[0].events = ZMQ_POLLIN;
polls[1].socket = s->livecalibration_sock_raw;
polls[1].events = ZMQ_POLLIN;
polls[2].socket = s->model_sock_raw;
polls[2].events = ZMQ_POLLIN;
polls[3].socket = s->live20_sock_raw;
polls[3].events = ZMQ_POLLIN;
int num_polls = 4;
if (s->vision_connected) {
assert(s->ipc_fd >= 0);
polls[4].fd = s->ipc_fd;
polls[4].events = ZMQ_POLLIN;
num_polls++;
}
int ret = zmq_poll(polls, num_polls, 0);
if (ret < 0) {
printf("poll failed (%d)\n", ret);
break;
}
if (ret == 0) {
break;
}
if (s->vision_connected && polls[4].revents) {
// vision ipc event
VisionPacket rp;
err = vipc_recv(s->ipc_fd, &rp);
if (err <= 0) {
printf("vision disconnected\n");
close(s->ipc_fd);
s->ipc_fd = -1;
s->vision_connected = false;
continue;
}
if (rp.type == VISION_UI_ACQUIRE) {
bool front = rp.d.ui_acq.front;
int idx = rp.d.ui_acq.idx;
int release_idx;
if (front) {
release_idx = s->cur_vision_front_idx;
} else {
release_idx = s->cur_vision_idx;
}
if (release_idx >= 0) {
VisionPacket rep = {
.type = VISION_UI_RELEASE,
.d = { .ui_rel = {
.front = front,
.idx = release_idx,
}},
};
vipc_send(s->ipc_fd, rep);
}
if (front) {
assert(idx < s->vision_bufs.num_front_bufs);
s->cur_vision_front_idx = idx;
s->scene.bgr_front_ptr = s->front_bufs[idx].addr;
} else {
assert(idx < s->vision_bufs.num_bufs);
s->cur_vision_idx = idx;
s->scene.bgr_ptr = s->bufs[idx].addr;
// printf("v %d\n", ((uint8_t*)s->bufs[idx].addr)[0]);
}
if (front == s->scene.frontview) {
ui_update_frame(s);
}
} else {
assert(false);
}
} else {
// zmq messages
void* which = NULL;
for (int i=0; i<4; i++) {
if (polls[i].revents) {
which = polls[i].socket;
break;
}
}
if (which == NULL) {
continue;
}
zmq_msg_t msg;
err = zmq_msg_init(&msg);
assert(err == 0);
err = zmq_msg_recv(&msg, which, 0);
assert(err >= 0);
struct capn ctx;
capn_init_mem(&ctx, zmq_msg_data(&msg), zmq_msg_size(&msg), 0);
cereal_Event_ptr eventp;
eventp.p = capn_getp(capn_root(&ctx), 0, 1);
struct cereal_Event eventd;
cereal_read_Event(&eventd, eventp);
if (eventd.which == cereal_Event_live100) {
struct cereal_Live100Data datad;
cereal_read_Live100Data(&datad, eventd.live100);
s->scene.v_cruise = datad.vCruise;
s->scene.v_ego = datad.vEgo;
s->scene.angle_steers = datad.angleSteers;
s->scene.engaged = (datad.hudLead == 1) || (datad.hudLead == 2);
// printf("recv %f\n", datad.vEgo);
s->scene.frontview = datad.rearViewCam;
if (datad.alertText1.str) {
snprintf(s->scene.alert_text1, sizeof(s->scene.alert_text1), "%s", datad.alertText1.str);
} else {
s->scene.alert_text1[0] = '\0';
}
if (datad.alertText2.str) {
snprintf(s->scene.alert_text2, sizeof(s->scene.alert_text2), "%s", datad.alertText2.str);
} else {
s->scene.alert_text2[0] = '\0';
}
s->scene.awareness_status = datad.awarenessStatus;
} else if (eventd.which == cereal_Event_live20) {
struct cereal_Live20Data datad;
cereal_read_Live20Data(&datad, eventd.live20);
struct cereal_Live20Data_LeadData leaddatad;
cereal_read_Live20Data_LeadData(&leaddatad, datad.leadOne);
s->scene.lead_status = leaddatad.status;
s->scene.lead_d_rel = leaddatad.dRel;
s->scene.lead_y_rel = leaddatad.yRel;
s->scene.lead_v_rel = leaddatad.vRel;
} else if (eventd.which == cereal_Event_liveCalibration) {
struct cereal_LiveCalibrationData datad;
cereal_read_LiveCalibrationData(&datad, eventd.liveCalibration);
// should we still even have this?
capn_list32 warpl = datad.warpMatrix;
capn_resolve(&warpl.p); //is this a bug?
// pthread_mutex_lock(&s->transform_lock);
for (int i=0; i<3*3; i++) {
s->scene.big_box_transform.v[i] = capn_to_f32(capn_get32(warpl, i));
}
// pthread_mutex_unlock(&s->transform_lock);
// printf("recv %f\n", datad.vEgo);
} else if (eventd.which == cereal_Event_model) {
s->scene.model_ts = eventd.logMonoTime;
s->scene.model = read_model(eventd.model);
}
capn_free(&ctx);
zmq_msg_close(&msg);
}
}
// update base ui
uint64_t ts = nanos_since_boot();
if (!s->vision_connected && ts - s->last_base_update > 1000000000ULL) {
char* bat_cap = read_file("/sys/class/power_supply/battery/capacity");
char* bat_stat = read_file("/sys/class/power_supply/battery/status");
int tx_rate = 0;
int rx_rate = 0;
char* rx_bytes = read_file("/sys/class/net/rmnet_data0/statistics/rx_bytes");
char* tx_bytes = read_file("/sys/class/net/rmnet_data0/statistics/tx_bytes");
if (rx_bytes && tx_bytes) {
uint64_t rx_bytes_n = atoll(rx_bytes);
rx_rate = rx_bytes_n - s->last_rx_bytes;
s->last_rx_bytes = rx_bytes_n;
uint64_t tx_bytes_n = atoll(tx_bytes);
tx_rate = tx_bytes_n - s->last_tx_bytes;
s->last_tx_bytes = tx_bytes_n;
}
if (rx_bytes) free(rx_bytes);
if (tx_bytes) free(tx_bytes);
int pending = pending_uploads();
// service call wifi 20 # getWifiEnabledState
// Result: Parcel(00000000 00000003 '........') = enabled
s->wifi_enabled = !system("service call wifi 20 | grep 00000003 > /dev/null");
// service call wifi 38 # getWifiApEnabledState
// Result: Parcel(00000000 0000000d '........') = enabled
s->ap_enabled = !system("service call wifi 38 | grep 0000000d > /dev/null");
s->board_connected = !system("lsusb | grep bbaa > /dev/null");
snprintf(s->base_text, sizeof(s->base_text),
"serial: %s\n dongle id: %s\n battery: %s %s\npending: %d\nrx %.1fkiB/s tx %.1fkiB/s\nboard: %s",
s->serial, s->dongle_id, bat_cap ? bat_cap : "(null)", bat_stat ? bat_stat : "(null)",
pending, rx_rate / 1024.0, tx_rate / 1024.0, s->board_connected ? "found" : "NOT FOUND");
if (bat_cap) free(bat_cap);
if (bat_stat) free(bat_stat);
s->last_base_update = ts;
}
if (!s->vision_connected) {
// baseui interaction
int touch_x = -1, touch_y = -1;
err = touch_poll(&s->touch, &touch_x, &touch_y);
if (err == 1) {
// press buttons
for (int i=0; i<ARRAYSIZE(buttons); i++) {
const Button *b = &buttons[i];
if (touch_x >= b->x && touch_x < b->x+b->w
&& touch_y >= b->y && touch_y < b->y+b->h) {
if (b->pressed && !activity_running()) {
b->pressed();
break;
}
}
}
}
}
}
volatile int do_exit = 0;
static void set_do_exit(int sig) {
do_exit = 1;
}
static void* vision_connect_thread(void *args) {
int err;
UIState *s = args;
while (!do_exit) {
usleep(100000);
pthread_mutex_lock(&s->lock);
bool connected = s->vision_connected;
pthread_mutex_unlock(&s->lock);
if (connected) continue;
int fd = vipc_connect();
if (fd < 0) continue;
VisionPacket p = {
.type = VISION_UI_SUBSCRIBE,
};
err = vipc_send(fd, p);
if (err < 0) {
close(fd);
continue;
}
// printf("init recv\n");
VisionPacket rp;
err = vipc_recv(fd, &rp);
if (err <= 0) {
close(fd);
continue;
}
assert(rp.type == VISION_UI_BUFS);
assert(rp.num_fds == rp.d.ui_bufs.num_bufs + rp.d.ui_bufs.num_front_bufs);
pthread_mutex_lock(&s->lock);
assert(!s->vision_connected);
s->ipc_fd = fd;
ui_init_vision(s, rp.d.ui_bufs, rp.fds);
s->vision_connected = true;
s->vision_connect_firstrun = true;
pthread_mutex_unlock(&s->lock);
}
return NULL;
}
int main() {
int err;
zsys_handler_set(NULL);
signal(SIGINT, (sighandler_t)set_do_exit);
UIState uistate;
UIState *s = &uistate;
ui_init(s);
pthread_t connect_thread_handle;
err = pthread_create(&connect_thread_handle, NULL,
vision_connect_thread, s);
assert(err == 0);
while (!do_exit) {
pthread_mutex_lock(&s->lock);
ui_update(s);
ui_draw(s);
pthread_mutex_unlock(&s->lock);
// no simple way to do 30fps vsync with surfaceflinger...
usleep(30000);
}
err = pthread_join(connect_thread_handle, NULL);
assert(err == 0);
return 0;
}