|  |  |  | @ -17,10 +17,10 @@ const char frame_vertex_shader[] = | 
			
		
	
		
			
				
					|  |  |  |  | #else | 
			
		
	
		
			
				
					|  |  |  |  |   "#version 300 es\n" | 
			
		
	
		
			
				
					|  |  |  |  | #endif | 
			
		
	
		
			
				
					|  |  |  |  |   "in vec4 aPosition;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "in vec4 aTexCoord;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "layout(location = 0) in vec4 aPosition;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "layout(location = 1) in vec2 aTexCoord;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "uniform mat4 uTransform;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "out vec4 vTexCoord;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "out vec2 vTexCoord;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "void main() {\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  gl_Position = uTransform * aPosition;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  vTexCoord = aTexCoord;\n" | 
			
		
	
	
		
			
				
					|  |  |  | @ -33,11 +33,19 @@ const char frame_fragment_shader[] = | 
			
		
	
		
			
				
					|  |  |  |  |   "#version 300 es\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "precision mediump float;\n" | 
			
		
	
		
			
				
					|  |  |  |  | #endif | 
			
		
	
		
			
				
					|  |  |  |  |   "uniform sampler2D uTexture;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "in vec4 vTexCoord;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "uniform sampler2D uTextureY;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "uniform sampler2D uTextureU;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "uniform sampler2D uTextureV;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "in vec2 vTexCoord;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "out vec4 colorOut;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "void main() {\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  colorOut = texture(uTexture, vTexCoord.xy);\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  float y = texture(uTextureY, vTexCoord).r;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  float u = texture(uTextureU, vTexCoord).r - 0.5;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  float v = texture(uTextureV, vTexCoord).r - 0.5;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  float r = y + 1.402 * v;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  float g = y - 0.344 * u - 0.714 * v;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  float b = y + 1.772 * u;\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "  colorOut = vec4(r, g, b, 1.0);\n" | 
			
		
	
		
			
				
					|  |  |  |  |   "}\n"; | 
			
		
	
		
			
				
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					|  |  |  |  | const mat4 device_transform = {{ | 
			
		
	
	
		
			
				
					|  |  |  | @ -102,6 +110,7 @@ CameraViewWidget::~CameraViewWidget() { | 
			
		
	
		
			
				
					|  |  |  |  |     glDeleteVertexArrays(1, &frame_vao); | 
			
		
	
		
			
				
					|  |  |  |  |     glDeleteBuffers(1, &frame_vbo); | 
			
		
	
		
			
				
					|  |  |  |  |     glDeleteBuffers(1, &frame_ibo); | 
			
		
	
		
			
				
					|  |  |  |  |     glDeleteBuffers(3, textures); | 
			
		
	
		
			
				
					|  |  |  |  |   } | 
			
		
	
		
			
				
					|  |  |  |  |   doneCurrent(); | 
			
		
	
		
			
				
					|  |  |  |  | } | 
			
		
	
	
		
			
				
					|  |  |  | @ -119,7 +128,7 @@ void CameraViewWidget::initializeGL() { | 
			
		
	
		
			
				
					|  |  |  |  |   GLint frame_pos_loc = program->attributeLocation("aPosition"); | 
			
		
	
		
			
				
					|  |  |  |  |   GLint frame_texcoord_loc = program->attributeLocation("aTexCoord"); | 
			
		
	
		
			
				
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					|  |  |  |  |   auto [x1, x2, y1, y2] = stream_type == VISION_STREAM_RGB_DRIVER ? std::tuple(0.f, 1.f, 1.f, 0.f) : std::tuple(1.f, 0.f, 1.f, 0.f); | 
			
		
	
		
			
				
					|  |  |  |  |   auto [x1, x2, y1, y2] = stream_type == VISION_STREAM_DRIVER ? std::tuple(0.f, 1.f, 1.f, 0.f) : std::tuple(1.f, 0.f, 1.f, 0.f); | 
			
		
	
		
			
				
					|  |  |  |  |   const uint8_t frame_indicies[] = {0, 1, 2, 0, 2, 3}; | 
			
		
	
		
			
				
					|  |  |  |  |   const float frame_coords[4][4] = { | 
			
		
	
		
			
				
					|  |  |  |  |     {-1.0, -1.0, x2, y1}, // bl
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					|  |  |  | @ -144,6 +153,12 @@ void CameraViewWidget::initializeGL() { | 
			
		
	
		
			
				
					|  |  |  |  |   glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(frame_indicies), frame_indicies, GL_STATIC_DRAW); | 
			
		
	
		
			
				
					|  |  |  |  |   glBindBuffer(GL_ARRAY_BUFFER, 0); | 
			
		
	
		
			
				
					|  |  |  |  |   glBindVertexArray(0); | 
			
		
	
		
			
				
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					|  |  |  |  |   glGenTextures(3, textures); | 
			
		
	
		
			
				
					|  |  |  |  |   glUseProgram(program->programId()); | 
			
		
	
		
			
				
					|  |  |  |  |   glUniform1i(program->uniformLocation("uTextureY"), 0); | 
			
		
	
		
			
				
					|  |  |  |  |   glUniform1i(program->uniformLocation("uTextureU"), 1); | 
			
		
	
		
			
				
					|  |  |  |  |   glUniform1i(program->uniformLocation("uTextureV"), 2); | 
			
		
	
		
			
				
					|  |  |  |  | } | 
			
		
	
		
			
				
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					|  |  |  |  | void CameraViewWidget::showEvent(QShowEvent *event) { | 
			
		
	
	
		
			
				
					|  |  |  | @ -167,12 +182,12 @@ void CameraViewWidget::hideEvent(QHideEvent *event) { | 
			
		
	
		
			
				
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					|  |  |  |  | void CameraViewWidget::updateFrameMat(int w, int h) { | 
			
		
	
		
			
				
					|  |  |  |  |   if (zoomed_view) { | 
			
		
	
		
			
				
					|  |  |  |  |     if (stream_type == VISION_STREAM_RGB_DRIVER) { | 
			
		
	
		
			
				
					|  |  |  |  |     if (stream_type == VISION_STREAM_DRIVER) { | 
			
		
	
		
			
				
					|  |  |  |  |       frame_mat = matmul(device_transform, get_driver_view_transform(w, h, stream_width, stream_height)); | 
			
		
	
		
			
				
					|  |  |  |  |     } else { | 
			
		
	
		
			
				
					|  |  |  |  |       auto intrinsic_matrix = stream_type == VISION_STREAM_RGB_WIDE_ROAD ? ecam_intrinsic_matrix : fcam_intrinsic_matrix; | 
			
		
	
		
			
				
					|  |  |  |  |       auto intrinsic_matrix = stream_type == VISION_STREAM_WIDE_ROAD ? ecam_intrinsic_matrix : fcam_intrinsic_matrix; | 
			
		
	
		
			
				
					|  |  |  |  |       float zoom = ZOOM / intrinsic_matrix.v[0]; | 
			
		
	
		
			
				
					|  |  |  |  |       if (stream_type == VISION_STREAM_RGB_WIDE_ROAD) { | 
			
		
	
		
			
				
					|  |  |  |  |       if (stream_type == VISION_STREAM_WIDE_ROAD) { | 
			
		
	
		
			
				
					|  |  |  |  |         zoom *= 0.5; | 
			
		
	
		
			
				
					|  |  |  |  |       } | 
			
		
	
		
			
				
					|  |  |  |  |       float zx = zoom * 2 * intrinsic_matrix.v[2] / width(); | 
			
		
	
	
		
			
				
					|  |  |  | @ -209,38 +224,43 @@ void CameraViewWidget::paintGL() { | 
			
		
	
		
			
				
					|  |  |  |  |   } | 
			
		
	
		
			
				
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					|  |  |  |  |   glBindVertexArray(frame_vao); | 
			
		
	
		
			
				
					|  |  |  |  |   glActiveTexture(GL_TEXTURE0); | 
			
		
	
		
			
				
					|  |  |  |  |   glBindTexture(GL_TEXTURE_2D, texture[latest_texture_id]->frame_tex); | 
			
		
	
		
			
				
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					|  |  |  |  |   glUseProgram(program->programId()); | 
			
		
	
		
			
				
					|  |  |  |  |   glUniform1i(program->uniformLocation("uTexture"), 0); | 
			
		
	
		
			
				
					|  |  |  |  |   glUniformMatrix4fv(program->uniformLocation("uTransform"), 1, GL_TRUE, frame_mat.v); | 
			
		
	
		
			
				
					|  |  |  |  |   for (int i = 0; i < 3; ++i) { | 
			
		
	
		
			
				
					|  |  |  |  |     glActiveTexture(GL_TEXTURE0 + i); | 
			
		
	
		
			
				
					|  |  |  |  |     glBindTexture(GL_TEXTURE_2D, textures[i]); | 
			
		
	
		
			
				
					|  |  |  |  |     assert(glGetError() == GL_NO_ERROR); | 
			
		
	
		
			
				
					|  |  |  |  |   } | 
			
		
	
		
			
				
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					|  |  |  |  |   glUniformMatrix4fv(program->uniformLocation("uTransform"), 1, GL_TRUE, frame_mat.v); | 
			
		
	
		
			
				
					|  |  |  |  |   assert(glGetError() == GL_NO_ERROR); | 
			
		
	
		
			
				
					|  |  |  |  |   glEnableVertexAttribArray(0); | 
			
		
	
		
			
				
					|  |  |  |  |   glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const void *)0); | 
			
		
	
		
			
				
					|  |  |  |  |   glDisableVertexAttribArray(0); | 
			
		
	
		
			
				
					|  |  |  |  |   glBindVertexArray(0); | 
			
		
	
		
			
				
					|  |  |  |  |   glBindTexture(GL_TEXTURE_2D, 0); | 
			
		
	
		
			
				
					|  |  |  |  |   glActiveTexture(GL_TEXTURE0); | 
			
		
	
		
			
				
					|  |  |  |  | } | 
			
		
	
		
			
				
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					|  |  |  |  | void CameraViewWidget::vipcConnected(VisionIpcClient *vipc_client) { | 
			
		
	
		
			
				
					|  |  |  |  |   makeCurrent(); | 
			
		
	
		
			
				
					|  |  |  |  |   for (int i = 0; i < vipc_client->num_buffers; i++) { | 
			
		
	
		
			
				
					|  |  |  |  |     texture[i].reset(new EGLImageTexture(&vipc_client->buffers[i])); | 
			
		
	
		
			
				
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					|  |  |  |  |     glBindTexture(GL_TEXTURE_2D, texture[i]->frame_tex); | 
			
		
	
		
			
				
					|  |  |  |  |     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 
			
		
	
		
			
				
					|  |  |  |  |     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 
			
		
	
		
			
				
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					|  |  |  |  |     // BGR
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					|  |  |  |  |     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); | 
			
		
	
		
			
				
					|  |  |  |  |   } | 
			
		
	
		
			
				
					|  |  |  |  |   latest_texture_id = -1; | 
			
		
	
		
			
				
					|  |  |  |  |   stream_width = vipc_client->buffers[0].width; | 
			
		
	
		
			
				
					|  |  |  |  |   stream_height = vipc_client->buffers[0].height; | 
			
		
	
		
			
				
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					|  |  |  |  |   glPixelStorei(GL_UNPACK_ALIGNMENT, 1); | 
			
		
	
		
			
				
					|  |  |  |  |   for (int i = 0; i < 3; ++i) { | 
			
		
	
		
			
				
					|  |  |  |  |     glBindTexture(GL_TEXTURE_2D, textures[i]); | 
			
		
	
		
			
				
					|  |  |  |  |     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
			
		
	
		
			
				
					|  |  |  |  |     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
			
		
	
		
			
				
					|  |  |  |  |     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 
			
		
	
		
			
				
					|  |  |  |  |     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 
			
		
	
		
			
				
					|  |  |  |  |     int width = i == 0 ? stream_width : stream_width / 2; | 
			
		
	
		
			
				
					|  |  |  |  |     int height = i == 0 ? stream_height : stream_height / 2; | 
			
		
	
		
			
				
					|  |  |  |  |     glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr); | 
			
		
	
		
			
				
					|  |  |  |  |     assert(glGetError() == GL_NO_ERROR); | 
			
		
	
		
			
				
					|  |  |  |  |   } | 
			
		
	
		
			
				
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					|  |  |  |  |   updateFrameMat(width(), height()); | 
			
		
	
		
			
				
					|  |  |  |  | } | 
			
		
	
		
			
				
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					|  |  |  | @ -290,19 +310,25 @@ void CameraViewWidget::vipcThread() { | 
			
		
	
		
			
				
					|  |  |  |  |       { | 
			
		
	
		
			
				
					|  |  |  |  |         std::lock_guard lk(lock); | 
			
		
	
		
			
				
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					|  |  |  |  |         void *texture_buffer = gl_buffer->map(QOpenGLBuffer::WriteOnly); | 
			
		
	
		
			
				
					|  |  |  |  |         for (int i = 0; i < 3; i++) { | 
			
		
	
		
			
				
					|  |  |  |  |           void *texture_buffer = gl_buffer->map(QOpenGLBuffer::WriteOnly); | 
			
		
	
		
			
				
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					|  |  |  |  |         if (texture_buffer == nullptr) { | 
			
		
	
		
			
				
					|  |  |  |  |           LOGE("gl_buffer->map returned nullptr"); | 
			
		
	
		
			
				
					|  |  |  |  |           continue; | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |           if (texture_buffer == nullptr) { | 
			
		
	
		
			
				
					|  |  |  |  |             LOGE("gl_buffer->map returned nullptr"); | 
			
		
	
		
			
				
					|  |  |  |  |             continue; | 
			
		
	
		
			
				
					|  |  |  |  |           } | 
			
		
	
		
			
				
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					|  |  |  |  |         memcpy(texture_buffer, buf->addr, buf->len); | 
			
		
	
		
			
				
					|  |  |  |  |         gl_buffer->unmap(); | 
			
		
	
		
			
				
					|  |  |  |  |           int width = i == 0 ? stream_width : stream_width / 2; | 
			
		
	
		
			
				
					|  |  |  |  |           int height = i == 0 ? stream_height : stream_height / 2; | 
			
		
	
		
			
				
					|  |  |  |  |           uint8_t* tex_buf[] = {buf->y, buf->u, buf->v}; | 
			
		
	
		
			
				
					|  |  |  |  |           memcpy(texture_buffer, tex_buf[i], width*height); | 
			
		
	
		
			
				
					|  |  |  |  |           gl_buffer->unmap(); | 
			
		
	
		
			
				
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					|  |  |  |  |           // copy pixels from PBO to texture object
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					|  |  |  |  |           glBindTexture(GL_TEXTURE_2D, textures[i]); | 
			
		
	
		
			
				
					|  |  |  |  |           glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0); | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
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					|  |  |  |  |         // copy pixels from PBO to texture object
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					|  |  |  |  |         glBindTexture(GL_TEXTURE_2D, texture[buf->idx]->frame_tex); | 
			
		
	
		
			
				
					|  |  |  |  |         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, buf->width, buf->height, GL_RGB, GL_UNSIGNED_BYTE, 0); | 
			
		
	
		
			
				
					|  |  |  |  |         glBindTexture(GL_TEXTURE_2D, 0); | 
			
		
	
		
			
				
					|  |  |  |  |         assert(glGetError() == GL_NO_ERROR); | 
			
		
	
		
			
				
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