# include  "selfdrive/ui/qt/widgets/cameraview.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef __APPLE__ 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <OpenGL/gl3.h> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <GLES3/gl3.h> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								# include  <QOpenGLBuffer> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <QOffscreenSurface> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								namespace  { 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  char  frame_vertex_shader [ ]  = 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef __APPLE__ 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  " #version 330 core \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " #version 300 es \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  " layout(location = 0) in vec4 aPosition; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " layout(location = 1) in vec2 aTexCoord; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " uniform mat4 uTransform; \n " 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  " out vec2 vTexCoord; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " void main() { \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  "   gl_Position = uTransform * aPosition; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  "   vTexCoord = aTexCoord; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " } \n " ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  char  frame_fragment_shader [ ]  = 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef __APPLE__ 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  " #version 330 core \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " #version 300 es \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " precision mediump float; \n " 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  " uniform sampler2D uTextureY; \n " 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  " uniform sampler2D uTextureUV; \n " 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  " in vec2 vTexCoord; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " out vec4 colorOut; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " void main() { \n " 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  "   float y = texture(uTextureY, vTexCoord).r; \n " 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  "   vec2 uv = texture(uTextureUV, vTexCoord).rg - 0.5; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  "   float r = y + 1.402 * uv.y; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  "   float g = y - 0.344 * uv.x - 0.714 * uv.y; \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  "   float b = y + 1.772 * uv.x; \n " 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  "   colorOut = vec4(r, g, b, 1.0); \n " 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  " } \n " ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								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 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} } ; 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								mat4  get_driver_view_transform ( int  screen_width ,  int  screen_height ,  int  stream_width ,  int  stream_height )  { 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  const  float  driver_view_ratio  =  2.0 ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  const  float  yscale  =  stream_height  *  driver_view_ratio  /  stream_width ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  const  float  xscale  =  yscale * screen_height / screen_width * stream_width / stream_height ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  mat4  transform  =  ( mat4 ) { { 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    xscale ,   0.0 ,  0.0 ,  0.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    0.0 ,   yscale ,  0.0 ,  0.0 , 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    0.0 ,   0.0 ,  1.0 ,  0.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    0.0 ,   0.0 ,  0.0 ,  1.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  } } ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  return  transform ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								mat4  get_fit_view_transform ( float  widget_aspect_ratio ,  float  frame_aspect_ratio )  { 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  float  zx  =  1 ,  zy  =  1 ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  if  ( frame_aspect_ratio  >  widget_aspect_ratio )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    zy  =  widget_aspect_ratio  /  frame_aspect_ratio ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  }  else  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    zx  =  frame_aspect_ratio  /  widget_aspect_ratio ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  const  mat4  frame_transform  =  { { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    zx ,  0.0 ,  0.0 ,  0.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    0.0 ,  zy ,  0.0 ,  0.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    0.0 ,  0.0 ,  1.0 ,  0.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    0.0 ,  0.0 ,  0.0 ,  1.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  } } ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  return  frame_transform ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  // namespace
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								CameraViewWidget : : CameraViewWidget ( std : : string  stream_name ,  VisionStreamType  type ,  bool  zoom ,  QWidget *  parent )  : 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                                   stream_name ( stream_name ) ,  stream_type ( type ) ,  zoomed_view ( zoom ) ,  QOpenGLWidget ( parent )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  setAttribute ( Qt : : WA_OpaquePaintEvent ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  connect ( this ,  & CameraViewWidget : : vipcThreadConnected ,  this ,  & CameraViewWidget : : vipcConnected ,  Qt : : BlockingQueuedConnection ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  connect ( this ,  & CameraViewWidget : : vipcThreadFrameReceived ,  this ,  & CameraViewWidget : : vipcFrameReceived ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								CameraViewWidget : : ~ CameraViewWidget ( )  { 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  makeCurrent ( ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  if  ( isValid ( ) )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    glDeleteVertexArrays ( 1 ,  & frame_vao ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    glDeleteBuffers ( 1 ,  & frame_vbo ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    glDeleteBuffers ( 1 ,  & frame_ibo ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    glDeleteBuffers ( 3 ,  textures ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  doneCurrent ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  CameraViewWidget : : initializeGL ( )  { 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  initializeOpenGLFunctions ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  program  =  std : : make_unique < QOpenGLShaderProgram > ( context ( ) ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  bool  ret  =  program - > addShaderFromSourceCode ( QOpenGLShader : : Vertex ,  frame_vertex_shader ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  assert ( ret ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  ret  =  program - > addShaderFromSourceCode ( QOpenGLShader : : Fragment ,  frame_fragment_shader ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  assert ( ret ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  program - > link ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  GLint  frame_pos_loc  =  program - > attributeLocation ( " aPosition " ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  GLint  frame_texcoord_loc  =  program - > attributeLocation ( " aTexCoord " ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  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
   
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { - 1.0 ,   1.0 ,  x2 ,  y2 } ,  // tl
   
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    {  1.0 ,   1.0 ,  x1 ,  y2 } ,  // tr
   
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    {  1.0 ,  - 1.0 ,  x1 ,  y1 } ,  // br
   
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  } ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glGenVertexArrays ( 1 ,  & frame_vao ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindVertexArray ( frame_vao ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glGenBuffers ( 1 ,  & frame_vbo ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindBuffer ( GL_ARRAY_BUFFER ,  frame_vbo ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  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 ,  & frame_ibo ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER ,  frame_ibo ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBufferData ( GL_ELEMENT_ARRAY_BUFFER ,  sizeof ( frame_indicies ) ,  frame_indicies ,  GL_STATIC_DRAW ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindVertexArray ( 0 ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glGenTextures ( 3 ,  textures ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glUseProgram ( program - > programId ( ) ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glUniform1i ( program - > uniformLocation ( " uTextureY " ) ,  0 ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  glUniform1i ( program - > uniformLocation ( " uTextureUV " ) ,  1 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  CameraViewWidget : : showEvent ( QShowEvent  * event )  { 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  frames . clear ( ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  if  ( ! vipc_thread )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    vipc_thread  =  new  QThread ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    connect ( vipc_thread ,  & QThread : : started ,  [ = ] ( )  {  vipcThread ( ) ;  } ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    connect ( vipc_thread ,  & QThread : : finished ,  vipc_thread ,  & QObject : : deleteLater ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    vipc_thread - > start ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  CameraViewWidget : : hideEvent ( QHideEvent  * event )  { 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  if  ( vipc_thread )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    vipc_thread - > requestInterruption ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    vipc_thread - > quit ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    vipc_thread - > wait ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    vipc_thread  =  nullptr ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  } 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  CameraViewWidget : : updateFrameMat ( int  w ,  int  h )  { 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  if  ( zoomed_view )  { 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    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_WIDE_ROAD  ?  ecam_intrinsic_matrix  :  fcam_intrinsic_matrix ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								      float  zoom  =  ZOOM  /  intrinsic_matrix . v [ 0 ] ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								      if  ( stream_type  = =  VISION_STREAM_WIDE_ROAD )  { 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								        zoom  * =  0.5 ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      float  zx  =  zoom  *  2  *  intrinsic_matrix . v [ 2 ]  /  width ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      float  zy  =  zoom  *  2  *  intrinsic_matrix . v [ 5 ]  /  height ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      const  mat4  frame_transform  =  { { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        zx ,  0.0 ,  0.0 ,  0.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        0.0 ,  zy ,  0.0 ,  - y_offset  /  height ( )  *  2 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        0.0 ,  0.0 ,  1.0 ,  0.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        0.0 ,  0.0 ,  0.0 ,  1.0 , 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      } } ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      frame_mat  =  matmul ( device_transform ,  frame_transform ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  }  else  if  ( stream_width  >  0  & &  stream_height  >  0 )  { 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    // fit frame to widget size
   
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    float  widget_aspect_ratio  =  ( float ) width ( )  /  height ( ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    float  frame_aspect_ratio  =  ( float ) stream_width   /  stream_height ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    frame_mat  =  matmul ( device_transform ,  get_fit_view_transform ( widget_aspect_ratio ,  frame_aspect_ratio ) ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  CameraViewWidget : : paintGL ( )  { 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  glClearColor ( bg . redF ( ) ,  bg . greenF ( ) ,  bg . blueF ( ) ,  bg . alphaF ( ) ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glClear ( GL_STENCIL_BUFFER_BIT  |  GL_COLOR_BUFFER_BIT ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  if  ( frames . empty ( ) )  return ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  int  frame_idx ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  for  ( frame_idx  =  0 ;  frame_idx  <  frames . size ( )  -  1 ;  frame_idx + + )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    if  ( frames [ frame_idx ] . first  = =  draw_frame_id )  break ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  VisionBuf  * frame  =  frames [ frame_idx ] . second ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  glPixelStorei ( GL_UNPACK_ALIGNMENT ,  1 ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  glPixelStorei ( GL_UNPACK_ROW_LENGTH ,  stream_stride ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glViewport ( 0 ,  0 ,  width ( ) ,  height ( ) ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindVertexArray ( frame_vao ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  glUseProgram ( program - > programId ( ) ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glActiveTexture ( GL_TEXTURE0 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindTexture ( GL_TEXTURE_2D ,  textures [ 0 ] ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glTexSubImage2D ( GL_TEXTURE_2D ,  0 ,  0 ,  0 ,  stream_width ,  stream_height ,  GL_RED ,  GL_UNSIGNED_BYTE ,  frame - > y ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  assert ( glGetError ( )  = =  GL_NO_ERROR ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glPixelStorei ( GL_UNPACK_ROW_LENGTH ,  stream_stride / 2 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glActiveTexture ( GL_TEXTURE0  +  1 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindTexture ( GL_TEXTURE_2D ,  textures [ 1 ] ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glTexSubImage2D ( GL_TEXTURE_2D ,  0 ,  0 ,  0 ,  stream_width / 2 ,  stream_height / 2 ,  GL_RG ,  GL_UNSIGNED_BYTE ,  frame - > uv ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  assert ( glGetError ( )  = =  GL_NO_ERROR ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  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 ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  glPixelStorei ( GL_UNPACK_ALIGNMENT ,  4 ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  glPixelStorei ( GL_UNPACK_ROW_LENGTH ,  0 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  CameraViewWidget : : vipcConnected ( VisionIpcClient  * vipc_client )  { 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  makeCurrent ( ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  frames . clear ( ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  stream_width  =  vipc_client - > buffers [ 0 ] . width ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  stream_height  =  vipc_client - > buffers [ 0 ] . height ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  stream_stride  =  vipc_client - > buffers [ 0 ] . stride ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glBindTexture ( GL_TEXTURE_2D ,  textures [ 0 ] ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  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 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glTexImage2D ( GL_TEXTURE_2D ,  0 ,  GL_R8 ,  stream_width ,  stream_height ,  0 ,  GL_RED ,  GL_UNSIGNED_BYTE ,  nullptr ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  assert ( glGetError ( )  = =  GL_NO_ERROR ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  glBindTexture ( GL_TEXTURE_2D ,  textures [ 1 ] ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  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 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  glTexImage2D ( GL_TEXTURE_2D ,  0 ,  GL_RG8 ,  stream_width / 2 ,  stream_height / 2 ,  0 ,  GL_RG ,  GL_UNSIGNED_BYTE ,  nullptr ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  assert ( glGetError ( )  = =  GL_NO_ERROR ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  updateFrameMat ( width ( ) ,  height ( ) ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  CameraViewWidget : : vipcFrameReceived ( VisionBuf  * buf ,  uint32_t  frame_id )  { 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  frames . push_back ( std : : make_pair ( frame_id ,  buf ) ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  while  ( frames . size ( )  >  FRAME_BUFFER_SIZE )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    frames . pop_front ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  } 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  update ( ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  CameraViewWidget : : vipcThread ( )  { 
 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  VisionStreamType  cur_stream_type  =  stream_type ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  std : : unique_ptr < VisionIpcClient >  vipc_client ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  VisionIpcBufExtra  meta_main  =  { 0 } ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								  while  ( ! QThread : : currentThread ( ) - > isInterruptionRequested ( ) )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    if  ( ! vipc_client  | |  cur_stream_type  ! =  stream_type )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      cur_stream_type  =  stream_type ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								      vipc_client . reset ( new  VisionIpcClient ( stream_name ,  cur_stream_type ,  false ) ) ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    if  ( ! vipc_client - > connected )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      if  ( ! vipc_client - > connect ( false ) )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        QThread : : msleep ( 100 ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        continue ; 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								      } 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								      emit  vipcThreadConnected ( vipc_client . get ( ) ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								    if  ( VisionBuf  * buf  =  vipc_client - > recv ( & meta_main ,  1000 ) )  { 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								      emit  vipcThreadFrameReceived ( buf ,  meta_main . frame_id ) ; 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
  
						 
					
						
							
								
							 
							
								
									
										 
								
							 
							
								 
							
							
								  } 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}